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Kris Leask (Order #38729720)


Tallblin……………………………………….…………………145
Two Goblins in Armor…………………………………….146
Credits……………………………..……………………………….3
Wereblin……………………………………………..…………147
Backers………………………………………...…………………..4
Grid Tanks………………………………………………..……148
Welcome to the Retroverse……………...……………….11
Low Poly Guard…………………………………………148
Chapter 1: Magic Items….………………12 Holo-Beasts……………………………………………...……149
Glitched Equipment…………………………..……………..23 Jetpack Bugbear……………………………………….……150
Consumables………………………………………..….……..25 Karma Chameleon…………………………………….……151
Gold and Treasures…………………………………..……..48 Killer Doll………………………………………………………153
Chapter 2: Creatures…………………....50 Kobolds…………………………………………………………154
Animatronic Horror………………………………....……....50 Laser Pup………………………………………………………156
Arcade Mimic…………………………………………………..51 Laser-Tooth Tiger…………………………………..………157
Ami’s Claw……………………………………………………...53 Miditaur…………………………………………………...……158
B-ugz…………………………………………………………...…54 Muddies……………………………………………………...…159
Cheezers……………………………………………………..….69 Neo Bandits……………………………………………...……160
Chrome Ooze…………………………………………………...71 OTOTO………………………………………………………...…162
Cyblight…,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,72 Piritheti………………………………………………………….163
Ankylobuto…,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,…,76 Pizza……………………………………………………………...164
Ankylotaur……………………………………………………....77 Power Wolf…………………………………………………...166
Arrowdactyl…………………………………………………....78 Schrödinger's Beast……………………………………..…167
Bee-Rex…………………………………………………………..79 Undying Slasher……………………………………….……168
Chainsawrus…………………………………………….……..84 Woebone………………………………………………………169
Cockat-Rex……………………………………………………...85 Zoromin Beast…………………………………………….…170
Displaceiosaur………………………………………………...86 Chapter 3: The Retroverse……...172
Donamimus………………………………………………….…87 Creating a Face………………………………………………174
Gravisaurus…………………………………………………….88 Flair………………………………………………………………175
Magnetadon………………………………………………...….89 World Map…………………………………………………..…177
Piranhadon……………………………………………………..90 Our Cube……………………………………………………….182
Velocilisk…………………………………………………………91 Adventure Table…………………………………………...200
Waspinosaurus……………………………………………….92
Chapter 4: The Challenge of
Yggdrasaur…………………………………………………..…93
Disco Assassin……………………………………………...…95 Warren’s Grove………………………………203
Beat Dragon……………………………………………………98 The Grove……………………………………………………..206
Code Dragon……………………………………………….…102 Drunk-E-Cheezers…………………………………………209
Laser Dragon……………………………………………....…108 Back in Warren’s Grove……………………………….…225
Neon Dragon………………………………………………..…113 Castle Indomitable…………………………………...……227
Tesla Dragon………………………….………………………118 Once More into the Grove…………………………....…252
Xenon Dragon…………………………..……………………123 A Singular Point……………………………………….……253
Elementals…………………………………….………………128 Vending Machines………………………………..……261
Flanoids………………………………………………...………133 The Arena…………………………………………...……275
Glass Shadow………………………………………...………136 Cimt’rry’s Castle………………………………….……288
Booblin……………………………………………………….…138 Endings…………………………………………………………318
Cawblin…………………………………………………………139 Secret Ending……………………………………………...…319
Godblin……………...……………………………………….….140 Appendix A: Safety………………………320
Gobblin………………………………………………………….142 Appendix B: Inspiration……………..321
Gooblin…………….……………………………………………142
Appendix C: OGL Content………….323
Jawblin…………………………..………………………………143
Robolin…………………………………….……………………144
Appendix D: Maps………………………...325
Character Sheet……………………………...337
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Kris Leask (Order #38729720)


I want to thank everyone who has stopped to give
us a like in social media, those who shared us with
their friends, and everyone who backed our
LEAD DESIGNER: CHRIS LOCK Kickstarter. You are the ones who keep this
project alive, and it means the world that you
LEAD ART: LLUIS ABADIAS support this crazy thing called the Retroverse.
I want to thank Chris for being the most
amazing person to work with. Whose words keep
ADDITIONAL DESIGN BY: SCOTT inspiring every piece of my art, and whose
BORLAND, KATRINA BRESNICK, friendship is among the most valuable things I
have.
KEVIN HARRIS I want to thank my family and friends for their
much-needed unconditional inspiration and
EXECUTIVE PRODUCERS: CECILY encouragement.
Thank you, and welcome to the Retroverse
WINTERS, ATIRA AND PARKER (beware of the laser dog).

GAUGHAN, COLEH -Lluis Abadias

Thanks for Playing!


The Retroverse has been an amazing project to
work on. Never in my life would I have imagined
that a fun venture like this would receive so much
support! I want to extend a thank you to everyone
within the tabletop community that has
supported, encouraged, and loved us through this
journey. We’re only part of the way to where we
want to be, and we hope you will continue down
this path with us!
I would like to thank a few people who are
special to me as well.
Lluis is the other half of this project. It would
never have existed without him. All the artwork
you see here is his!
My GM, Dave who has patiently taught me how
to be a better storyteller over the years.
My Father and Mother, for showing me the value
of unconditional love.
My children, who inspire me to be cooler every
day.
See you all again soon!

-Chris Lock

Kris Leask (Order #38729720)


Our Backers
Thank you so much for supporting, testing, playing,
celebrating, and putting your story into our world!
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Torn Pixie Jason Mical Ralph Levi Clark Ryan M Gianforte Oliver Rowson Darion Nutter
Nyarlana Jiffy Roger C. Jones Megan Roy Hayley MacDonald Laura
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Kris Leask (Order #38729720)


Drew morgan Pete Kauhanen James Killen Aaron McCall AnotherSpectre Alex Boake
Patrick OShea GoldSkulltula Guest 450170274 Stuart Watkinson Roh Cody Blaschke
Ray Caffrey Christopher Bill Garrett Marz Marziano JP jack
Connor Thompson Stewart Rob Lamerton Carlos Irizarry Michael Wood Doug
Levi Burtner David Wilson Matt Aaron Donahoo Alejandro Romero Joshua
Mr. Luchador Ryan Percy Alex Schmalzel Nicholas Matthew Garry Grant F
Maeryn Althea Adam G. Brooks Philip McRae philip treier Cullen Petersen Jordan
Tover Teemu Helasharju Matthew Jirau Brian Lopez Snarkayde (Philip) Jon
Gary Dowell Devon Mosier Michael Tree Warren Nichols Aaron Chleborad Action Jackson
Jon Schneider Michael Letterle John Guyette Chris Pipinou Ben Fowler Eric Dziver
David King AJ Freeburg Zoulot Colleen Tim Annan Jesse David Wan
Lizzie Mueller Richard Luoma Brad McAlpine Mykal Wane T
Tyler Peterson Sean Murphy nanditheg Saege
Lawrence Joshua Kerns Scott Vandervalk Matthew
Holbrook Greg Leatherman Aubrey Massey Devon Trube
Skye the English joshua palmer Matthew Glass Josh del Villar
Gamer Andrew Debbie Dom Cruz
Andrew Swink Dustin Maribelle Jordan Running
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Barfu Jessica Salter Myers
Tom Munkres Est Cal
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Kevin Hall Jay Bickford
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Quin StrayDog
Chulain
Ben Zakes
Chance Clement
David
Justin Joye
Brad Czarnata
Tony K.

Kris Leask (Order #38729720)


GmMxt Paul Ashley Chris Tardie Bohu Brian Zuber
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Daniel Bernath Lurker Bran Max Myerff1 Stephanie
Isaiah Tim Garris Hannah Steinman Susan Thompson Lily Podolskaya McNamara
Castreek Cecily Winters Eric Jaeckel Lauren Eames KevinRanch Nick GIlder
Keith James Justin Alexander Thomas Rogers Robert Max Alexander Sally Pritchard
Dickinson Miguel Warlock Gerard Pernes Freeman Wilfinger Richard Cole
Eric Lohmeier Patreon Psybernary Audryana Knippert Jamey Belin J.P. Starsey
Richard Easton Lindauer Cameron Lee Irby Kieran Mclaughlin chris johnson jtc1975
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Malfias Fandible JB Glendinning jacobingalls Christian Silva Jared Cram
Zach Bertram Rianne Goodman Rodney Leeson Craig Mistlebauer Mike Wieczorek Phoebe Zeitler
Logan Worm Adam Edenfield Kyle Lawrence Tristan T. PerrosCabra Anna Morgan
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Breitenbach ABS Patrick Krogh Nick Hamelburg Nicolò Antonucci Chris Zito
killervp DrSbaitso Jensen Sean O'Dell Trinket Marc
Austin Beatty Natalie Vincent Buck Bebarce El-Tayib Neil Jensen Silver Citadel
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Matt Scherbring PinkZeppelin13 Nicolò Lardelli Jere Manninen David Walton Jace
Chris Lamerton Andrew Rachunok brandon reynolds Nick Anne Dinosaur Josh Jasper
Owain Boardman Matt Drwenski Cerxi Kristopher R McDowall Dan Beining
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Cosmic Ehrhart Brian Tyler Faith Travis Odin Eric Pinero
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Eri .. aka j3w3l Jonathan Seastedt Hawk Johenson ryan treangen Erik Ottosen Cimarron Wills
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Christopher Larry Dixon Nathaniel Brown Stephen M Ryan Harris Quentin Acord
Wilkinson Will Kerr Zachary Monea Toothman Tyler Brisbin Herkules Ehrhardt
Alex Stachowski EpsylonRhodes logan dake Matt Frazita Ben Krebs James
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Clint knight artorias Kyle Kenneth Miller Pascal Englund Ian Shaw
joseph Morise Casey Talyen Alex DG Rudolph
Nick Whitney Kei Imamura Danielle Berry- Jacen Quinn Crasius Clay Hodges
Ellu Ngoko Wes Klaassen Massey Tyler Lee Ali Roberts Rae
Michael Evans Philip Snyder Bill Wantuck Mathew Calder Brian Goubeaux Wyrdrune
Connor Anita B Michael Branham AntiSqueaker Eric Ramirez Tommy
Alan Karas Rrok Anrolle Eve Seitchik Jed Locquiao Gaëtan Voyer- William Crowe
Rob Peters Robert Allin Bradford T Duncan Gage Blidy Perrault Robin Gonzales
Harriet Walker Kylee Wilson Kyle The Pike Joseph Le May Purps
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Brian Lynch Chad Long Brett Gordon Bryce Lavoie BroPhones Artúr Németh
Dwight Wade (Tecrogue) akimika Dana Boychuk Mike Bobrith
Colin McLaughlin Guest 41473792 RIdley Litton Brennan Mitzel Bot_Jake Peter Clark
Zachary Pollak James Fazardo VaultsOfExtoth apisano Calamity's Child Brent Floyd
Anthony Wallace Willborex Nathaniel Terhune Alic Szecsei Andrew Stauffer Cory Law
Relentless Rex Zach Shallbetter Guest 137979570 derekticon Todd A. Lee Yeong Chee
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Eric Evilsizor John Christopher Robert Grice zerokiba Chris Marten Xandar Miller
Casey Shreve Dingman Banks Stephen Kaleb Oswin Erin Hansen
Three-eyed Rat Bryce Hiles Riley Fraser Eichenberger Scara Isaiah
Tootsie David Jacobs Andrew Ian Stoneking Devlin Cainsf
KnKplayDnD Jenny Stephane Gelgoot philip hindley Jason Salomone Mike Hourigan
Catriona E Wood Andrew Heath novaraiser Aaron Ingles Steven Barnes Jeff Mach
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Sasha "TK" De'ath Nathan Van Son Scott J. Dahlgren James Dickson Karina Reitz "LibrariaNPC"
Kim Metzger Kalen S. Lewis Nicholas Reeves Michael Guerette Ben Richardson DeMinico
Francisco Ferrer TJ Martin Nina Dyer Kalanyr Michael Bunicci Elvenstreak
Evan Louks Ryan Acheson Francois Poudrier Emily Jar Elysium Ervin
Tyler Daniel Peterson Darian Billowitz Micah R. Maloney Alexandre Perras Rich Horner
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Kris Leask (Order #38729720)


Andrew Cubes Syd O. Victoria H Alexandra Wilson Paul Gregg Barlow
Corey Traiss Megan Brown Jamie Lurker Bees Diamond C.
Dalton Legendary Pants Brian A Johnson Daniel Iglesias Tradoseo Moebus
Paul Benson Gary Blunt bob Leonard Wing Rubahhitam Thomas Freed
Cody Matthew Joanna Bartenstein Princess Lawrence
Ryan Reed Highsmith Marcinkowska Megan Violett Alan Cohen McClurkin
Kaj Sjostrand Lucas Henderson Fynikz Carl Camp Matt Cook Zack G
Preston Parker Spartyblb Sam Roache Tim Hall Andrew Sean Duffy
Robert Nolan Alex Iptok Melluso Eric Hellickson Edgardo Cruz Schwerdtfeger Jacob
Bridger Burt Corey McAtee astera Sean Christopher Sam Peter
Corey Rautenberg Chris Neves James Ladd Charles Richer RadiantPython Beau Parsons
Aric Jared Edens Rabtar Rob Olsen Beau Crabtree Mike Bertrand
robert kim Ian Prado Jack Coleman Richard Lee Hurst Kevin Scott Lynner Maddi
Justin Vona Chewanko Case Pendleton Thoams Harvell Ryan Glasgow Lukasz Furmaniak
Alex phelps Anna Stinnett January_Silence MrFlame Will Wright Mugianesi
Peter Roads Andrew Arneson Nick Diffraktor Comrade_Silver Anthony
Josh K Natalie Wallace Stacey BasedWeebus deleted Eury
charles coalson Jessica Lyn Noxi Doug Fuscia Chase Novak Mads Rune
Elisabeth Sandoval Randell Paul McHugh Zachary Shiotoma Haugstad
Robert Nicholas O'Bryan Joe Brian Cowan Riccardo Rumor Conor
Vitamancer Adan Yanez Lucas Raines Joe Cherney K-Yote Max Miller
Ian SerVaas JoeyR Shawn Fennessey Nathan Grainger BogWitchMain koolfy
Nick pater Nayomie Jade Nasty Sauce Boy DrunkenGeebee Samitefan1 Ryan Christopher
Joshua Kevin M Kelley Dallas Hetrick Marcus Eddie Carlos Escarsa Gavitt
Charlie Kendall Emily Escovar Taylor Goehring Vanderloop Fiona Redmond Roger Lafave
Justin Wrenn Matthew Goranson Crouza Matt Krieg Robert Brunck Eric
T Eric Pickney Zachary Wease Chris Chaney Dan Cox Matt Belford
Justin Gillman Timothy Egelston Anastasia Chomas Ten Nick FrozenThrog
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Claude Weaver III Rick van der Nom Joshua M Knutson Phenix Cavner Susan Marie
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Erik Nell Frosty1723 Astrid Shatursun Lindsey Evan Zrinsky
Kenneth Michael Kevin Myers Joe Mark Molea Colby Elliott
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Callie Josh Waddell micmacp rob Andrew Barron Merlannin
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Trenton Mark Eberhardt Dan Murray Tyler Jake Mattinson Connor Jackson
Greg C-M Anna Kopinska Charles Ryan Robbins Sean Connolly Tyler Loring
Andreas Walters Jordon Daniel Ross Lucian Kahn marcus John Murphy Raven
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Jurnee Jakes Tim Gonzalez Gemini Duality Duarte Cruz Noah Chock MeleeMagthere
Ian Lee Cody Warren Serpent Sea Britton Combs Andrew Anderson
Trevor Brendan Brown Games The Bearded Noah Storz Wheatley
Skagragler Alyssa Audet KaCee Bunn-Smith Vegan Callum Ballantyne Zackery Cantrell
Tyler Mascia Patrick Stockinger Josiah Forrest Garner Vlad Giulvezan Jason Miller
Kaldgord Sylva Corey Tindall Michæl S Reese Lumina Stephanie
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Kris Leask (Order #38729720)


Michael Jacobson Brian Mochrie Bai Ley Michael Schoen Quinn Crandall Tyler Gerber
Mason Justin Forkner Matt Soucy michael Aaron Rosemary Harris
Kieran Mitchell Ryan Jillian Z armstrong Sam Costidell JonahLore
williamsjakeb Adrian Arcoleo Tracy Vierra Jeremy Johnson Adam Jones Drew Alderson
Muddogg Matheus Borges Andrew Christian Gardiner Michael Popp rathiri
Liam Boone Ziderich Devin Hero Anthony Post Apocalyptic Quinn Armstrong
Hunter Houston Doug Atkinson Junior Santiago- Kirkpatrick Gamer GlitchedInGrey
toomuchlettuce Adam Poisal Jack Nolan Thomas (Maxadon96) Verdestrom
Benjamin Weaver penn poutanen Derrian Greer Nicholas Jaross Arkhane Asylum Chris Gwinn
VerdeD4 Joshua Frazer Ty Oliver Slater Publishing Montana Bobinski
Michael Creel Mark A. Wilson Leon Pena Noah Bruemmer Jacob Montgomery Trent Leclair
Giancarlo Aversa Ash Christians Zach Rotz Michael New Stefan M. Second Class
Raiden Ryan Austin TJ Tompkins Feltmann Elitist
Reid Barker Eric Feay Ryan McCoy Abby Wentzel Carissa Black Ryan Kent
Alexander Taylor Bleir Jeff Jorgensen Gary Oak Courtney Benjamin Francis Erin
Iavarone Nicholas King Serasi William Daly Russell
Brayden Tiberius Krisal Gile Ian Rugg Phoenix Moncus Preston Poland Ventimeglia
Scobie Dan Hernandez Mary Bennett Will Helsing Sam Parsons Joshua Herrington
Ryan Curran Jeremy Auer Gregory Morris Kevin Cherry Jeremy Sterling dudeman mcfex
Nick Zachariasen Oni Garlicki Taylre Griffin Jacob Crowley Adam Royster Jeffrey Morgan
Brenden Charles Prause Spike Edmond Bryan English Gale Fierre BobGoblin
Roidon Luke Renz kaitokaito Holcy Furlong Chance Win
Samuel Levesque Rhys Cottle-Vinson E. S. Dickenson Tori Phil Kenyon Brandon Benes
Daniel Hudson Deanna Bushman Jesse james klein Joel Shelby Davis
Daniel Lamoureux Daniel Hojnowski Nick Duncan Lint Jonathan Tyler Hulsey
Veronica Hamilton Daniel Dakota Russell Jd Crouch Andrew Lesher Greg Barnsdale
AndrewFarmer09 Adam David TDog60 DMDoom Prehistoric Duck Sky Poole
Mike Lindsey Dunlop Nicholas Kandas Steven McSeveney Lamp Eric Szypulski
LaserFowl Tj Dozier Hannah Kimble Kestner Bailey Martin Brandon Thornton
Arthur Mike Minich Alex Kobs Joshdk Andrea Rose Ann Dillon VanBuskirk
Zach Amarant josh nelson Phillip Ada Paul Veenstra Alex D.
Robert JESUS BARRON German Daniel BeadsJr Colin Wilson James Yardley
Stephen Grote Thomas Anderson Boso Jack Elphinstone Thedrawingpony Shougo Amakusa
RobbieEsson Forrest Perrin de Charles Mayfield Warren Sybil Jesse Ingram
Marcus N. Wiles Graaff Christian Scharkus Melvin Zero Caige Greg Katopody
Sean Ringrose Zen Bottles Markus Olofsson Hannah House Alain Bourgeois Parker Brantley
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t Kyrre Havik Benjamin Smith Shelby Besse Spellhawks Press Dakota Dohr
Ari Weaver Jonathan John P. John J. Berting Jacques Menasche John Highwind
Joseph Stecher Matthew Simpson Michael Martin psudonym55 Jarrett Martin Tayot84
Jacob Berman Nnpatel87 Kaleton Martinson Petelo4f Jared Silfies Coty Seth
Wesley Allen Kevin Adams Christopher Banks Alex Jackiw Tony McDowell John Templeton
Taylor Fitzgerald Andrew Skarda Syrakkis Lopez Charles Koeppel Michael Craig
Wilson ORC DAD Zachery Gaskins orcrist86 Endless Mike Adams
Benjamin Greene John Cleary Falon Deimler Derrick Brunette Casey Candice
Chris Morgan Aaron Craig Aster James Knevitt ConorJ Devon Santos
Matyas Matlo Kyle Challen andres sosa Tyler Matthews Jonathan Baldwin Alex Ellis
Jon Roth Ali Abdullah Drake Booth Tanner Banks Jack Cross Karl Slagle
Dylan Stup BusinessOtter Frank Doherty Craig Cormier Jeff Bauersfeld Adam Zellmer
Brendan Serpa David Rurun Kristine MacLeod Matthew Rebecca Lawrence
Bryan Taylor Kenny Chris P Aguilera Vanderweel Eduardo Caimares
Arielle Moyer Chris S Alex Shrew Sean Waffles Nanci Patterson Matthew Boone
Tiberia Ryan Fowler Herrington McAuliffe Brandon J Petrie Steven
Alan Elliman Rina Holly Dingwall Christopher Stoner Sean Riedinger Derek Phaneuf
Noah Morris-Fry luca peter bouldry Jamie parsons Abigail Rogers TheLetterB
Erica Wallin John Crowley RoboGerbil Daniel Wismer Eric Bajus Jeremy Kear
Carl Brost Irving Thadeus Red Elizabeth Ellis Robbie Forrest G.
jayoungr Royale John Adrian Basilio Leslie Porter Alberto Gonzalez Emerson
john Thomas Thomas Watchorn Mark Sherman Kelsey DeVries Lucky Dice
HardwarJo ReyLang MarioGMan25 Izaak Spiers Dean Piechalski Matt Skinner
Christopher Arce Vaughn Mayer Vivas Kaul Jeremy Handler Ethan Slack David Sweeney
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Kris Leask (Order #38729720)


david milka Erik Heathcote Jacqueline Krzysztof Brett Matschke Edward Fadigan
Kim Detro Daniel Lily Niehaus Domański Gabrielle Seaborn Todd Biggs
Kristen Winslow Thor Holmquist Britt M Jernigan Karina Reitz Jennifer Ryan Sundberg
Thomas Jacob Guest Krazie Zach Gavin Boutdy Stephen Hallowich
Cody Swatek Nicolas Pirot 2041889705 Bertrand Lucia Gaudenzi Mark
Steven Lord Samuel Creelman Jayden Masato Keenan Sawyer Karene Michelle Katz
Stephen K Jeff Joecken Lewis Joseph Oleson Conor Toleson Conner
Sandy Ruiz Philip Boyle Jim Ryan Brad Austin Woodward Todd Richards
David Stanley Firbaelvan Henry Perez Alessandro Maggi Chip Warden Jaime Colon
Amber Carnes Caitlin Williams Jonathan Green Kyrra Mechanomaly
Rory Buckaroo Gabriel Gray Matthew Keck Derrick Davis old beetle
William Koebke Chris Durst Josh Evans Jamie Flood Max F. Sebastian Müller
Chris Savoie Nash Michaud Joanna Wanfried Abel LEFEL Mike Elston Troy
Rudy Jahchan Morgan Gate- limitless FERNANDEZ Robert West James Briggs
Eric Daugherty Leven Kristopher Pring James Woodman Eric Semrow
Dan Bacon Philip Matthew Roy Harry Hannah Carlan
bejan paknia Maranda Williams Tom Burdak Ted Rouse
Joshua Wright Art H Orion Burke J Silverstein
Ryan A Duchene Mike Wisnefsky Wayne Liberty crystaliswave
Otherjoe Cody Dylan Haskins Mujestica
Nathan Gross Colin Lemen cliff Phyllis Ashley
Tam Elliott xXDarkHour96Xx Jack Plant
Pablo Graham Norton Yan Guillemette
Adam Harju Deziree Larson Sean Hunt
Graham Russell timepatches Benjamin
RedMageGizmo John Bookwalter Olschewski
Andy Lau Jr. Justin Carter
Shauna Steve ayellowbirds
Michael McGowan Linrandir Joseph Wood
Jordan Kearns Samuel West Stephen Durell
Nicolas DiFurio josiah Luke Biskup
Richard Erickson Jonathan Perosa Jamal L Wilkins
Joe Meyer Jacob Kemp
Grant Vargas Kotaabear
Christopher Grey Nick Roth
Stefan Buiter Jordan Bajzert
Brett Buterbaugh Shaun M.
Chris Quaintance-
Ian Edwards
Genevieve Eric Enloe
Noah Sterrett Stephen Gushue
Stern Ian Wallis
Darren Thompson Aaron
Pokeroots Daniel Beeching
Adam Souza Keith Hershey Jr
Remy Coupe Adam
Gareth Wendlowsky
Christian Vinetas Leif Isaacson
Rob Miller Margaret A.
adam jacobsen Toby
Sheldon Justin Tecca
KooeyHundreds Demu
S. Katz Ethan
Marcus Robert
timothy Darklight
Joe Sturwold Interactive
Alec Hunter
Ryan Austin
Bo
Stephanie Turner
VonEther
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Kris Leask (Order #38729720)


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Kris Leask (Order #38729720)


GAME MASTER’S BEATS
Within these pages is one of many dives into the
world of the Retroverse. It is intended to be
bombastic, humorous, and more than a little silly.
The Retroverse is a universe inspired greatly by
music, games, books, movies, and fashion of the
80's, 90's and early 2000's. It resides in a place of
half faded memories, barely remembered songs,
lost childhood friends, outdated styles, and time
corroded files. This world does not follow the
traditional rules for fantasy settings but is mired Additionally, this game is built to be a safe and
in them all the same. The Rule of Cool is written fun experience for everyone, regardless of race,
into the spirit of this game and is the only one that religion, gender identity and expression,
should be adhered to strictly. As with all things, nationality, sexuality, or otherwise. It is up to all of
your Game Master (GM) has the final say in how us to build a welcoming place for our fellow
their world operates. players and game masters. When planning the
The Retroverse was built around 5E. There story, discuss some of the possible tropes or
should be little problem bringing existing 5E difficult subjects that may come up by playing this
content into this world or taking Retroverse game and work towards group consent when
content into another 5E setting. Any enemies, dealing with harsh real-world issues. Likewise, if
items, spells, or otherwise in red bold is not you find something in our game that you feel is
included within this text. Please refer to other 5E problematic, please let us know and we will do
and Open Gaming License rule sets for their use. our best to remedy it.
Every quest starts with a [TL;DR] (Too Long; Thank you so much for helping us test Lasers
Didn't Read) version of the contents. If you simply & Liches. We hope you have as much fun playing
want to run straight into the action, then read our game as much as we did making it. If you have
these. For more detailed explanations of the story, any comments or concerns, you can contact Chris
please read the full text. We have denoted places on Twitter @Snickelsox or Lluis on Twitter
in which we believe characters should progress a @LluisAbadias. Stay safe in the Vector Wilds!
level. If you believe this is too rapid or slow, please
adjust in the way you see fit.

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The Retroverse is full of countless strange and
wonderful artifacts. Many seem familiar, and it’s
possible you’ve seen some incarnation of these
items in your dreams. There are so many
universes out there, so many possible realities for
the Retroverse to intersect, nearly every magical
item of every conceivable timeline ends up here at
least once.

101.5 "The Hammer" FM


Weapon (warhammer), legendary (requires
attunement)
You gain +2 to attack and damage rolls made with
this magical weapon. A magical, if somewhat
impractical looking, warhammer with a bulky and
weathered boombox radio serving as the head. It
has a variety of strange abilities, making it
incredibly powerful in the hands of a master beat-
brawler.
Pump Up the Volume. The Hammer holds a
total of 11 charges of “volume” that can be
expended for additional effects. If the attuned
creature hits a target with a critical hit, the freely use 1 additional charge to keep the spell
hammer regains 1 charge. It regains all expended going for that turn. If you continue the spell with
charges at dawn if it has at least 1 charge left. If it volume charges, you do not have to maintain
has no charges left, it regains all charges after 1 concentration on the spell as the hammer fulfills
week. that condition; you also cannot use any of the
Come On, Feel the Noise. On a hit, you may hammer’s other abilities, except Pump Up the
expend 1 charge of volume to add 1d6 thunder Volume, on your turn but can still use it as a
damage to your damage roll. weapon.
You Spin Me Round. As a bonus action, you Turn It Up To 11. As an action, you can expend 11
may expend 2 charges of volume to empower charges of volume to slam the weapon into the
your next attack with feedback. On a hit with the ground with terrible force. Each creature of your
empowered strike, the target must succeed a choice within 30 feet must make a Constitution
Constitution saving throw (DC 16) or have saving throw (DC 20), taking 12d6 thunder
disadvantage on the next attack roll it makes damage and being knocked prone on a failed save
before the end of its next turn. or half damage and not being knocked prone as
Push It Real Good. As an action, you may much on a successful one. After using this ability,
expend 4 charges of volume to cast Thunderwave you must also make a Constitution saving throw
at 1st level. (DC 18). (DC 10), destroying the hammer on a failed save.
Like a Hurricane. As an action, you can expend The DC for this saving throw permanently
6 charges of volume to cast Call Lightning at 3rd increases by 1 each time you use this ability.
level (DC 16). One each consecutive turn, you can

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AEN Glasses Alter Ego Cape
Wondrous items, common Wondrous item, common (requires attunement)
Within the Retroverse exists an invisible tangle of Using your action to do a rapid twirl while
ethereal threads that cobble together what is wrapping this cape around you will allow you to
known as the Arcane Eye Network, or AEN. The use the spell Alter Self twice per day. You may
main function of the glasses is to share photos or only change your appearance into a single
video streams between people. Each set contains predetermined alter ego, chosen while attuning,
the capacity to record video and to tune into live- and stay that way until you twirl in the cape again
streams of others with the glasses. While to end the spell. Your alter ego shares all the
watching a live video, you also can send the same stats and equipment that you do.
streamer text messages in a collective chat box.
Video and chats displayed can either be an opaque Anaglyphic Glasses
overlay or completely obscure your vision based Wondrous item, rare
on your preferences. Every function of the device This set of spectacles has one red lens and one
is controlled by eye movements and/or voice blue lens. When worn, it shades the world in these
commands. colors and makes everything seem slightly askew.
Each user of the device is assigned an account Any checks relying on sight made while wearing
ID and any recorded videos or streams are tagged these glasses, including attacks, are made with
with this individual’s ID. Magical authentication disadvantage. However, the wearer gains the
prevents most tampering and stealing of IDs, even benefits of the spell True Seeing while looking
if using different sets of glasses. While recording, through the lenses.
there is a noticeable red light on the corner of the
glasses. Covering the light or casting illusion
magics on it will prevent the glasses from
functioning until the obstruction is removed.
In some lands these devices are common,
streaming out every nook and cranny of local life.
In other places this technology is almost unheard
of. Some adventurers make their livelihood with
these devices, relying on their viewers and
sponsorships to continue their unusual lifestyle.

After Image Cape


Wondrous item, very rare (requires attunement)
When you make a melee attack while wearing this
cape, you can create a shadowy afterimage of a
single attack. Regardless of if you hit with the
initial attack or not, you may immediately use a
bonus action to make the exact same attack with
advantage. On a hit, roll the damage dice again,
dealing half the damage (minimum of 1) against
the target. The afterimage attack is not capable of
causing status effects, only damage.

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Ancel’s Fist Light Color (Rare) Damage Type Resisted

Wondrous item, uncommon (requires Light Green Acid


attunement) Blue Cold
This white gloved fist swirls around its owner in a Red Fire
slow and lazy circle. It can easily be pushed out of Yellow Lightning
the way and does not resist anything unless it is in
Deep Green Poison
combat. It cannot unclench and can only be used
Orange Thunder
to punch things. You can use your bonus action to
mentally command the fist to strike a foe within 5 Light Color (Very Rare)

feet of you. Make an unarmed attack with Rainbow Force


proficiency, adding your Intelligence modifier to Deep Purple Necrotic
the attack roll. The fist deals 1d4 + your Light Purple Psychic
Intelligence modifier bludgeoning damage. You White Radiant
can choose to spend your bonus action to charge
the punch, striking an enemy up to 10 feet away
Aimi’s Chainblade Hand
and doing 2d4 + your Intelligence modifier
Wondrous item (hand, chainsaw), very rare
bludgeoning damage.
(requires attunement)
Rumors swirl about fists that have been
A complex robotic hand that can completely
magically enchanted by powerful wizards. Said to
mimic the actions of the wearer. To use this item,
sparkle or to be coated in gold, they allegedly
one of your hands must be removed at the wrist
strike with more accuracy and force than their
and this item must be put in its place. During the
normal counterparts. Sparkling variations are
attunement process, the hand grafts onto the
rare, use d6 for damage dice, and deal force
wrist and can be mentally controlled like a normal
damage. Gold variations are very rare, use d8 for
hand afterword’s. It can be removed and mentally
damage dice, and deal radiant damage.
commanded. While in this state, it behaves the
same as the spell Mage Hand with the following
exceptions: It is solid, does not float, has a
strength of 10, 10 AC, and 1 hit point. If it is
incapacitated in this state, it must be reattached to
you for 24 hours before it is usable again.
Additionally, when the hand is attached to you,
you can use a bonus action to transform it into a
chainsaw blade or back into a hand. It behaves like
a normal chainsaw but gains the following
properties: It is no longer heavy and takes the light
property. It cannot be refueled, instead refilling its
energy after the wielder finishes a long rest. It
Arcane Kicks loses the two-handed property.
Wondrous item, rare or very rare (requires Curse. Those who attune with this item will
attunement) begin to be hunted by the original owner’s
These remarkable shoes have custom designs on discarded hand, Aimi’s Claw. It knows exactly
them that match with the flashing lights on the where the wielder is at all times and will not stop
bottom. Not only are they a treat to look at, when hunting them until they are dead and Aimi’s
attuned to, they grant +1 to Charisma and Chainblade Hand is removed.
Dexterity saving throws and resistance to some
types of damage. The color of the lights
determines what types of resistance they grant.

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Bandi’s Idol Mask
Wondrous item, very rare (requires attunement)
This strange tiny mask is made of simple wood,
carved with forgotten runes, and adorned with
brightly colored feathers. Once attuned, it floats
beside you, making no attempt to hide. It does not
speak, cannot be interacted with, and will avoid
capture or damage by phasing away from danger.
It will take the full force of one attack for you.
Using your reaction, you mentally command it to
interpose itself between yourself and an attack
you are aware of. It takes the full force of the
attack, shielding you entirely from any damage or
effects. Once it has done this, it disintegrates into
nothing and is lost forever.

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.

Bastion's Great Hero Armor


Wondrous item, legendary (requires attunement)
A mundane looking cover-all style pajamas with
the powers of a superhero hiding within. Attuned
creatures gain AC as if they are wearing Plate
armor, negating the Strength requirement and
Stealth disadvantage. They also gain resistance to
Acid, Cold, Fire, and Lightning damage. The suit
has a plethora of powers available to the user but
is somewhat unreliable when they are called
upon. It has a maximum of 6 charges, recovering
1d4 at dawn each day. When using a power, roll a
d20. On a 15-20, the power you wish to use is
selected. On a 10-14, you must choose another
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power and it activates instead. On a 2-9 the GM 16) or take 1d6 bludgeoning damage, regardless of
chooses a power to activate instead. On a 1, no how high you jumped.
power activates but a charge is still consumed. All Invulnerability. Until the start of your next turn,
powers use a single charge. Once a power has you become immune to all non-magical damage
been used, it cannot be selected again until dawn and resistant to all magical damage. However,
the next day. critical hits against you, from any source, deal
Flight. You cast the Fly spell on yourself, double damage (after calculating critical hit
though your movements are less than graceful in damage).
the air. Anytime you move more than 10 feet on Pyrokenesis. You cast the Fireball spell at 3rd
your turn and attempt to land, you must succeed level. Charisma is your spellcasting modifier.
on a Dexterity saving throw (DC 16) or take 1d6 Powerful Will. You cast the Dominate Person
bludgeoning damage. spell on a target within range. If this spell is not
Sight. You can see through non-magical solid the one you originally intended to choose, the
objects to a radius of 30 feet for 1 minute. You can target has advantage on their saving throw to
choose exactly how deeply to see into things, with resist the spell. Your spellcasting modifier is
anything between you and where you are Charisma.
concentrating appearing transparent, except for Precognition. You gain advantage on the next
bones and metal, which appear as bright white ability check, attack roll, or saving throw you make
outlines of themselves. You can see through up to during the next minute.
1 foot of stone and 3 feet of wood or dirt. You Altered Size. You cast the spell Enlarge/Reduce
cannot see through magical walls or barriers or on yourself. If this spell is not the one you
any amount of lead or metal. After this feature originally intended to use, the least beneficial
has ended, you must succeed on a Constitution option of the spell happens, growing or shrinking
saving throw (DC 15) or be blinded for 1 minute. in response to the immediate concerns in your
Speed. You cast Haste on yourself. The speed is surroundings.
difficult to handle in the clumsy suit and you must In addition, the pajamas look somewhat ill-
make a Dexterity saving throw (DC 18) anytime fitting and silly, causing you to have Disadvantage
you move more than 20 feet and stop. On a failed on all Charisma based ability checks. They can be
save, you stumble and roll forward 5 more feet worn under other clothing but none of the special
and take 1d6 bludgeoning damage. You can powers can be called upon if more than half of it
choose to fail this save to arrive exactly where is hidden. It will morph with your body, allowing
you intended after rolling. you to use it even if changes into another
Strength. For the next minute, your Strength creature.
score is increased by +4 or to 24, whichever is
higher. However, you must roll a d20 when Bee-Holders
interacting with non-magical objects. On a 1, you Wondrous item, rare (requires attunement)
accidently break whatever object you were A pair of yellow and black striped gauntlets that
handling. buzz with energy. Whenever you make a ranged
Invisibility. You cast Invisibility on yourself. If or melee attack roll, you can use a bonus action to
this power was not the one you intended to select, coat the weapon or ammo in bees, dealing an
its duration is dropped to 5 minutes. additional 1d4 piercing and 1d4 poison damage on
Laser Vision. For the next minute, you can cast a hit. You can use this ability after making the
the Laser Beam spell as an action. Charisma is attack but before you know the result.
your spellcasting modifier. The lasers shoot from Additionally, once per day you can withdraw up
your eyes. to 1 ounce of honey from a special slide on the
Bound. You cast the Jump spell on yourself. side of each of the gloves.
Each time you jump more than 10 feet in the air,
you must succeed on a Dexterity saving throw (DC

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Bedlam Crystals your next turn unless you have a precious gem
Wondrous items, legendary (requires attunement) worth at least 500 gp. At the end of each of your
A collection of 7 precious stones, brimming with turns, you can freely crush the precious gem to
concentrated power that can alter reality around extend your abilities until the end of your next
them. While each one is strong in its own right, a turn. You may continue doing this so long as you
creature who has all 7 can attune to the collection have gemstones to use. You cannot use the
and gain seemingly unlimited power. Each Bedlam Crystals to extend the duration. While in
gemstone has their own properties. this new form, you keep the benefits of each
Yellow. You become immune to lightning crystal and gain the following additional features:
damage, gain a fly speed equal to your movement • Your movement speed is tripled.
speed, and add 2d6 lightning damage to each • You are immune to all non-magical
attack you make or damaging spell you cast. damage and resistant to all magical
Pink. You become immune to psychic damage, damage and attacks from magical
cannot be charmed or frightened, and your mind weapons.
cannot be altered or read. • If you fail a saving throw, you can choose
Blue. You become immune to cold damage and to succeed instead.
all non-magical armor and weapons you use • You can take an extra action on your turn.
become +2 magical items while you are using • You recover 2d20 hit points at the end of
them. your turn.
Green. You become immune to acid damage, • Your Strength and Dexterity scores are
no longer age, no longer need to eat and drink, are increased by 6, to a maximum of 30.
immune to exhaustion, and no longer need to • You can cast 3rd level or lower spells
sleep (a long rest becomes 4 hours meditating). without expending a slot.
Red. You become immune to fire damage and
cannot be killed by traditional means. If you die, Belt of the Champ
you respawn 2d4 days later in a ball of fire in the Wondrous item, rare (requires attunement)
nearest unoccupied spot where you died. You While wearing this belt, you are infused with the
must reattune to the crystal after respawning. power of champions of old. You have advantage
White. While attuned to this item, you gain the on rolls to escape grapples, can use a bonus
ability to handle massive amounts of magic action to add your Charisma modifier to melee
energy. You become immune to force damage damage rolls, and double your Charisma modifier
and can attune to up to 10 magical items (the for Performance checks. Once per day, you can
crystal included). shout the command word to gain these additional
Purple. You are immune to necrotic damage benefits for 1 minute: Your Strength score is
and have advantage on all saving throws to resist increased to 20, you are resistant to non-magical
magical effects and spells. damage, and allies within 30 feet of you can
Using these gems as part of a spell component substitute your Charisma modifier for their own
fulfills the requirement but will not consume the on Charisma based ability checks, attacks, save
crystal, even if the spell says it does. Doing this DCs, or saving throws.
drains the energy from the crystal and you lose
attunement to it. You will be unable to attune to it BFB-9001
or use it as a spell component until it recharges, Weapon (blaster rifle), rare
either through time (2d6 months), or through a A large, strange looking blaster from a dimension
special quest. of great strife. It takes an entire energy core to
If you attune to all 7 crystals, you can use a shoot once and must spend 12 hours cooling
bonus action to draw from a special well of down before it can be shot again. When shot, it
energy and assume a more powerful form. You fires a large plasma projectile with a range of
revert back to your original state at the end of 60/240, dealing 10d10 radiant damage on a hit. In

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addition, when fired, several invisible rays Cape of Bees
automatically target anything within a 60-foot Wondrous item, uncommon
cone. Any creatures within the cone must make a This cape has a pattern of alternating black and
Dexterity saving throw (DC 15), taking 4d10 radiant yellow horizontal stripes. You can shout the
damage on a failed save or half as much damage command word and use your action to flap open
on a successful one. this cape to cast Ether Bees at 2nd level (Save DC =
8 + your Charisma modifier + your proficiency
Buster Bracelet bonus). You must finish a long rest before you can
Ranged Weapon (30/120), rare (requires use this item again.
attunement)
This bright blue metal bracelet locks onto your Cape of Explosions
wrist and can only be removed by you. It can be Wondrous item, rare
activated freely expand into a large cylinder that If you land a critical hit on a creature, you can
extends a few inches beyond your hand. The immediately use a bonus action to turn, swirling
action is instantaneous and, once transformed, your cape in an awesome way, and face away
you can fire energy shots out of it as an attack. from your enemy. They are then engulfed in a
You choose the type of shot. You are proficient small explosion, dealing 6d6 fire damage. You
with this weapon when attuned to it. look so cool that you have advantage on any one
• Burst: You fire a small ball of energy at a Charisma check made for the next minute. If you
target within range as a single attack. Each use this feature, you may not attack again, except
shot does 1d6 lightning damage. with reactions, until the start of your next turn.
• Charge: Using your bonus action, you can You can use this cape a number of times equal to
charge a single shot and release it as a your Charisma modifier (minimum of once) before
single attack. The bolt deals 4d4 lightning finishing a long rest.
damage.
• Overcharge: Sacrificing your movement Cape of Stylish Falling
and a bonus action, you hold your ground
Wondrous item, uncommon
and overload your shot, releasing it as a
This cape will allow you to reduce your falling
single attack. The bolt deals 6d6 lightning
speed to 30 feet per round and to land safely,
damage. You can only choose this option
without taking any damage. However, it will only
once on your turn, before you make any
activate if you do sweet flips in the air while you
other attacks with this weapon and cannot
fall. Make a Performance or Acrobatics check (DC
use this weapon until the start of your
10), activating the cape on a success. The cape
next turn.
grows bored of the same flips and so you must
become more elaborate each time you use it,
Cape of Calm adding +1 to the activation DC each time the cape
Wondrous item, uncommon is used.
This cape smells of lavender, is always cool, and
wafts gentle music that only the wearer can hear. Chaiyks Armor
Creatures who wear it are incapable of intense
Armor (plate), rare
emotion and achieve a zen like state. This doesn’t
Armor created for special warriors in the
mean they don’t still do violent or malevolent
Nachoverse to fight more peculiar threats there. It
acts; they just do so calmly. If this cape is placed
is large and square, with a latticework that makes
on an unwilling creature, they must succeed on a
it nearly impossible to grab forcefully. While
Charisma saving throw (DC 15) or be under the
wearing it you gain the following attributes:
effects of this cape until they can remove it.
• You gain +1 to your AC and +3 to AC
against attacks made by ooze creatures

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• You have advantage on saving throws or average, jumbled puzzle cube but are so much
checks to resist being restrained, grappled, more. Each one is linked to the planet Cube, with
or knocked prone. its formation matching Cube’s current
• You have disadvantage on Dexterity saving configuration. If the cubetroller is shifted, Cube
throws. itself instantaneously shifts to match it, as do any
other cubetrollers. Once a cubetroller has been
Chicken Pendant used, it vanishes. It is unknown whether the
Wondrous item, rare (requires attunement) magical item is destroyed or simply moves to
This pendant is full of the rage of chickens. When another location. There are very few cubetrollers
you are hit with a melee or ranged attack, you can in the Retroverse and the exact number and
use a reaction to concentrate this rage onto the location of each item is unknown.
attacking creature. For the next minute, they are
harried by extradimensional chickens that appear Daegon’s Cape
from just out of sight. The chickens cannot be Wondrous item, rare (requires attunement)
interacted with directly, only avoided. At the end This cape is always damp and whispers
of each of the target’s turns, they must make a unintelligible words to you at night. It smells of
Dexterity saving throw (DC 18), taking 2d6 piercing fish and others find it appalling, giving you
and 2d6 slashing damage on a failed save, or half disadvantage on Charisma checks. Warlocks gain
as much on a successful one. You must finish a the use of one extra Invocation of their choice
long rest before this pendant can be used again. while wearing this cape. If you use that Invocation,
In addition, the pendant magically produces 6 your bonus action that turn is used to vomit up
fresh chicken eggs at dawn each day. one small, rotten, dead fish, dealing 1d10 psychic
damage to you.
Cubetroller
Wondrous item, legendary
Often hidden away in the deepest vaults,
protected by ageless dragons, or passed for
generations inside a sect of world defenders, are
the cubetrollers. These items resemble an

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Dire Gem There are variations of these stone brimming with
Wondrous item, uncommon elemental power. When used to create a dire
These strange stones are infused with unstable creature, they add an additional damage die of the
living energy that permanently changes some stone’s element to the creature’s attacks and
creatures they contact. If a beast, construct, change its breath weapon (if applicable) to the
elemental, monstrosity, ooze, or plant spends a same damage type. These elusive stones are even
short rest touching the stone, by choice, accident, more rare than a base Dire Gem.
or force, they become a dire version of Rare: Acid gem (acid), ice gem (cold), flame
themselves. Dire creatures in the Retroverse are gem (fire), electric gem (lightning), sick gem
not always the same as other realities; they are (poison), and boom gem (thunder).
typically stronger and often have strange Very rare: Magic gem (force), death gem
mutations. They also lose themselves to the (necrotic), mind gem (psychic), and holy gem
alteration, their minds being overcome with (radiant).
hostile intent and losing any connections they had
to their previous life. The bonds of a familiar, Divine Arms
animal companion, or similar, are lost in this Weapons (a battleaxe, halberd, and longsword),
transformation and, while not impossible to legendary (requires attunement)
recover, are almost never reestablished. You gain a +3 bonus to attack and damage rolls
The creature is changed in the following ways. made with any of these weapons. You can only
• Its size is moved up one stage. ever attune to a single one, the weapon
• Its hit points are doubled. remembering your energy even after centuries or
• Its natural AC increases by 2. multiple reincarnations.
• Its movement speed is increased by 10 These three weapons are imbued with the
feet. force of creation and have been passed down to
• Its attack damage is doubled. heroes and villains alike for countless eons. They
• Its save DC increases by 4 are well documented throughout history, but their
• It gains a random (d10) mutation. exact location is a regular mystery, becoming lost
Mutations do not stack with the above often and only appearing again in times of great
changes and instead replace them. need. The weapons themselves have been the
d10 Mutation center of uncountable battles, from small fights
1 It can make one additional attack on its turn. between fated warriors to epic wars crossing
2 It has advantage on Strength and Dexterity checks dimensions. Though they are not sentient, they do
have the ability to reject attunement by creatures
3 Its hit points are tripled.
unworthy to wield them. In addition to the attack
4 Its natural AC increases by 4.
and damage bonus, each weapon has the
5 Its damage dice increase one stage.
following properties:
6 Once pre day, if an attack drops it to 0 hit points • When you have all your hit points, you can
but doesn’t outright kill it, it can drop to 1 hit point
release an energy wave as a ranged
instead.
attack. It has a range of 30/60 and deals
7 Attacks it makes are critical hits on a 19 – 20. force damage equal to the weapon’s
8 It can use a bonus action to take the dash, attack. Spells and other effects cannot be
disengage, or dodge action. used in conjunction with this attack.
9 It gains a breath weapon that is released in a 15- • You are aware of any precious gems
foot cone, recharges on 5 – 6, and deals piercing within 30 feet of you. You know their
damage equal to its strongest attack (DC is 8 + its
general direction but not their exact
Constitution modifier + its proficiency bonus).
location.
10 Roll 2d10, rerolling this result or duplicates. • By using a bonus action, you can allow the
weapon to consume a gemstone worth at

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least 100 gp. This wreathes the weapon in El-Chip
magical energy for the next minute, Wondrous item, varies (requires attunement)
adding an extra damage die of force These small chips alter the fabric of weapons and
damage to each attack. armor. By spending a short rest becoming attuned
• Once per week, you can call upon the to the chip, you can permanently alter a set of
knowledge of the weapon’s previous non-magical armor or a non-magical weapon by
wielders. For one minute, your placing the chip on the item, transferring your
consciousness enters a foggy expanse, attunement to the new item in the process. The
and a single past user (of the GM’s choice) chip changes the damage type of the weapon or
comes to speak with you. You can ask grants resistance to the armor based on the chip
them any question you would like but they used. The item is altered in appearance to reflect
may not know the answer or respond the changes but is still considered non-magical.
truthfully, depending on their personality. No more than one chip can be used on a single
Your physical body is blind and paralyzed item and losing attunement to the item returns it
during this time. to its mundane state, losing the chip in the
• Each Divine Arm weapon is strong against process. For ranged weapons, this can be used to
one of its opposing Divine Arm weapons. augment up to 12 pieces of ammunition or a
While using the legendary weapons, the single energy core.
battleaxe user has advantage on attacks Different chips vary in rarity.
against the halberd user, the halberd user Uncommon: Cold, Fire, Lightning.
has advantage on attacks against the Rare: Acid, Poison, Psychic, Thunder.
sword user, and the sword user has Very Rare: Force, Necrotic, Radiant.
advantage on attacks against the battleaxe
user. Excali-Chair
Wondrous item, legendary (requires attunement)
You have +3 to your attack and damage rolls
made with this weapon.
While attuned, you are proficient with this
improvised weapon. It deals 1d10 + your Strength
modifier damage.
Attuned creatures have advantage on Death
Saving Throws, are immune to poison damage
and being poisoned, and can cast the Light spell as
a bonus action on the chair. Whenever the wielder
has less than half of their hit points, they can use
their reaction to use a single hit dice to heal
themselves.

Fanny Pack of Holding


Wondrous item, uncommon
This satchel has an interior space that is far larger
than its outside dimensions, around 6 inches in
diameter and 8 inches deep. The fanny pack can
hold up to 150 pounds, not exceeding a volume of
16 cubic feet. The bag weighs 2 pounds, regardless
of its contents. Retrieving an item from the bag
requires an action. Because of its size, you do not
have to take off the bag while in combat.
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Kris Leask (Order #38729720)


The bag is made of a resilient synthetic Fizzlekin’s Fizzy Fizzler
material. If it takes more than 10 piercing or Wondrous item, very rare (requires attunement)
slashing damage, or is overloaded, or torn, the A fantastic spinning noisemaker that shoots out
pack ruptures and its contents are scattered on magically charged sparks and resonates against
the Astral Plane. If the fanny pack is turned inside arcane harmony. Whenever a creature casts a
out, all the contents spill out, unharmed. The spell, you can use a reaction to expend a number
fanny pack must be put right again before it can of charges equal to the level the spell was cast at
be used again. There is enough air inside for a to Counterspell at the same level. If you do not
breathing creature of medium size or smaller to have a spellcasting modifier, this item allows you
breath for 1 minute before they begin to suffocate. to use your Charisma score as you loudly frazzle
If you place a Fanny Pack of Holding inside an the spellcaster. You can also use this frantic
extradimensional space, or vice versa, the Fanny flapper to fizzle magical abilities that have a
Pack of Holding and whatever item created the recharge time (such as a dragon’s breath
extradimensional space are both destroyed as a weapon). Whenever a creature would use such an
gate to the Astral Plane is opened. The gate is ability, you can use a number of charges equal to
opened at the point that the two items were the creature’s CR to subject their ability to an
combined. Any creature within 10 feet of the plane equivalent Counterspell casting, fizzling the ability
when it opens can be sucked into the portal, being on a success. The fizzler has can hold a maximum
placed at a random location within the Astral of 6 charges and recovers a single charge at dawn
Plane. The gate closes quickly and cannot be each day, so long as it had not been used the
reopened. previous day. There is rumored to be a
legendary variation, foretold, forged, and
unfortunately forgotten by Fizzlekin
themselves, that can hold up to 18 fizzle
frazzle charges.

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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Kris Leask (Order #38729720)


the armor. These layers cannot be removed until
Glitched Equipment
the curse is lifted. While wearing this armor,
Through the eons, magical equipment is created,
corrupted creatures that hit you with a ranged or
lost, destroyed, discovered, and generally moved
melee attack roll deal additional damage equal to
through many hands and stores. Because of the
the AC bonus of the armor.
unique dimension-scraping of the Retroverse,
magical equipment is more common here, but not
without a cost. Most magical equipment that Glitch Potions
makes it through the trip becomes glitched, with Potion (any)
older items having a much higher chance of this. Any potion can be a glitched potion. Glitched
This means that adventuring spirits can gain potions move down on the rarity scale by one
access to some magical items quicker and more stage compared to their original versions, except
cheaply than in other realities. It also means many for common potions, which remain the same.
of these adventurers are corrupted early in their They act exactly the same as the original potion
careers and will eventually be forced to accept the except for corrupting the user. Glitched potions
corruption or go to great lengths to restore give one layer of corruption per level of rarity of
themselves and fight without their beloved the original potion, with originally common
equipment. potions instantly inflicting one layer and potions
that were originally legendary inflicting five
Glitch Ammunition layers.

Weapon (any ammunition), common (+1),


uncommon (+2), or very rare (+3) Glitch Power Wand
You have a bonus to your attack and damage rolls Weapon (any), common (+1), uncommon (+2), or
made with this corrupted magic ammunition. The very rare (+3) (requires attunement)
bonus is determined by the ammunition’s rarity. While using this wand, you gain a bonus to spell
The ammunition is indistinguishable from normal attack rolls determined by the wand’s rarity.
magic ammunition until it is fired, at which time Curse. This wand is cursed and attuning to it
its appearance becomes distorted with glitching extends the curse to you until you are targeted by
patterns and corruption becoming visible on the a remove curse or similar magic. Discarding the
surface. As soon as you fire the ammunition, you wand fails to remove the curse. You gain a
must make a Corruption Saving Throw with number of corruption levels equal to the bonus of
disadvantage. the wand. These levels cannot be removed until
the curse is lifted. Additionally, your saving throws
Glitch Armor against spells cast by corrupted creatures are
reduced by a number equal to the spell attack
Armor (any), common (+1), uncommon (+2), or
bonus of the wand.
very rare (+3) (requires attunement)
You have a bonus to AC while wearing this armor.
The bonus is determined by the armor’s rarity.
The armor is indistinguishable from normal magic
armor (except for requiring attunement) until you
have attuned to it, at which time the armor’s
appearance becomes distorted with glitching
patterns and corruption becoming visible on its
surface.
Curse. The armor is cursed and attuning to it
extends the curse to you until you are targeted by
a remove curse or similar magic. Doffing the
armor fails to remove the curse. You gain a
number of corruption layers equal to the bonus of
23

Kris Leask (Order #38729720)


Glitch Shield
Weapon (any), common (+1), uncommon (+2), or Curse. This weapon is cursed and attuning to it
very rare (+3) (requires attunement) extends the curse to you until you are targeted by
While holding this shield, you have a bonus to AC a remove curse or similar magic. Discarding the
determined by the shield’s rarity. This bonus is in weapon fails to remove the curse. You gain a
addition the shield’s normal bonus to AC. number of corruption layers equal to the bonus of
Curse. The shield is cursed and attuning to it the weapon. These layers cannot be removed until
extends the curse to you until you are targeted by the curse is lifted. Damage against corrupted
a remove curse or similar magic. Removing the targets made with these weapon is reduced by a
shield fails to remove the curse. You gain a number equal to the attack and damage bonus
number of corruption levels equal to the bonus of granted by these weapons.
the shield. These levels cannot be removed until
the curse is lifted. Corrupted creatures ignore the Goblothrus’s Breakaway Armor
magical bonus to AC granted to you by this shield. Armor (plate), rare (requires attunement)
A strange and garish set of plate armor. You gain
Glitch Weapon +1 to your AC and +2 against fiends, goblinoids,
Weapon (any), common (+1), uncommon (+2), or and undead. Though it has a ramshackle design, it
very rare (+3) (requires attunement) is just a resilient as regular plate armor.
You have a bonus to your attack and damage rolls Curse. Once you don this armor, you can’t doff
made with this corrupted magic weapon. The it unless targeted by a remove curse spell or
bonus is determined by the weapon’s rarity. The similar magic. If you are hit with a critical hit, the
weapon is indistinguishable from a normal magic falls apart instantly, dropping to the ground in
weapon (except for requiring attunement) until small chunks. The armor pieces disappear into a
you have attuned to it, at which time the weapon’s pocket dimension and the armor will reassemble
appearance becomes distorted with glitching itself on you at dawn of the next day. While
patterns and corruption becoming visible on its attuned to this armor, you cannot wear any other
surface. armor (except for shields), even while the armor
is broken.
There is a very rare golden variant of this
armor while allows you to take two critical hits
before breaking. It has the same abilities
otherwise.

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Kris Leask (Order #38729720)


Hammer Pants way shatter if the total attack roll is 15 or
Wondrous item, rare (requires attunement) above (after dealing damage). Creatures
Thin and billowing pants that can stretch over created this way must have a CR of ½ or
nearly any other garment. They are slightly garish less. They share all attributes of their
but are surprisingly comfortable. They are imbued template except for having only 1 hit point.
with magic, allowing access to modified versions The creature cannot move outside of the
of Feather Fall and Spiritual Weapon . projection range and can only follow the
• Feather Fall can be activated at will by instructions Attack or Defend
shouting the command words and doing If a projection is destroyed, you must spend a
a small dance. It can be used 3 times a short rest recalibrating the device before another
day, recharging all uses after finishing a projection can be created.
long rest.
• Spiritual Weapon can be activated as an HDD Shield
action by holding your hand forward in a Armor (shield), rare (requires attunement)
“stop” pose and shouting the command You gain +1 to your AC when using this magical
words. The spiritual weapon cannot leave shield.
your hands and can only take the shape Whenever you are subjected to a damaging
of any type of hammer. If you do not have spell or effect that requires you to succeed on a
a spellcasting ability modifier, use your saving throw to take half damage you can use a
Charisma modifier + your proficiency reaction to store some of the damage in the
bonus. You can use this ability 3 times a shield. If your saving throw is successful, you
day, recharging all uses after finishing a instead take no damage and the damage you
long rest. would have taken is stored in the shield (before
applying vulnerabilities and resistances). The
Hardlight Projector shield has no effect if you fail the saving throw.
Wondrous item, common The next time you make an attack roll, you can
This small device has several miniscule spikes and use a bonus action to add the stored damage to
clamps that allow it to stick to most mundane the attack. You must choose to add the damage to
surfaces. Once activated it creates a single the attack before making the attack roll. You can
hardlight hologram projection in an unoccupied only have the damage from one spell or effect
space of your choosing, within 30 feet of the stored at a time. You can release the stored
object. The projection can take any number of energy harmlessly as a bonus action. You can
shapes that fall into two basic categories: active store and release a number of spells equal to
and static. All projections of this device glow a flat your proficiency bonus before finishing a long
primary color and are easily recognizable as rest.
projections. If you move or destroy the device, the In addition, the shield has a special pen that
projection disappears. allows attuned creatures to store and recall
• Static creations can be any basic object, written information on the shield. This can include
such as a wall or bench. The size of the arcane information, though the shield can only be
object can be up to a 10-foot cube. The used to store the information, not the magical
object can hold up to 500 pounds but will energy of words. The storage capacity for
be destroyed by more weight or being information is not endless but can store several
attacked. The projection cannot move, has libraries worth of books easily.
10 hit points, and an AC of 10.
• Active creations can be interacted with or
move on their own accord. They may be
no larger than a Medium sized creature or
standard weapon. Weapons created this

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Kris Leask (Order #38729720)


Headband of Heroes Hoverboard
Wondrous item, very rare (requires attunement) Wondrous item, rare (requires Dexterity of 13)
While wearing this band, your Dexterity score This small board floats around 1 foot above the
increases to 22. This item has no effect if your ground and cannot fly up or down, though a
Dexterity score without the headband is equal to creature can use it to make a long jump. It has a
or greater than 22. There are many headbands flying speed of 60 feet, a weight limit of 400
throughout the world, each one carrying a pounds and can be ridden only by a single Medium
different additional effect. You can only be sized or smaller creature. It cannot be ridden on
attuned to one headband at a time. vertical surfaces but gently sloping horizontal
Red. Your Strength score increases by 1, to a surfaces, including water and difficult terrain,
maximum of 20. impede it in no way. It has 4 hours’ worth of
Orange. Your Charisma score increases by 1, to energy, becoming inert once the energy is used. It
a maximum of 20. recharges all spent energy after 12 hours of
Blue. When you engage in two weapon fighting, nonuse.
you can add your ability modifier to the damage
of the second attack. HP Tank
Purple. You can double your proficiency bonus Wondrous item, uncommon (requires
when using tools you are proficient with. attunement)
Cyan. Your Intelligence score increases by 1, to Whenever you receive magical healing from a
a maximum of 20. spell or effect, and some of the healing goes
White. Your Wisdom score increases by 1, to a above your maximum hit points, you can use a
maximum of 20. reaction to store that magical energy inside this
Black. Your natural AC is increased by 1. tank. You can continue to gather and store healing
energy up to half your maximum hit points. As an
Horrific Dagger action, you can open the container and heal
Weapon (dagger), very rare (requires attunement yourself hit points equal to the extra healing you
by an evil creature) have stored. Once it has been opened, all the
You gain a +1 bonus to your attack and damage healing energy it contained it released and any
rolls made with this magic weapon. If a creature is healing that exceeds your maximum hit points is
frightened by you, the bonus is +3. This weapon is lost. This item cannot store healing received from
imbued with the nefarious energy of horrific potions and can only store and release energy
hunters and stained with the blood of countless once after every short or long rest. You cannot
innocent creatures. Once per day, you can cast the store temporary hit points.
spell fear with the blade (save DC = 8 + your
proficiency bonus + your Charisma modifier). Imago-Box
Wondrous item, rare (requires attunement)
This is an average looking, 4-foot cube cardboard
box. By painting its sides into a rough imagining of
an average land vehicle, it will become that
vehicle. It cannot become a different vehicle after
this and must be a land vehicle whose primary
function is travel (meaning you could not create a
tank or battle bus) and is no larger than a 20-foot
cube. Other creatures can use or ride in the
vehicle. As an action, you can touch the vehicle to
push back your imagination and see the vehicle’s
box form, expelling all creatures inside to the
nearest unoccupied space. You can then fold the
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Kris Leask (Order #38729720)


box down to a flat 1-foot cardboard square. As an Kaiju Scale
action, you can unfold the box again, returning it Wondrous item, legendary (requires attunement)
to its full vehicle form. This bizarre scale is brimming with the power of a
Very rare: Can be used to create a land, air, or kaiju. As a bonus action, you can channel that
sea vehicle that is no larger than a 40-foot cube, energy to gain some aspects of the kaiju for 1
Legendary: Can be used to create a land, air, minute. After using this item, you gain a level of
sea, or space vehicle that is no larger than a 120- exhaustion and cannot use the scale for 1 week.
foot cube. • Your Strength score is increased to 30
The very rare and legendary forms can have • At the start of each of your turns, you
mundane weapons that are typical to the type of have 30 temporary hit points.
vehicle (such as cannons or space torpedoes). • You deal double damage to objects and
Work with your GM to determine the exact structures.
equipment that is on your vehicle. • You are immune to being charmed,
stunned, or frightened.
Kai Spheres • You gain a breath weapon like a
Wondrous item, very rare (requires attunement) dragonborn (the type is determined by the
Small orbs of orange and black that pulse with the GM when the scale is found). If you already
energy of something beyond comprehension. have a breath weapon, its range and
There are 7 in total, though attuning with multiple damage is doubled.
spheres uses only one attunement spot. Once a • As an action and by using half your
creature has attuned to all 7, a being of movement that turn, you can stomp the
impossible power and size is summoned. Though ground. All creatures within 120 feet of
they are not malevolent, their mere presence can you must succeed on a Dexterity saving
have lasting effects on the world. The creature throw (DC = 8 + your Strength modifier +
will grant the summoner one wish, without your proficiency bonus) or be knocked
restrictions and with no attempt to warp the prone. Mundane items and structures in
summoner’s intent (though some unexpected this range take 3d12 damage (before
consequences occasionally happen). doubling).
Once the wish has been made, the spheres
disappear for one year, reappearing in random Key Sword
places in the world they inhabit after that time. Weapon (Longsword), uncommon (requires
The same wish cannot be granted twice, with the attunement)
intent of the spell being the focus, not the exact This magical weapon is something only the
wording. Sets of these spheres exist in multiple resolute of will can wield. You do not choose this
realities, with the creature and rules for wishes weapon, it chooses you. It comes in many
varying slightly among them. different forms depending upon the pendant you
have attached to it. In its natural state, with no
pendant, it resembles a large steel house key that
has been sharpened on every edge to a mirror
finish. Along the length of the blade are notches,
adding to the key aesthetic. This magical weapon
has the following abilities regardless of the form,
unless the rules for that form specifically say so:
• +1 to all attack and damage rolls made
with this weapon (this bonus is
overwritten by a pendant that grants a
higher bonus).

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Kris Leask (Order #38729720)


•1 charge of the Knock spell per day. While you have this pendant equipped, your Key
•You can materialize or dematerialize this Sword gains the following abilities:
weapon to or from your hand as a bonus • This weapon deals fire damage instead of
action. It will always appear regardless of slashing damage.
what plane or reality you are in. • You have resistance to fire damage while
When you change the pendant on this weapon, wielding the Key Sword.
it changes the shape and nature of it. It takes one • Once per day, you can break the spiked
action for the Key Blade to change forms when circle apart and dual wield them. They
you swap pendants, during which time it is have the properties of a short sword and
unusable. The pendants themselves are all of you are proficient with them. They remain
varying rarity as not all magics made to interact in this state for 1 minute before
with the Key Sword are made the same. This is a dematerializing and becoming unusable
sample of all the pendants available but there are until the end of your next turn. When you
hundreds more that exist, many lost and rematerialize the Key Sword it comes back
scattered in Ragnalöck. whole, in the shape it was before you used
Dawn’s Horizon Pendant. (Legendary, Any this feature.
alignment) This pendant is a black humanoid
heart which seems to suck in the light around it. It
changes the Key Sword into a from which shares
many aspects of the Spirit Eater and Ultimae
forms. A black dragon’s wing extends as the blade,
with the fingers creating sharp points. An angelic
wing creates the key frill at the top. The handle is
encircled by a devil’s wing and an angel’s wing,
representing the balance this Key Sword
maintains. While you have this pendant equipped,
your Key Sword gains the following abilities:
• +3 to all attack and damage rolls made
with this weapon.
• This weapon deals an additional 1d6
necrotic or radiant damage on a hit. The
damage choice is chosen by the wielder,
but it requires a bonus action to shift from
one to the other.
• Once per day, you can emit a thin beam of
necrotic or radiant damage from the tip of
this weapon. Make a ranged attack roll
against a target within 60 feet, on a hit
they take 3d6 necrotic or radiant damage,
your choice.
Flame’s Bond Pendant. (Rare, Any alignment)
This pendant is a polished metal circle with nine
sharp points around it. It changes the Key Sword
into two metal circles, the handle and the key frill,
covered in the same style of spikes as the
pendant. The circles are connected by a large but
skinny metal X. The entire weapon has red
highlights that accentuate the deadly nature of it.

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Full Eclipse Pendant. (Uncommon, Any is light and quick. While you have this pendant
alignment) This pendant is a small platinum gear. equipped, your Key Sword gains the following
It changes the Key Sword into a thick and wide abilities:
blade. Several offshoots of heavy metal complete • +3 to all attack and damage rolls made
the key frill at the top. The handle is covered in with this weapon.
dark iron bars. While you have this pendant • This weapon gains the Versatile property.
equipped, your Key Sword gains the following • Once per day, when you kill an enemy with
abilities: this sword, you can use a bonus action to
• +2 to all attack and damage rolls made let the blade feast on their soul. The
with this weapon against targets of Large energy from this interaction will heal you
size and higher. the maximum number of hit points equal
• An attack roll made with this weapon is a to 3 of the creature’s hit dice.
critical on a 19 or 20 if the target has an Saturn Smasher Pendant. (Uncommon, Any
AC of 20 or higher, an 18 – 20 if the alignment) This pendant is a yellow crescent
target’s AC is 25 or higher. moon. It changes the Key Sword into a strange
Moonlight. (Uncommon, Any alignment) This orange and purple club, with a large cosmic rings
pendant is a simple hollow silver star. It changes as the key frill. The handle is covered by large
the Key Blade into a thin metal sword with a metal goose feathers that pulsate a magical aura. While
star creating the key frill. The handle is you have this pendant equipped, your Key Sword
surrounded in a golden metal ring. While you have gains the following abilities:
this pendant equipped, your Key Sword gains the • This weapon deals bludgeoning damage
following abilities: instead of slashing damage.
• This weapon deals an additional 1d6 • When attacking an enemy with this
radiant damage. weapon, you can use a bonus action to
• Once per day, you can cast Magic Missile make an extra attack against that same
from the end of this weapon, without enemy with this weapon.
using a spell slot. Twin Drive Pendant. (Rare, Neutral alignments
Promise Pendant. (Rare, Lawful or Good only) This pendant is a glowing red square that
alignments only) This pendant is a small yellow emits tiny holographic shapes. It changes the Key
star. It changes the blade of the Key Sword into Sword into a curved blade with a holographic
two thin, sharp, and strong rods. The handle is emitter at the end. The emitter creates a sharp
surrounded in angelic feathers, and the blade square-shaped light that slices into foes. The
flares out at the end in a series of brilliant spikes. handle is inside of a rotating disc, allowing it to
It looks ornate and fragile but is actually quite swivel and lock into different positions. This
resilient. While you have this pendant equipped, makes it great for offensive or defensive use. Its
your Key Sword gains the following abilities: otherworldly design does not respond to more
• An attack roll made with this weapon is a overbearing alignments, requiring mental finesse
critical on a 19 or 20. to use. While you have this pendant equipped,
• You gain a +1 bonus to your spell save DC your Key Sword gains the following abilities:
and spell attacks while wielding the Key • You gain +1 to your AC while wielding this
Sword. Key Sword.
Vacuous Heart Pendant. (Legendary, Evil • Once per day, you can mentally command
alignments only) This pendant is a piercing black this Key Sword to move and attack on its
dragon’s eye. It changes the Key Sword into a one- own. You must remain completely
sided blade resembling a black dragon’s wing stationary, using your full concentration
extended out, with the edge being on the top part while this happens. Using your action, you
of the wing. The handle is covered in tough black can command the sword to move up to 30
leather the key frill is made of long, sharp teeth. It feet and to make an attack, using the

29

Kris Leask (Order #38729720)


same stats as if you had made the attack the die rolls a number for a spell slot
yourself. You can do this for one minute, higher than you have access to, then you
after which the Key Sword vanishes and recharge a spell slot of the next highest
cannot be rematerialized until the end of level you can use.
your next turn. Your Cessation Pendant. (Rare, Evil or Chaotic
If a creature attempts to grab the weapon, alignments only) This pendant is a fire-blackened
they must succeed on a Strength contest shield. It changes the blade of the Key Sword into
against you or be unable to hold onto it. If a thick black core. Tiny chains wrap around the
they succeed, they grab the sword only for whole of the blade. The handle is surrounded in
it to vanish from their hands, ending this hellish wings and the key frill is blocky, making
ability immediately. this weapon resemble a long black hatchet. It is
Twin Fates Pendant. (Very Rare, Good or Evil sturdy and deadly. While you have this pendant
alignments only) This pendant resembles a small equipped, your Key Sword gains the following
shuriken. It changes the Key Sword, giving it a long abilities:
black blade with a spiked half-circle as the key • +2 to all attack and damage rolls made
frill. The handle is covered by a black steel ring of with this weapon.
spikes. The entire weapon is silver with black • Once per day, when you succeed on an
accents, creating a checkerboard feel to the attack roll against a target, you can use
sword. While you have this pendant equipped, your bonus action immediately to cause
your Key Sword gains the following abilities: the chains to slither off the blade and
• +2 to all attack and damage rolls made ensnare your opponent. They must
with this weapon. succeed on a Strength saving throw (DC
• This weapon has three charges that can be 15) or be retrained until the start of your
used to cast either Cure Wounds or Inflict next turn, at which time the chains vanish
Wounds . You can use your action to use off the enemy and reappear on your Key
either spell, using one of the three total Sword.
charges. The expended charges recharge
at dawn on the following day. Once per Kuri Guitar
day, you can spend one of your Hit Die, Wondrous item, rare (requires attunement)
rolling it and adding the total to your use This musical instrument can be used as a
of either spell. spellcasting focus so long as you are proficient
Perfect Pendant. (Legendary, Good alignments with it. While using it as a focus, you gain +1 to
only) This pendant is a bright blue heart with spell attack rolls and spell save DC and you ignore
angelic wings adorning it. It changes the Key half cover when making a spell attack. You can
Sword into a long broadsword-like blade covered use a bonus action to shred a few quick notes on
in intricate latticework that resembles an angel’s the guitar, boosting the spell attack bonus or spell
wings. The handle and key frill are made of the save DC to +2.
same latticework and all of it hums a pale white In addition, the guitar has an invisible hatch on
aura. Despite the delicate work that creates this the back, that can be easily accessed by an
Key Sword it never seems to bend or transfigure. attuned, creature and behaves exactly like a
While you have this pendant equipped, your Key Fanny Pack of Holding. Other creatures can access
Sword gains the following abilities: the hatch if they know it is there, but the guitar
• +3 to all attack and damage rolls made does attempt to repel them, dealing 2d6 psychic
with this weapon. damage to the target each time they reach inside
• +2 to your spell save DC and spell attacks the hatch or start their turn while reaching in.
while wielding the Key Sword.
• Once per day, you can roll a 1d4 and
recharge a spell slot equal to the die roll. If

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Kris Leask (Order #38729720)


Fthagn’s Multi-gauntlet eventually come true unless changed by an
Wondrous item, legendary (requires attunement) extreme act of fate, a god, or a wish spell.
The magical metal gauntlet appears well worn
and covered in faded stickers while inside it is full Murphy’s Armor
of strange switches and buttons that cannot be Armor (plate), legendary (requires attunement)
seen from the outside. Creatures who wear it can This bulky armor looks like a mix between a
feel the secret mechanisms inside that correlate guard’s uniform and a train. The wearer is nearly
to different weapons the glove has the ability to invincible but is slow, moving in jerky staccato
summon. As a bonus action, you can expend a movements. While wearing the armor, you have
charge to trigger the devices inside to summon the following attributes.
any common or uncommon magical weapon with • Your movement is reduced to no more
no more than a +1 bonus to attack and damage than 25 feet per turn, even if using the
rolls. You are considered attuned to weapons Dash action.
summoned in this way, cannot summon more • You have disadvantage on any Dexterity
than one weapon at a time (or up to 6 pieces of based checks and saving throws.
ammunition), the weapon disappears after 1 • You cannot use the finesse property with
minute or if out of the gauntlet at the start of your any weapon.
next turn, and the same weapon cannot be • You have resistance to bludgeoning,
summoned twice before finishing a long rest. The piercing, and slashing damage.
glove has 5 charges and recovers 1d4 charges at • You are immune to non-magical ranged
dawn. If the gauntlet is reduced to 0 charges, the attacks.
last weapon it summoned becomes permanent, is • The suit has a long retractable dagger in
bonded to the glove and cannot be removed; the both arms, which you ate proficient with.
glove itself then becomes inert. They deal 1d8 piercing damage and land a
Inscribed on the underside is “Property of critical hit on a 19 or 20. They can be used
Fthagn” and the entire glove radiates with for each use of your attack action.
otherworldly energy. If the attuned creature is • You have a magical compartment on each
empowered by or in the service of an Elder Thing, of your legs that can stow any one-handed
Old One, or other truly Alien entity, the glove has weapon. Drawing the weapons is the same
10 charges and recovers 1d8 at dawn. as drawing or stowing a normal weapon.
• When using weapons with the Heavy
Master Viewer property, you deal additional damage
Wondrous item, rare (requires attunement) equal to your proficiency bonus.
This strange device resembles a camera with two Curse. When you don this armor, you have 1
small levers on either side. An attuned creature hour before it becomes permanently intermingled
can hold them up to their eyes and either pull one with your own
lever to take a snapshot of the area they are body. After
currently viewing or pull the other lever to scroll this happens,
through and view the 12 most recent shots. The it cannot be
shots are not static but present a real time view removed by anything
into the area at the exact perspective the original less than a wish
shot was taken. The oldest shot is removed and spell, even if
replaced if more than 12 shots are taken. you die.
Curse Variant. Not every Master Viewer is
cursed but some are. Cursed ones often take
snapshots that, when viewed later, depict future
gruesome fates for the viewer or those close to
them. Once a fate has been seen, they will

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Kris Leask (Order #38729720)


Neo Shackles Omni-kit
Wondrous item, uncommon Wondrous item, common
These brightly glowing shackles appear to be A small rectangular leather pouch with a zipper
made of pure light. They shine intently and are following the length of it. There is a small,
very warm to the touch. The owner can pull on unmarked dial worked into the side of the pouch.
the chain to produce an additional cuff, up to a The user can turn the dial once per day, changing
maximum of 10 cuffs. They can be applied to two the contents inside to that of any number of kits.
resistant creature’s arms by using a bonus action The pouch can recreate artisan’s tools, disguise
after a successful grapple. Additional sets of arms kits, forgery kits, gaming sets, herbalism kits,
require additional actions. navigator’s tools, or thieves’ tools. The items
When a creature is restrained by these cuffs, inside are considered well-crafted but can be
they may make an Athletics or Sleight of Hand broken like any other kit tools.
check daily, DC 25, to escape. If they fail, they take The items inside the set last exactly 24 hours
3d10 radiant damage. If this leaves them with 0 hit after the items are created, fading away after that
points or less, they instead drop to 0 hit points time. For example, a painting created using only a
and are unconscious. brush, and none of the paint, from painter’s
supplies set would be fine, but the ink used from a
Night Whip forgery kit would fade away.
Weapon (whip), rare
You have a +2 bonus to attack and damage rolls Omni-tool
made with this magical weapon. When using this Wondrous item, common
weapon against fiends or undead, the bonus is +3. A simple footlong orange rod. It glows faintly and
If you land a critical hit with this weapon, the whip always feels surprisingly hefty. It can
casts the spell heart container on the target, instantaneously turn into any regular tool, such as
automatically hitting. The whip has three charges a wrench, hammer, or screwdriver. The user only
of the spell, all being recharged at dawn. needs to think of the tool they need while holding
this object and it will transform into a faintly
Nine-Ball of Prophecy glowing, orange version of that tool. It cannot
Wondrous item, uncommon become fine tools, like those needed for fine
This black ball is about the size of a large artistry or lockpicks, but can be as large as a
grapefruit with a “9” symbol on the top. It allows crowbar or as small as a set of tweezers.
you to cast Augury once per day. If you ask the If used for attacking, this is considered an
ball a question and then flip it over, a small block improvised weapon.
inside will churn through the liquid inside the orb
and then surface. The answer to your question will Orb of Fudged Equations
be on this block and falls under three categories: Wondrous item, very rare (requires attunement)
positive, uncertain, or negative. A small crystal orb trinket attached to a thin chain
Positive Answers Uncertain Answers Negative Answers and hook. Inside the orb, smudged and stretched
The outlook is Better you don’t Try not to count numbers swirl around in a black haze. Once per
positive know on it day you can use your reaction to call upon the
All signs point to a Try again later Very Unlikely power of the orb to augment the outcome of an
yes attack. If you roll an attack, and the total for the
Absolutely Outlook hazy, The stars say no roll is 20 or more, activating this orb will make the
cannot predict attack a critical hit.
now

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Kris Leask (Order #38729720)


Phoenix Cape bounce off the entrance while unwelcome
Wondrous item, legendary (requires attunement) creatures wishing to enter must know the travel
This cape has the feathers and ashes of an ancient command word and succeed on a Charisma
Phoenix woven into its design. Using your action, saving throw (DC 20) or be unable to enter. Spells
you can activate it to be engulphed in the can be cast into the box from outside by making
restorative energy of a phoenix. You recover all hit the same Charisma saving throw, though they are
points, spells slots, class abilities and points, racial shrunk to match the box’s interior if they pass
abilities, and lose any exhaustion levels. This through. Sounds can be heard inside, adjusting in
consumes the cape in the process and the phoenix volume to sound no louder than a mild
escapes. The phoenix will heal all allies within 120 thunderclap inside or a quiet whisper outside. If
feet a number of hit points equal to their level unwelcome creatures successfully enter, they
times 10 and then vanish in a puff of fire and must repeat the saving throw once every hour or
smoke. be expelled to the nearest unoccupied space. The
box has 50 hit points, an AC of 12, and is immune
Pocket Palace to non-magical damage. If it is destroyed, any
contents or creatures not native to the box return
Wondrous item, legendary (requires attunement)
to their original size and are expelled in the
This small 2-inch cube opens up to reveal a pocket
nearest unoccupied space.
dimension featuring a miniature castle grounds,
holding a half mile square of land with a large
mansion in the center. The inside acts as a Pop King’s Clothes
permanent version of the Magnificent Mansion Wondrous item, legendary (requires attunement)
spell, with the near-transparent servants A bedazzled sequin suit, complete with sparkling
attending the grounds outside the mansion as gloves, hat, and shoes. Legends say this ensemble
well. The grounds are on the same cycle as the once belonged to one of the greatest bards that
outside world, having a day and night, and ever lived. Some of that energy still flows through
seasons equal to the world they inhabit (thought these clothes, granting a smidgen of that power to
the immediate weather may differ). Typically, the wearer.
there is already a mansion inside from the You cannot wear any other armor while
previous user and, during the attunement process, wearing this clothing set and you must be wearing
you can choose to keep it the same, alter it, or every part of it to gain the benefits of this item
completely remake the building and surrounding set. You may use Unarmored Defense or shields
land. Any items stored inside the mansion, that while using this set. The set must be repaired
are not native to it, are ejected from the box to the monthly to retain its power.
nearest unoccupied space if their resting place is • Any undead of CR 1 or less can be
changed. commanded by you, even taking control
Creatures you permit can easily enter by from their creator. Using your action, you
placing their hand over the opening and shouting can force one undead to make a Wisdom
the travel command word (which you choose). saving throw (DC 15) coming under your
They appear in front of the mansion, with their control on a failure. The undead must be
form and equipment shrinking down to match the able to hear you and can only do things
size of the box’s interior. They can stay there as that are within its capabilities. You can
long as you permit it. To exit, they must reach up command a maximum of 6 undead at a
to the sky and say the travel command word, time. All undead regain control of
appearing in their normal size in the nearest themselves when you begin a short or
unoccupied space outside the box. It is impossible long rest. You must use a bonus action to
to keep creatures here against their will. instruct any number of undead under your
The box repels anything from entering it that command. You can attempt to gain
you do not wish. Mundane items will simply control over an undead a number of time

33

Kris Leask (Order #38729720)


equal to your proficiency bonus before Power Blade
finishing a long rest. Weapon (any edged weapon), very rare (requires
• You are exceptional at dancing and attunement)
singing. You have advantage on any One half of an epic weapon spoken of only in
Performance checks involving these prophecies or legends. Each half is just as
actions. effective as a normal version of the weapon (such
• Increase your Dexterity and Charisma by 2 as an axe or sword). When the two halves are
points, to a maximum of 22. combined, the wielder will gain untold power.
• You can defy gravity in an amazing lean. When you are attuned to a single blade, you
When targeted with a ranged attack, you gain +1 to attack and damage rolls made with this
can use your reaction to add +2 to your AC weapon. Your strength score is increased by 2,
against the attack. with your new maximum increasing to 22. You are
• As a bonus action, you can take the immune to radiant or necrotic damage, with each
Disengage action and moonwalk weapon half granting immunity to the other
backwards 15 feet. damage type. The weapons deal double damage
to objects and structures.
Powered Glove When you are attuned to both blades (a
Wondrous Item, very rare (requires attunement) process that combines them into a single
This bulky glove is covered in buttons and knobs weapon), you gain +3 to attack and damage rolls
that are difficult to understand. After some made with this weapon. Your Strength score
experimentation, the user will discover all the increases by 4, with your new maximum
power behind this strange device. The glove can increasing to 24. You are immune to necrotic and
do each of these abilities once daily, the abilities radiant damage. The weapon still deals double
being recharged at dawn of the next day. damage to objects and structures. If you lose
• Can cast these spells each, once daily at attunement to the combined weapon, it splits back
their original spell level: Chrome Sheen, in two and both weapons vanish, reappearing in a
Grasping Graves, Heart Container, Esuna random spot in the multiverse.
Burst, Wall of Sound, and Regen Aura. Additionally, with the half or full weapon, you
• By entering in a specific code on the glove can shout the magical activation words as a bonus
buttons, you can rewind time by a small action to choose an allied creature within 60 feet
instant. Using a reaction, you can force the of you to gain the same benefits of this weapon to
last roll to be rerolled. a single non-magical weapon of your choice for 1
• You can crank the strength dial up as a hour. You must finish a long rest before using this
bonus action, boosting your Strength ability again.
score by 4 points, to a maximum of 24, for
10 minutes. Prism Dagger
Weapon (dagger), legendary (requires
attunement)
This weapon is a small hilt with a shimmering
clear crystal where a blade would normally start.
When sunlight or bright light hits the crystal, a
multi-colored rainbow blade appears. The blade is
transparent but completely solid.
You gain +3 to attack and damage rolls made
with this weapon. Typically, it deals piercing
damage unless a creature is vulnerable to any
type of damage, other than bludgeoning or
slashing. If a creature is vulnerable to a damage

34

Kris Leask (Order #38729720)


type, the prism blade becomes dominated by that points by this weapon, you can use a bonus action
type of light and energy on contact with the to activate the trap function. The ghost must
enemy, dealing whatever type of damage the succeed on a Constitution saving throw (DC 10) or
creature is vulnerable to. If a creature is be trapped in the device. For every undead
vulnerable to multiple damage types, the blade trapped, the weapon deals an additional 1d6
picks one randomly and deals that type of radiant damage. You may have a maximum of 3
damage. undead trapped in the device and after 1 week
inside the weapon, the spirit is refined and
released to a plane of its deserving.

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

35

Kris Leask (Order #38729720)


Racing Stripe Cape capabilities (per their stat block). Though this
Wondrous item, uncommon record describes a creature’s capabilities and a
This cape has a cherry red stripe going down the general understanding of their species, it does not
center on a white background. It grants the wearer store any defining information of individual
10 extra feet of movement on their turn, but only creatures.
if the wearer makes cool race car sounds while
they move. Reset Button
Wondrous item, legendary (requires attunement)
Rain-Bow A big red button that must be pressed with intent
Wondrous item, uncommon (requires (though understanding is not required), with
attunement) accidental presses being ignored. Pressing the
Touching the bow causes it to shed bright light in button creates an instance of the plane you are
a color of your choice in a 20-foot radius, and dim on. Anytime within the next year, you can press
light for an additional 20 feet for 1 hour. You can the button again to return the entire plane to that
use the bow in this way three times before instance, undoing everything that has happened
finishing a long rest. The color of the bow grants between those moments. You will have no
you resistance to a corresponding type of damage memory of the time between presses. The
from spells or other magical effects. You can instance is not perfect and the longer the space
choose any color but can only gain resistance to a between the initial button press and the second
single damage type at a time from this item. Red- press, the more glitches will be present in the
fire, yellow-lightning, orange-thunder, blue-cold, plane. Work with your GM to determine exactly
green-acid, violet-psychic, white-radiant. how much of the plane has been altered.
In addition, while the bow is glowing, you can Once this item has been used to reset the
add your proficiency bonus (or double it if you are plane to the previous instance, it is completely
already proficient) to Animal Handling and destroyed. If you press the button and then lose
Persuasion checks made on beasts, celestials, or attunement to the item any time within the next
fey creatures. year, the button is broken, or if you do not press
the button a second time within a year, the
Red Shirt instance is lost.

Wondrous item, common


This shirt can be worn over armor or as Ribbon Wand
underclothing. If you wear it while taking a short Wondrous item, uncommon
or long rest, you gain 1d12 temporary hit points When using this wand as an arcane focus, you can
when the rest ends. use a bonus action to perform a small dance with
Cursed. While wearing this shirt, you have it to add your Dexterity modifier to any damage or
disadvantage on death saving throws and healing from the spell.
automatically fail your first one.

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
36

Kris Leask (Order #38729720)


Saving Bell quickly and accurately as possible. Roll an
Wondrous item, rare (requires attunement) Intelligence, Perception, or Insight check (player’s
Allied creatures within 10 feet of this item have choice) and the highest number is the winner. The
advantage on death saving throws. Once per day, first time this game is played after dawn, the spell
if you or an allied creature within 30 feet of the hypnotic pattern is cast on the losers (DC 15) with
bell fails 2 death saving throws, the bell chimes, the winner being the object of their charmed state.
casting mass healing word , targeting any allied Curse. Some of these games are possessed by
creatures at 0 hit points within the range of the the will of the devil Cymun, who wants nothing
spell first. Any remaining healing targets are more than to spread their controlling game far
chosen by you. and wide. These games are indistinguishable from
the regular ones except they cast the spell
Semi-Silent Radio dominate person on all who play (DC 20). Cymun
will then command the dominated creatures to
Wondrous item, common
play the game with as many people as possible,
This radio picks up sounds and waves that are
spreading the domination like a strange plague.
inaudible to most creatures. If the radio is within
120 feet of an aberration, fiend, or undead, it will
begin to produce a hissing static, the sound of Slap Bracelets of Power
which is distinct to each type of creature type and Wondrous item, common
grows in volume the closer the creature is. If the These bracelets are covered in bright designs that
creature attempts to speak, the sound is heard as symbolize their magical properties. They can be
a roaring garble. However, if the radio is within 10 easily taken off or applied as a bonus action or
feet of the creature, and the creature speaks, the given to another character; but can only be taken
radio will translate the will and intent of the if the wearer is unconscious or the thief rolls a
speech into broken Common. This radio has a 3- successful Sleight of Hand against the wearer’s
hour charge which is recharged at dawn and can Perception. It is only possible to wear three at a
be turned on or off freely. time, as any more will make the magic unstable
and ineffective. You cannot gain the effects of two
Sez-Sez of the same kind.
The GM chooses the type or determines it
Wondrous item, rare
randomly when one is found or created.
A small game of matching patterns and flashing
lights which up to 6 creatures can play. Each
creature enters a contest to match the patterns as

37

Kris Leask (Order #38729720)


D100 Slap Bracelet of… Effect
1 Acid Power +1 acid damage to acid-based attacks.
2 Bludgeoning Power +1 bludgeoning damage to bludgeoning-based attacks.
3 Cold Power +1 cold damage to cold-based attacks.
4 Fire Power +1 fire damage to fire-based attacks.
5 Force Power +1 force damage to force-based attacks.
6 Lightning Power +1 lightning damage to lightning-based attacks.
7 Necrotic Power +1 necrotic damage to necrotic-based attacks.
8 Piercing Power +1 piercing damage to piercing-based attacks.
9 Poison Power +1 poison damage to poison-based attacks.
10 Psychic Power +1 psychic damage to psychic-based attacks.
11 Radiant Power +1 radiant damage to radiant-based attacks.
12 Slashing Power +1 slashing damage to slashing-based attacks.
13 Thunder Power +1 thunder damage to thunder-based attacks.
14 Acid Resistance -1 acid damage against acid-based attacks.
15 Bludgeoning Resistance -1 bludgeoning damage against bludgeoning-based attacks.
16 Cold Resistance -1 cold damage against cold-based attacks.
17 Fire Resistance -1 fire damage against fire-based attacks.
18 Force Resistance -1 force damage against force-based attacks.
19 Lightning Resistance -1 lightning damage against lightning-based attacks.
20 Necrotic Resistance -1 necrotic damage against necrotic-based attacks.
21 Piercing Resistance -1 piercing damage against piercing-based attacks.
22 Poison Resistance -1 poison damage against poison-based attacks.
23 Psychic Resistance -1 psychic damage against psychic-based attacks.
24 Radiant Resistance -1 radiant damage against radiant-based attacks.
25 Slashing Resistance -1 slashing damage against slashing-based attacks.
26 Thunder Resistance -1 thunder damage against thunder-based attacks.
27 Large Breath Can hold breath for 1 minute longer than normal.
28 Strength Accuracy +1 to strength-based attack rolls.
29 Dexterity Accuracy +1 to dexterity-based attack rolls.
30 Dark Vision Extend natural Dark Vision by 10 feet.
31 Quick Feet Add +5 feet to base walking speed.
32 Stabbing Can be taken off and used as a common dagger.
33 Extra Health +4 temporary hit points received after finishing a short rest.
34 Heavyness User is 20 pounds heavier.
35 Lightweight User is 20 pounds lighter.
36 Corruption Resistance +1 to Corruption Saving Throws.
37 Strength Saving +1 to Strength saving throws.
38 Dexterity Saving +1 to Dexterity saving throws.
39 Constitution Saving +1 to Constitution saving throws.
40 Intelligence Saving +1 to Intelligence saving throws.
41 Wisdom Saving +1 to Wisdom saving throws.
42 Charisma Saving +1 to Charisma saving throws.
43 Awareness +1 to passive perception.
44 Eagle Eyes +5ft. to the range of any ranged weapon attack.
45 Rest Heal +2 additional hit points after finishing a short rest.
46 Kung-Fu +1 to unarmed attack rolls
47 Acrobatics +1 to Acrobatics checks
48 Animal Handling +1 to Animal Handling checks
49 Arcana +1 to Arcana checks
50 Athletics +1 to Athletics checks

38

Kris Leask (Order #38729720)


51 Deception +1 to Deception checks
52 History +1 to History checks
53 Insight +1 to Insight checks
54 Intimidation +1 to Intimidation checks
55 Investigation +1 to Investigation checks
56 Medicine +1 to Medicine checks
57 Nature +1 to Nature checks
58 Perception +1 to Perception checks
59 Performance +1 to Performance checks
60 Persuasion +1 to Persuasion checks
61 Religion +1 to Religion checks
62 Sleight of Hand +1 to Sleight of Hand checks
63 Stealth +1 to Stealth checks
64 Survival +1 to Survival checks
65 Passive Perception +1 to Passive Perception
66 Dual Attacks +1 to attack rolls made with a secondary weapon in your off hand.
67 Dual Striking +1 to damage rolls made with a secondary weapon in your off hand.
68 Death Resistance +1 to death saving throws
69 Magical Healing +1 to hit points recovered while casting a healing spell.
70 Wild Magic Add or subtract 1 from rolls made for wild magic.
71 Ki Energy +1 ki point to your total available.
72 Hacking +1 hack point to your total available.
73 Sneak Attacks +1 damage to rogue sneak attacks.
74 Laying on Hands +1 to hit points recovered when using lay on hands on a creature.
75 Bardic Inspiration +1 to Bardic Inspiration dice you use.
76 Turning Undead +1 to your Turn Undead save DC.
77 Extended Rage Your rage lasts 1 turn longer than normal.
78 Druidic Attacks +1 to attacks rolls made while using Wild Shape.
79 Druidic Damage +1 to damage rolls made while using Wild Shape.
80 Extra Wind +1 to all attacks made after using the Second Wind feature during that turn.
81 Shiny Hunter +1 to damage against shiny variant creatures.
82 Smiting +1 to damage when making a Smite spell or attack.
83 Wizardry +1 to damage from spells cast from a rod, scroll, or wand.
84 Shattering +1 to damage when using the Weapon Shatter feature.
85 Corruption Slaying +1 damage when attacking corrupted creatures.
86 Aberration Slaying +1 damage when attacking aberrations.
87 Beast Slaying +1 damage when attacking beasts.
88 Celestial Slaying +1 damage when attacking celestials.
89 Construct Slaying +1 damage when attacking constructs.
90 Dragon Slaying +1 damage when attacking dragons.
91 Elemental Slaying +1 damage when attacking elementals.
92 Fey Slaying +1 damage when attacking fey creatures.
93 Fiend Slaying +1 damage when attacking fiends.
94 Giant Slaying +1 damage when attacking giants.
95 Humanoid Slaying +1 damage when attacking humanoids.
96 Monstrosity Slaying +1 damage when attacking monstrosities.
97 Ooze Slaying +1 damage when attacking oozes.
98 Plant Slaying +1 damage when attacking plant creatures.
99 Undead Slaying +1 damage when attacking undead creatures.
100 Extra Slapping Gain the benefits of 5 bracelets by wearing this, not including this bracelet. (Total 6)

39

Kris Leask (Order #38729720)


Space Shoes equal to your Charisma modifier. The
Wondrous item, uncommon (requires damage type can be acid, cold, fire,
attunement) lighting, or thunder.
This strange footwear has a series of belts and • Once per day you can cast Hallucinatory
buckles that strap over your shoes or feet, Terrain as an action, with a duration of 10
securing them in place. Bulky and awkward, they minutes. During that time, the terrain is
have magical and mundane parts inside that allow completely real to you, so long as you are
a creature to jump higher. These shoes have 3 looking through the goggles. You cannot
charges of the jump spell, which you can activate take anything from the imagined space,
by shouting the command word. The duration of but you can move freely through it and
the spell is extended to 10 minutes. The shoes interact with the environment. If the spell
regain all expended charges at dawn. ends while you are in the illusion, and you
Curse. These shoes are cursed and attuning to are inside a real object’s space, you take
them extends the curse to you. You can’t remove 10d10 force damage and are pushed to
the shoes unless you are targeted by the remove the nearest unoccupied space or to where
curse spell or similar magic. While wearing the you cast the spell, whichever is closer. If
shoes, your Dexterity score is decreased by 2 and you are not inside an object when the
difficult terrain costs four times as much spell ends, the illusion simply collapses
movement as normal terrain. around you.
Curse. While looking through these goggles,
Sonic Boots you have disadvantage on Perception and Insight
checks as the world through the goggles is close
Wondrous item, rare (requires attunement)
to reality but has a surreal twist.
While wearing these boots you can use a bonus
action to take the Dash, Disengage, or Dodge
action on your turn. If you take the Dash action Strategy Guide
your base walking speed is quadrupled. While Wondrous item, legendary (requires attunement)
running like this, you can run up vertical surfaces During a short rest, you can use this item to see
or across water as if they were difficult terrain. If up to 24 hours in the future. You live out the
you end your turn or stop as part of your action potential future day in a matter of seconds, seeing
while on a vertical surface or on water, you begin through your future self’s eyes. After using this
to fall. item, you remember the possible future you saw,
including any information gained from your vision.
Spyff’s Goggles However, the ghost of a potential future and the
actual future is hard for the mind to reconcile,
Wondrous item, rare (requires attunement)
imposing Disadvantage on any Intelligence or
This simple set of eyewear is brimming with
Wisdom saving throws you make for the next 24
imaginative energy. While looking through them,
hours (this penalty is not reflected in your vision
you can tap into your imagination to bend the
into the future). Once this item has been used, it
rules of the world you see.
cannot be used again for 2d8 days.
• You can spend a short rest playing with a
mundane stick or other object that
vaguely resembles a non-magical
weapon. To your eyes, the object then
becomes that weapon and it acts like it to
the outside world, though they see its
true form.
• You can use a bonus action to “augment”
any attack you make with imagination
energy. The attack deals extra damage
40

Kris Leask (Order #38729720)


Ultra-Slingshot
Weapon (slingshot), common
This slingshot appears to have been modified by a
mad scientist as it is covered in tubes, wires, and
knobs. When you ready a shot, a small, perfectly
shaped stone, appears with a flash in the pouch.
While aiming, you can turn a small knob with your
Sunglasses of Protection thumb to charge the stone with elemental energy.
Wondrous item, uncommon (requires The stone then deals 1 additional damage of the
attunement) damage type chosen. The damage type can be
These dark sunglasses are charged with magical acid, cold, fire, or lightning.
energy. You gain +1 to your AC as long as you
wear them somewhere on your person.
Additionally, while looking through them, you
have advantage on saving throws against being
blinded. You can use your reaction to flip the
glasses on whenever you’re forced to make a
saving throw of any kind. While looking through
the glasses, you are blind in dim or less light.

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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Wide Lens check but is impossible if it is not a stationary
Wondrous item, very rare (requires attunement) structure or at least double your own weight. An
This pendant resembles a large monocle. The Athletics or Acrobatics check may sometimes be
thick glass circle is enclosed by a thin ring of iron required if using this item for difficult
and hung on a tiny iron chain. It is completely maneuvering, with the DC decided upon by your
useless as a looking glass as the beveled glass GM when needed, though something as simple as
distorts the world beyond recognition. Fate, scaling an average castle wall should be a
however, can see just fine though the glass and relatively low check, if any at all. The cable itself
opens up more possibilities for the wearer. When has an AC of 22 and 1 Hit Point, requiring magical
you make an attack roll, you land a critical hit on a repair if it is cut or broken.
19 or 20; you also have a critical failure on a 1 or a
2. World Spine
Curse. This item is cursed. Attuning to it curses Weapon (Greatsword), very rare (requires
you until you are targeted by the remove curse attunement)
spell or similar magic. Removing the item fails to This blade more resembles a computer chip than
remove the curse. If you destroy the item you take any actual blade. It is flat, wide, and covered in
10d10 psychic damage and permanently lose sight circuits. The hilt has a small red orb the holds a
in one eye, but the curse is lifted. You can also Neutral Good, True Neutral, or Neutral Evil A.I.
remove the curse on yourself by having another construct. The A.I. will only speak to the user and
creature attune themselves to the item. grant the full powers of this sword to those
whose alignment is in the same family (Neutral)
Wind Hook as its own; otherwise it behaves simply as a +2
Wondrous item, rare (requires attunement) weapon.
A small wristband with a simple design and a If the wielder shares the same alignment
black square in the center. As a bonus action, you family as the weapon, it grants the following
can shout the command word and a strong black abilities after attuning.
cable, headed by an obsidian spike, will shoot out • It is a +3 weapon.
and up to 120 feet. The cable can support and • It offers handy advice when asked. The
move weight up to 500 pounds, breaking if used advice is from its own perspective and
to move more. Using the command word again may not always be the correct advice.
will cause the cable to retract, up to your desired • It will record your most epic moments and
length, pulling you along with it. In some cases, it regale others with you amazing deeds. It
can behave like a ranged weapon. In such cases, will not lie but will embellish the stories.
you are proficient with the attack, it deals 1d4 • When attacking an enemy with corruption,
damage on a hit, and is considered magical for the this sword does double damage.
purposes of overcoming resistances. On a hit, you
can choose to have the item simply attack and
retract or to pierce and remain in the target. If you
attempt to pull an object or enemy towards you, it
must be of your size category or smaller and
within the weight range; you must win a Strength
contest for creatures or a Strength check for
objects (DC 6 for items under 50 pounds, DC 12 for
items over 50 pounds, DC 15 for items over 100
Pounds, DC 18 for items over 200 pounds, DC 22
for items over 400 pounds), if you fail the
Strength check by 5 or more, the cable breaks.
Pulling yourself towards an object requires no

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Xaber Zoromin’s Unholy Blade
Weapon (any sword), very rare (requires Weapon (short sword), legendary (requires
attunement) attunement)
You gain +2 to attack and damage rolls made with This blade, also known as the Leviathan Slayer
this weapon. It deals an extra damage dice (based and Wandering Sunblade, is an accursed sword
on the type of sword) of radiant damage. You can masquerading as a holy relic.
use a bonus action to charge the blade, releasing In a forgotten past, Zoromin existed as a
a burst of radiant energy the next time you make swirling black titan. Its power was unmatched, and
an attack roll. Creatures within 5 feet of your none could stand against it, not even the gods.
target, including the target but excluding yourself, Thus, the powers came together and devised a
must make a Dexterity saving throw (DC 15), way to destroy the being. Slowly, they pulled it
taking 2 damage dice of radiant damage on a into many planes of existence, splitting its power
failed save, or half as much on a successful one. into 12 realities. When the bonds between
You can use this charge 5 times before finishing a Zoromin’s selves were split, the gods struck. They
long rest. fought each piece of Zoromin, locking the being
into native beasts of the land. In a last attempt at
Xarche Edge victory, Zoromin secretly drew a 13 th part of itself
Weapon (dagger), rare (base), very rare (super), into an average blade, resting on a long plan that
legendary (ultra) (requires attunement) would reawaken its power.
A strange and twisted blade that more resembles The animals Zoromin was forced into did not
cutlery than a traditional weapon. You gain +1 to age, they did not die, they grew. Eons passed, and
attack and damage rolls made with this magic the animals grew to titanous proportions. Their
weapon. bones outgrew their flesh in places, becoming like
Additionally, the dagger has 1d10+1 charges of a stone carapace. The 12 beasts in 12 realities
the Xarche spell embedded in it. Using a bonus sought out barren places or deep forests where
action, you can use the spell against a target they could rest and grow. Now, after becoming
immediately after hitting them with the dagger. titans of their own, they wait for Zoromin’s Blade
Once the spell uses have been depleted, they to release their part of Zoromin’s whole. Once all
cannot be recovered, though the +1 bonus 13 parts come back together, Zoromin will once
remains. again be reborn in the blade wielder’s body. This
The Super Xarche Edge is a more powerful must never happen.
form of the original. You gain +2 to attack and Abilities. While attuned to this weapon, it
damage rolls made with this weapon. It has grants the following abilities:
2d10+2 charges of the Xarche spell and the spell • It is a +2 weapon, +3 against Huge or
deals double damage to a creature type of your larger sized creatures.
choice. You can change the type of creature after • When held aloft in sunlight it reflects the
finishing a long rest and can choose from: lights in scattered rays. The rays tighten
Celestials, Elementals, Fey, Fiends, or Oozes. Once together into a focused beam when the
the spell uses are depleted, they cannot be sword is facing the nearest living creature
recovered, though the +2 bonus remains of Huge size or larger, even if the creature
The Ultra Xarche Edge has all the attributes of cannot be seen.
the Super variation, has +3 to attacks and damage • You take half damage from falling.
rolls, and has 4d10+4 charges of the Xarche spell. • If climbing a creature, you have advantage
It recovers 1d10 charges at dawn each day. If it on all rolls for climbing or holding on to
drops to 0 charges, it cannot recover more, that creature.
though the +3 bonus remains. You can also • If the sword spends 1 hour drinking in the
change the selected creature type after finishing a fresh blood of a Huge sized or larger
short rest. creature, that the sword assisted in killing,

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it can store the power of that creature Sentience. Zoromin’s Unholy Blade is a sentient
within itself. Once per week, the wielder neutral evil weapon with an Intelligence of 18, a
can use a bonus action to summon that Wisdom of 18, and a Charisma of 9. It has hearing
power, transforming themselves into the and darkvision out to a range of 120 feet.
creature the sword consumed the blood The weapon speaks in an ancient language for
of, via the polymorph spell. The wielder which there is no record. It communicates with its
can stay in this form for up to 1 minute wielder telepathically in 13 different masculine
after transforming and has access to and feminine voices. It can read magic runes
every power the creature had, except lair written in any language, though it may not be able
actions. It takes a bonus action to to tell you the purpose.
transform out of this form. Personality. Zoromin is not direct in its ways. It
will often give the wielder just enough truth mixed
with lies to push the wielder towards Zoromin’s
goals of reunion. This is what the blade wants
above all and it does not care who it uses to
accomplish this goal. Zoromin does understand
the importance of keeping its wielder alive and
does not restrict access to information or power if
the wielder takes small detours from Zoromin’s
goals.
Zoromin often presents itself in a very placid
and expressionless manner, making it impossible
to read. This may seem like complete
emotionlessness, but it that is the opposite of
what is happening. Zoromin is engulphed in
hardened hate and rage, the boiling anger
evaporated long ago, leaving nothing but the resin
of fury. Zoromin is cold and direct and will not
suffer an emotional user.
Cursed. This weapon is cursed. Those that
attune to the sword become pale and gaunt. Their
eyes become sunken, hollow, and ringed with
darkness. They have a faint dark aura around
them that makes them appear to be evil, even if
that is not their alignment. This does not affect
the creature’s vitality, just their appearance.

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Astro-ration (5 gp, 1 day)
CONSUMABLE MAGIC ITEMS
Wondrous item, common
The following is a list of consumable magic items. A collection of freeze-dried fruits, meat and
They are typically above and beyond something vegetable paste in a tube, compressed water
you can buy at an average shop. They must be tablets, and dehydrated ice cream. They are in a
crafted by specialists, found in the wild, or sold at round half-pound pack, the size of an average
specialty shops. They each can be used once, apple; capable of resisting extreme heat, cold, and
breaking, emptying, or losing power after their the vacuum of space. The food does not spoil and
use. Their cost is a suggestion, and the actual cost is designed to be eaten in nearly any environment.
should be determined by supply and the
character’s desire. Boostshroom (100 gp)
Wondrous item, uncommon
1-UP (2,500 gp) This small mushroom is grown in magically
Wondrous item, legendary enchanted soil that gives it amazing properties.
A small token with the symbol “+1” inscribed on it. Each one is similar in appearance and there is no
If a creature dies while this token is on their way to determine its exact effects from regular
person, they are immediately resurrected. They observation. When consumed, roll on the table to
are brought back with full hit points, all of their determine the effect. The mushroom’s effects last
abilities and magic are recovered (as if taking a for 1 minute and consuming more than 2 in a day
long rest), each layer of corruption they had is poisons a creature and instantly drops their hit
removed, and any lingering diseases or statis points to 0.
effects are removed, and any curses on them are d100 Effect

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.

used on a creature, they cannot be resurrected by 6-10 You become invisible


it again for 1 week. 11-20 You gain a fly speed equal to your movement
speed.

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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B-ug Core (varies) Holo-Decoy (150 gp)
Wondrous item, varies Wondrous item, common
Sometimes when a b-ug is killed, they drop a This is a small disc you can adhere to most
small, concentrated part of their essence. These surfaces and create a soundless holographic
gems are stable corruption energy and looking projection of a creature or object. The projection
inside reveals reflections of what type of b-ug can move but can never leave the base. A creature
they came from. They are valued as collectors’ looking at the projection must touch it or make an
objects, subjects of arcane study, and tools of mad Investigation check (DC 12) to determine that it is a
combatants. A gem is worth gp equal to the b-ug’s hologram. The projection lasts for 24 hours, after
CR times 100 (b-ugz below CR 1 will not produce a which the device shorts out and is unusable.
core) and has many possible functions.
When casting a spell, it can be used as any Hyper Water (100 gp)
material component (including items that are not Potion, common
gems) so long as the gp value is equivalent. If This brown water is made by highly skilled
used for a spell, the gem is consumed (even if the alchemists who roast rare beans and somehow
spell would not normally do this) and the caster create a non-magical concoction that can boost
immediately takes one level of corruption. even the most mundane people. When you drink
As an action, a creature can crush the gem, this liquid, you can instantly use one hit die to
reviving and commanding the b-ug directly (who recover hit points equal to your roll. Additionally,
acts on the summoning creature’s turn) until the you can ignore the effects of your highest level of
start of their next turn. The user then gains one exhaustion for 8 hours, excluding death. However,
level of corruption. this concoction does not use magic, simply
If a b-ug comes into contact with a core for a boosting your natural restorative ability. Because
higher CR b-ug, it can use its action to bond with it, of this, you can only benefit from two uses before
becoming the b-ug the core dropped originally finishing a long rest. Additionally, the creation
came from. must be fresh, created within 7 days of
consumption or properly canned, to be effective.
Googly Eyes (25 gp)
Wondrous item, common
This set of comical eyes has a resilient adhesive
on one side that last for 24 hours and can
withstand most environments, including water
and intense heat. When attached to a creature,
that creature gains proficiency in Perception. Once
the adhesive wears off or the eyes are removed,
the eyes lose their effect.

Hairspray (10 gp)


Wondrous item, common
This small can of sticky mist can be used to keep
your hair in amazing shapes for a long time. It
takes one minute to apply it and can only be used
on medium to long hair. Afterword, you receive a
+1 bonus to all Charisma based checks for the
next 8 hours.

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Hyper Water Concentrate (250 gp) minute. Using this more than once in 24 hours will
Potion, uncommon cause you to gain another level of exhaustion
This is a distilled and concentrated version of once the effect wears off.
Hyper Water. When you drink this liquid, you can
instantly spend two hit die to recover hit points Potion Diffuser (10 – 500 gp based upon
equal to your roll. Like regular Hyper Water, this the rarity of the potion)
only augments your natural healing ability. Wondrous item, common
Additionally, you can ignore the effects of your This special nozzle can be attached to the top of a
two highest levels of exhaustion for 8 hours, potion as an action, causing the potion to spray
excluding death. However, due to its concentrated out in a fine mist. All creatures within 15 feet of
nature, you can only benefit from this water once the potion gain some of the potion’s effects,
before finishing a long rest. Additionally, this though the efficacy is reduced. The duration,
concentration will stay fresh for 30 days before healing, or damage is divided by the number of
becoming ineffective. creatures in range and split equally among them
(rounded down to the nearest number or 5-
Pack of Slap Bracelets (100 gp) minute increment.).
Wondrous item, common For example. If using a common healing potion
A small foil sleeve containing 4 random common with 3 creatures in range, and the total healing
slap bracelets and 1 rare or ultra-rare bracelet. (5 was 7, each creature would be healed 2 hit points.
total). When a character opens this item, roll 5 If using a potion with a duration of 1 hour, each
times on the Slap Bracelets of Power table. The creature would be under the effects of the potion
final roll will always be the rare or ultra-rare for 20 minutes.
bracelet. Roll a d20, if it is 1-15, the bracelet is rare; This does not change the DC of a potion and
16-20 will give the owner an ultra-rare bracelet. potions without a direct healing effect, damaging
Rare bracelets have some silver or gold effect, or duration (such as a potion that grants a
highlights along their face. They have the abilities wish spell or permanent ability changes) simply
of two bracelets, rolled into one. Roll once again fail if used with this item.
on the Slap Bracelets of Power table to determine
what additional abilities this bracelet has. For Power Pill (100 gp)
example, a rare Slap Bracelet of Fire Power and Wondrous item, uncommon
Plant Slaying would grant +1 fire damage to fire- A small yellow capsule designed to assist in
based attacks and +1 to damage against plant fighting undead creatures. As a bonus action, a
creatures. living creature can consume the pellet, granting
Ultra-rare bracelets have holographic versions them resistance to all non-magical damage dealt
of their art that shimmer in the light. They have by undead creatures. The effects last for 1 minute
the abilities of two bracelets and double their and only a single capsule can be consumed before
power. For example, an ultra-rare Slap Bracelet of finishing a long rest.
Fire Power and Plant Slaying would grant +2 fire
damage to fire-based attacks and +2 to damage Spooky Snack (20 gp)
against plant creatures.
Wondrous item, common
A small, ghost-shaped cookie imbued with the
Pixie Sugar (25 gp) essence of courage and curiosity. As a bonus
Wondrous item, common action, a creature can eat one and, for the next
This small tube of sugar has been enchanted with minute, has advantage on saving throws to resist
fey magic for rapid absorption. Consuming this fear effects, has advantage on Insight and
small pack of sugar crystals will negate the Investigation checks, and advantage on Perception
effects of your highest level of exhaustion and checks that rely on smell. The snacks cause
allow you to take two reactions per round, for 1 extreme hunger though, requiring a creature to
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eat and drink double the normal amount they Valhallan Spray Paint (200 gp)
normally would before finishing a long rest, or Wondrous item, rare
they wake from the rest with a level of This can of spray paint has the distilled will of the
exhaustion. The benefits of the snack can only be great champions of Valhalla mixed into it. A
gained once before finishing a long rest. creature can use an action to spray it on
themselves and be imbued with the power of
Sticker of Enchantment (+1, 25 gp; +2, 100 legends. Until the end of their next turn, every
gp; +3, 500 gp) attack roll, saving throw, or ability check the
Wondrous item, varies painted creature makes is made with advantage.
Stickers of various colorful designs that shimmer Unfortunately, the will of such fables overwhelms
with magical energy. As a bonus action they can most mortals. After 1 minute, the painted creature
be placed on any mundane weapon, shield, or drops to 0 hit points and falls unconscious. For
armor set to grant a bonus to attack and damage the next 24 hours, all saving throws, including
rolls or AC, depending on the item, for the death saving throws, are made at disadvantage.
duration. The item gains its bonuses and is
considered magical for 1 minute, after which time Vid Disc (1 - 50 gp)
the effect wears off. The stickers are permanent Wondrous Item, common - rare
and cannot be removed by anything less than a A small disc that contains a holo-video on it. The
wish spell. The stickers are ineffective on any item video can be watched during a long rest or a short
that has 5 or more of these stickers on them. rest that lasts a minimum of 2 hours. After the
Placing a sticker on an item that is already rest ends, 2d4 creatures who watched the video
magical has no effect, even if the magical effect of gain inspiration or the use of a cliché (GM’s choice)
the sticker is stronger than the magical item’s or for the next 12 hours. At the discretion of the GM,
the magical item does not grant bonuses to there may be limited cliché’s available, based
attack, damage, or AC. upon the type of video in the disc. Though the
video can be watched many times, the bonus is
only granted upon the first viewing.

GOLD AND TREASURES


In the Retroverse, not all things can be distilled
down to simple gold, tickets, or credits. Some
things are more valuable than the sum of their
parts. A plastic figurine, given enough rarity, can
be worth the entire output of a small nation,
provided you can find a buyer. Some adventurers
start their careers as simple collectors but quickly
find the rush of holding an ancient foil card too
wonderful to stop.
Due to the ever-changing nature of the
Retroverse, relics from many different realities
find their way in. Some are so rare in their own
world that even having a single one in the
Retroverse is nothing short of a miracle.

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TYPES OF TREASURES
Like everything else, rai very wildly. Rarity Value

Treasure within the Retroverse comes in several Common 10 gp


different types that scale in cost based on the Uncommon 50 gp
rarity of the item. Rare 100 gp
Very Rare 500 gp
Small Collectables Legendary 1,000 gp
This includes, but is not limited to, trading cards,
Signed 5,000 gp
milk caps, special coins, tops, marbles, tickets, and
One-of-a-kind 10,000 gp
stamps. Their value depends on their rarity.

Rarity Value Media


Common 1 gp
This includes, but is not limited to cassettes,
records, CDs, movies, books, magazines, posters,
Uncommon 5 gp
and games. Their value depends on their rarity.
Rare 10 gp
Very Rare 50 gp Rarity Value
Legendary 100 gp Common 5 gp
Signed 500 gp Uncommon 25 gp
One-of-a-kind 1,000 gp Rare 500 gp
Very Rare 2,500 gp
Large Collectables Legendary 5,000 gp
This includes, but is not limited to, figurines, Signed 10,000 gp
costumes, displays, block sets, and game systems.
One-of-a-kind 25,000 gp
Their value depends upon their rarity.

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one they have worked on and pilot it like power
armor. Larger evil creatures give the Animatronic
Horror a bit of autonomy, usually placing them as
a guardian or trap.
ANIMATRONIC HORRORS Packs a Punch. Animatronic horrors may look
At one time these wretched things entertained flimsy or degraded, but their core is terrifyingly
young children and inebriated adults. They had strong. Just one has the power to devastate an
smiling faces, jerky excited movements, and songs unsuspecting party. Thankfully, the parts needed
galore. But age and evil intentions have mutated to create one are few and far between, making
them into nightmarish beings of mold and metal. groups of them a rare sight. Should a group come
Their toothy grins have stretched back, exposing together, great bloodshed is an assured outcome.
permanent aggression. Their jovial eyes have Nightmares. On occasion, the ill intent and evil
gone dead, hanging lifelessly in mechanical around one of these creations will infuse it with a
sockets. Regardless of their origins, these will of its own. It will wait until a creature
machines are now nothing more than suits of attempts to pilot them and the slaughter the pilot.
destruction. It begins lo feed off their life force but will soon
Power Armor. Evil creatures have an unnatural grow hungry for more. Its twisted intent warps
fondness for these machines. Having a metal the body, covering it in shadows and suffusing
skeleton already prepared, they set to work
augmenting them. With a few modifications to
the original design, they are able to turn a once
beautiful thing into a golem or mech suit for
themselves. Small creatures can crawl inside of

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organic claws and teeth into its design.
Animatronic nightmares are terribly destructive ARCADE MIMIC
and aptly named. A peculiar mimic variant that has found a way to
Nightmares. On occasion, the ill intent and evil exist in the outside world, turning their back on
around one of these creations will infuse it with a the cold corridors of depilated dungeons and
will of its own. It will wait until a creature rotting ruins. By harnessing the power of
attempts to pilot them and the slaughter the pilot. electricity, either through a regular power system
It begins lo feed off their life force but will soon or by internal storage, they are able to project
grow hungry for more. Its twisted intent warps many forms of entertainment on their screens. A
the body, covering it in shadows and suffusing weak telepathic field helps them to create what
organic claws and teeth into its design. creatures around them would find most
Animatronic nightmares are terribly destructive appealing. Though they primarily target
and aptly named. humanoids, they have been known to create novel
games for creatures who would normally not be
attracted to such a thing. More than a few
foolhardy game designers have sought to
examine and replicate the games within an arcade
mimic, only to become food for the creatures
themselves.
Brain Food. Arcade mimics drain the life force
of any creatures who play them. Though they will
eventually eat their target for nourishment, this
mental energy is a high priority to them. They will
use the consumed brainwaves to create more
compelling, realistic, and mind-bending games. A
young arcade mimic may only be able to create 8-
bit games or grainy video while one who has
devoured the minds of many targets can create
virtual reality simulations that are nearly
indistinguishable from real life. In most cases,
victims of arcade mimics die quite happy.

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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AIMI’S CLAW Undead Nature. Aimi’s Claw does not require
Once the hand of a great vanquisher of evil, this air, food, drink, or sleep.
undead claw now hunts down those who seek to
gain its previous owner’s power. A dark spirit
infiltrated this hand, forcing the owner to brutally
remove it before the unholy infection spread. In
the years since its separation it has festered in evil
and slowly transformed into something utterly
horrific. It lies dormant, waiting for the pulse of
energy signaling the discovery of its brother hand.
Aricniclaw. Aimi’s Claw has sprouted several
additional fingers and spikes that aid it in attacking
and traversal. The bones in the wrist have also
sprouted and grown into a long stinger. It attacks
relentlessly with everything it has, often going for
the face to blind or disable a target. It is fond of
hiding in small corners or boxes and then
surprising its target with a lunging embrace of
spines.
Soul Drive. The evil spirit infecting the claw has
long since lost the memory of its purpose. It only
remembers its unending hate for its original
owner. Once someone attunes to Aimi’s
Chainblade Hand it will begin to hunt them down
relentlessly. I fit finds the target, it will wait to
attack them until the most opportune moment.
Once it has killed its target it will simply leave the
body and Aimi’s Chainblade Hand and go to rest in
hiding until the item is attuned to another
creature.

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B-UGZ Incurable. B-ugz are corruption incarnate. It is
Glitch, errors, mistakes in a corporal form. impossible to separate the corruption from the
Sometimes the swirling infinity that is the beings without completely eradicating them.
Retroverse intersects with other realities, or even Unlike other creatures, they cannot gain new
itself, and these aberrations are spawned. layers of corruption. The layers of corruption they
Mistakes of creation, they serve only to spread are considered to have from creation is equal to
their corruption to others. To them, average life is their CR + 1 (with less than CR 1 b-ugz having 2
the corruption and they have an undeniable need total). If these layers are cured or removed, the b-
to fix it. They will not stop until they are ugz simply cease to exist, disappearing in a fog of
destroyed. static. More powerful b-ugz are often immune to
The Bigger They Are. B-ugz come in many this effect, requiring eradication by traditional
different shapes and sizes. Though they all have a means.
slightly insectoid nature, they can vary wildly. The
size and strength of the bug is determined by the
severity of the dimension shearing that created
them. Most times they are small nuisances that
even normal townsfolk can deal with. However,
there are tales of b-ugz powerful enough to
challenge the gods. Such a being could mean the
end of an entire reality if it truly existed.
Viral. B-ugz want nothing more than to spread
their corruption into the world around them. They
desire to see an entire dimension consumed in the
same illogical processes that fuel them. They
attack in packs but do not seem to hold any
authority over one another. Many bold wizards
have tried to contain and control the b-ugz. These
fools have always been attacked by their captives,
becoming so corrupted that they simply fade
away.

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CHEEZER'S HEAD
This large head once served as a calling card for
the Drunk-E-Cheezers line of restaurants. Now it
serves as a deity, presiding over the last
remaining Drunk-E-Cheezers establishments. In
truth, this is only a mere shell of the mighty
Cheezers, but the power this shell can create is
enough for lesser beings to worship the head. No
one knows who came first though. Did the
worship of a strange mascot spawn the powerful
god Cheezers? Or did the divine use subtle
influence to have constructs built in their image?
Electric Breath. Like a dragon, the Cheezers
Head can gather energy and fire a bolt of
electricity. This power comes from the Cheezers
deity, as this frail form could never amass that
kind of energy. The distinction is lost on most
adventurers though, as all they see is a maw filled
with lightning. Worshipers of Cheezers consider
dying to this blast to be the most divine act of
cleansing.
Hoofs. The head itself is mostly immobile,
being only able to swivel and pivot in place. So,
two massive hoofs, an extension of Cheeser's
retribution, are on ramshackle wheels. They chase
the unworthy and slam down on them with
reckless strength. As they are an extension of an
extension, they lose power if the get too far away
from the head.

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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CHROME OOZE
A highly reflective ooze the prefers to hide in
brightly lit areas. It spreads itself thin on metal
surfaces to blend in, favoring building fixtures or
clean weapons. This disguise can sometimes
backfire if it chooses and area full of rusty metal,
making the item it coats stand out like a shiny
sore thumb.
Clever Guard. Powerful beings will often hide
many of these shiny slimes into their homes or
dungeons. Having them cover magical relics,
become mirrors in their bed chambers, or even
delicate trim on a painting. The ooze will wait
patiently until called upon and swarm the
intruders. Some may even command the ooze to
cover their bodies, bestowing their magical
resilience onto the wearer.
Magic Reflection. Examining the ooze closely
will reveal sparkling, magic-infused diamond dust
flowing throughout its form. This glittering
substance defends the ooze against most magical
attacks. It also gets on everything it touches and is
nearly impossible to remove, due to its resistance
to even magical cleaning.

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and more resilient, but also noisier. This is
CYBLIGHT compounded by the hivemind’s ability to stay
linked, even across the barriers of dimensions.
The Cyblight is and are a technological infection
What one drone learns, a warrior in another time
that is futile to resist. As soon as it gains a
and galaxy can also know. It allows the Cyblight to
foothold in a reality, it must be relentlessly
stay contiguous across all realities with no
purged, down to the last drone. If the infection is
noticeable variation.
allowed to spread, it can take over an entire plane
The full power of this hivemind and its
of existence. Each new infected will immediately
innerworkings is not understood. It is speculated
fall under control of the hive mind and work
that the Cyblight use each brain as a
relentlessly to further the reach of the Cyblight.
supercomputer, pushing every brain to their peak
The only purpose the Cyblight seems to have is to
capacity to achieve reality bending tasks.
spread their infection, but those that have studied
Consciousness is spread among this sea and
the phenomenon have theorized that they are
millions of minds can work on the same issue at
actually following the well calculated instructions
once, making a single Cyblight potentially more
of a single mind. Whether a single commanding
capable than the most advanced computing
consciousness, a nirvana of all minds, or a lone
technology available in a single reality.
drone, the Cyblight is a threat to all living things.
Mechanical Matriarchy. Though the Cyblight
Nano-Infection. The Cyblight spread their
are a hivemind, they have long since grown
infection directly, forcing it into another
beyond a point where that was beneficial to
organism’s blood. Tiny nano-bots are injected into
expansion. With unlimited consciousness, came
the body and, within seconds, take control. Any
unlimited noise. With noise, came disorder. With
living creature can be infected and even the
disorder, came death. For this reason, the first
recently deceased can be brought back into
Krige, a Cyblight Queen, was created. She brought
servitude. Though the Cyblight can infect
harmony to the disorder and has been known to
creatures of any size or shape, they seem to
speak directly for the Cyblight on occasion. She is
prefer intelligent humanoids as they adapt more
not a leader, merely a channeler of the Cyblight
easily to the transformation process.
hivemind. She understands the ebbs and flows of
The recently infected lack the ability to spread
billions of linked minds and works to direct the
the infection themselves and are little more than
energy towards goals that benefit the collective.
obedient automatons. The Cyblight will command
To the casual observer though, she appears to be
the recently infected to go to the nearest Cyblight
the Cyblight Queen, general, and mother.
base, a den of stolen and adapted technology, to
If a Krige should perish, the Cyblight will go into
undergo a transformation. Based on their abilities
a temporary state of disarray. Within hours
before the infection, they may be changed into a
though, a new Krige is created, seamlessly
Drone, Warrior, Elite, or something far worse.
replacing the previous one. It is unknown if the
Once this transformation is complete, it is almost
new Krige is a truly original being or if the original
impossible to save the infected, even with
Krige’s consciousness is simply inhabiting the new
powerful magics.
body. The Krige is almost always a female of
This infection takes over the host’s mind and
remarkable intelligence; this habit is thought to
body completely after 1 week. It is considered a
stem from the absorption of several insectoid
disease and can be cured by disease ending
colony species early in the Cyblight’s existence.
effects or spells during this week. After which
Cyber Undeath. Fully converted Cyblight do not
time, removing the link and curing the infection
require air, food, drink, and can survive in
requires more drastic measures.
extremely hazardous conditions with no ill effects.
Hivemind. The Cyblight is a hivemind of
Instead of sleep, they require four hours of
consciousness, the minds of those infected being
charging at a Cyblight base or with an auxiliary
stored in the collective intelligence of the Cyblight.
power supply. They suffer a level of exhaustion
With each new infection, the mind grows smarter

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CYBLIGHT INFECTED
The recently infected are little more than zombies.
They pose almost no threat to non-hostile
creatures and will only attack if it is beneficial for
the Cyblight collective. Since the Cyblight are so
large, it is unlikely that the killing of a single
infected will even be noticed. However, if
threatened, they will use any power at their
disposal to defend themselves, other Cyblight, or
their objective. While doing this, they are almost
as capable as they were before the infection
though they may have lost the link to their deity,
patron, powerful virtues, or lose the dexterity
needed for some spells.
The infected are not fully converted to the
collective as soon as they are infected and may be
for every 24-hour period they are not able to able to rebel against it for a short time. After a
charge. If they spend 24 hours charging, they week though, or after their full transformation,
recover from all levels of they will succumb completely to the hivemind. To
exhaustion, sometimes become a full member of the Cyblight they must
including death make it to a Cyblight base and spend one week
brought on by undergoing the transformation process,
exhaustion. Though permanently changing it into any number of
they share many traits horrors. Infected can spend several years on this
with undead, quest to a base and will not let anything stand in
they are not their way.
technically Any living creature (and some non-living) can
undead be infected. When this happens, simply use their
creatures. natural stat block. Their body only slightly
changes, such as their eyes gaining distinct green
shades or their body being covered in subdermal
robotic latticework, while their allegiance shifts
completely to serving the hivemind.

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 WARRIOR
Armed with edged weapons, laser projectiles, and
energy shields, the cyblight warriors are a force to
be reckoned with. Like the drones, they make up
for any weaknesses with sheer mass of numbers.
Unlike the drones, the warriors can be swift and
deadly. They typically do not have quite the
mobility they had before becoming infected, but
they compensate by becoming terribly resilient. A
handful of cyblight warriors is enough to decimate
most small villages or outposts.

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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Hard Head. These creatures are extremely
DINOSAURS stubborn, giving into a competitor only when
mortally wounded. If they find an object they
Dinosaurs in the Retroverse did not evolve in the
cannot move, they will remember it, coming back
same way as most realities. Due to the nature of
to try their growing strength against it
glitching, magic, and time altering effects of the
occasionally. This process may happen for years
plane, they have developed many strange
and seems to be an indicator for how large the
features that would not have come around
creature will become. Given enough time, the
naturally.
ankylobuto will grow strong enough to best
ANKYLOBUTO anything it has imprinted on, the upper bounds of
Ankylobuto are brutish herbivores that see this power being something few are willing to test.
anything standing in their way as a challenge to
be overcome. As they grow, they test themselves
against whatever might be stronger than them.
This begins against their siblings or small trees
but can eventually lead to testing against
buildings or even dragons. They do not typically
kill the beasts they fight against, instead
preferring to simply show dominance and drive
them away. This has led to many animals
instinctively avoiding ankylobuto, making the
dinosaurs’ stomping grounds relatively free of
predators.
Hard Shell. The ankylobuto have a tough outer
shell with a large set of horns on their head. The
shells hide a large set of wings that will propel
them in the air for a short time but are not large
enough to sustain long flight. Their face and leg
armor are made from the same polished
carapace, making it nearly impossible for edged
weapons or teeth to find purchase. A long
hammer-shaped tail serves as their last
defense as they can quickly spin
their whole body, transferring
all their momentum for a
crushing
blow.

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ANKYLOTAUR
A gentle herbivore, so long as there are no
hunters within its territory. This beast has a sixth
sense that allows it to detect the fear, bloodshed,
and hunger created by a hunter and their prey.
Large predators will often stay clear of an
ankylotaur’s domain, allowing the peaceful
herbivores and meek scavengers to thrive. This
can sometimes create a lush bubble of prey that
pops when the ankylotaur dies, resulting in a
predatory bloodbath. Thankfully, ankylotaur have
a lengthy lifespan and tend to live in small groups.
Hunting Hunters. Ankylotaur do not kill hunters
on sight, only when they can detect the distinct
feelings of a hunt. They will seek out the hunter,
even if it is predator vs predator, and do
everything they can to slaughter them. If the role
of hunter in a situation is unclear, the ankylotaur
will not hesitate to kill them both. Only when the
feeling of the hunt is gone from their territory, will
they resume their peaceful nature. It goes without
saying; hunting an ankylotaur is an unwise thing
to do.

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ARROWDACTYL
An ancient relative of the mighty phoenix, this
flying menace has a nasty habit of setting itself
ablaze. It also has a long-horned beak, perfectly
shaped for piercing through thick foliage or water
to spear large prey. Few people targeted by this
awful creature have lived to tell about it.
Fire Scales. The scales of this pterosaur are
covered in a thin sheen of flammable fluid
which it can ignite with a small spark gland
near its beak. Its scales and flesh are highly
resistant to fire, and it can say lit until
the fluid has all burned away, with no
ill effects. It lacks the amazing
regenerative powers of the phoenix
but the few survivors of arrowdactyl
attacks say the dinosaur seemed
to heal any wounds while alight.

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BEE-REX horrifying type of honey. Referred to as blood
A fusion of bee resilience and tyrannosaurus honey, it’s deep red, tastes vaguely of iron and is
strength; these creatures create massive, miles- made when a bee-rex consumes meat. A special
long hives and can take down whole kingdoms if digestive system can dissolve a creature entirely;
given the chance. Created as an attempt to imbue mixing with saliva-like substances, then the bee-
bees with greater resilience, the experiments rex is able to regurgitate Blood Honey for itself or
quickly took over, backfiring in the worst way others to consume at a later date. A hive can
possible. They spread out from captivity, began create gallons daily, if given enough raw material
breeding, and are now simply part of the world. to process. Though disgusting in origin, it has
Beehave. Thanks to millions of years of great healing properties and is highly sought after
perfectly refining bee society, the bee-rex by necromancers for the energy wrapped in it.
creations were able to very quickly establish a
collective hierarchy. Unlike regular bees, the
queen, called the bee-rex empress, directly reigns
over the rest of the hive, sometimes by force. Bee-
rex are exceedingly short tempered, resulting in
frequent conflict in the hive. If enough negative
energy builds up in a hive, the bee-bex may turn
on the empress, overwhelming them and making
blood honey from their carcass.
Blood Honey. It is unlikely even a single bee-rex
could be sustained by the nectar from a flower
field, much less an entire hive. To this end, bee-rex
have adapted their carnivorous appetite to make a

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BEE-REX EMPRESS
The massive ruler of bee-rex, the most powerful Honey Hungry. A bee-rex empress never stops
empresses often contend for the mantle of the growing from the second they are chosen to lead.
Retroverse’s most dangerous titan. They are not Every year, they will molt their scaly and fuzzy
content to sit in the back and create more drones, shell, consuming it as their new skin hardens. As
often striding out to defend their hive personally. they grow more powerful, their hunger grows
Their buzzing is a reality crackling roar that sends even greater. They will, in turn, create more bee-
even dragons running in fear. Though they rex drones to send into the world, hunting down
command vast platoons of bee-rex, they are the more living creatures, creating more blood honey,
real danger of any hive, a true army of one. and continuing this cycle. The empress’ shed skin
is of special interest to some scholars, as it seems
to have enough latent life energy that it should be
capable of autonomy if not consumed by the
empress.

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Queen Bee. There is an insectoid intelligence in
the empress. They are able to plan and strategize
as well as an average human. While not difficult
to outthink for more experienced generals, the
sheer size and power of a bee-rex hive makes
direct battle with them a bloody task. Histories
show instances of hiveborn riding bee-rex into
battle, a deadly alliance that other species have
had limited success in achieving. What exactly the
hiveborn and bee-rex hives could offer each other
to force such cooperation is a closely guarded
hiveborn secret.

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CHAINSAWRUS
This strange raptor-like creature has adapted a
mechanical idea into a biological advantage. They
have a series of spines on their head that spin on
a line of flexible cartilage. The cartilage quickly
connects or disconnects in dozens of spots,
allowing the chainsawrus to open and close its
mouth easily. The dinosaur has a small magnetic
ball near the back of its skull which it can charge
at will, activating the slim iron plates in the saw
cartilage. When it does this, the spines rotate
rapidly around the head, creating an organic
chainsaw like effect and a distinctive whine.
Recharge. The energy and iron required to
sustain this ability is massive, making the
chainsawrus a voracious hunter. They will hunt
creatures to extinction if given the chance. When
no other creatures are around to eat, they will
turn on their own kind rapidly.

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COCKAT-REX
A huge and deadly hunter; distant cousin to the
cockatrice. This beast roams the land, petrifying
prey and chomping stone and bones. It is fast,
cunning, and the very definition of an apex
predator.
Even a Scratch. The cockat-rex has the ability
to turn an opponent into stone with the slightest
scratch. It has thick spines guarding its neck and
back, a set of sharp thorns on its tail, and
hundreds of hair-like barbs covering its flesh. Any
one of it claws, barbs, spines, thorns, or teeth can
cause the petrifying effect to set in. Once a target
has been turned, this dinosaur will feast on the
stone carapace until it reaches the bloody center.
It has no trouble crunching massive amounts of
rock and dirt in its powerful jaws.

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DISPLACEIOSAUR
An underwater hunter that kills most of its prey
before the victim even knows the dinosaur was
there. These cruel beasts stalk sea waters with a
rapid viciousness that seems to know no bounds.
They have developed a form of illusion magic that
allows them to appear in multiple places at once
or to be more than one creature. They use this
advantage to singlehandedly swarm other
creatures, disorienting them before going in for
the kill. Sometimes this is for food, many times it
is for fun.
Refracted Lights. The body of a displaceiosaur
is riddled with shiny and slightly magical scales.
These scales bend and distort light that hits the
creature, making it nearly impossible to detect
their true location by sight alone. When
threatened, it can activate the latent magic in the
scales to create duplicates of itself or to disappear
completely. These scales are highly sought after
by illusionists.
Stingers. As an added insult, these creatures
have developed stinging tentacles that can stun
its prey, leaving them dead in the water. If the
victim was a particularly hard one to subdue, the
displaceiosaur will often swim
around the stunned target,
gloating in its way
before
going in for
the kill.

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DONAMIMUS
This creature has a strange set of hollow horns
with highly complex muscles inside. By pushing
air through the horns, they can recreate any
sound they have heard, including speech. They can
use this ability to scare or trick predators or to
lure their own prey in. They can also create
beautiful and haunting melodies, often as a
mating call and also as a form of speech between
themselves. If traveling in dinosaur country, be
wary of soft giggles and soft harmonies.
Dino-musicians. Donamimus are so adept at
creating music that they can use it in much the
same way a bard can. They can encourage allies
and weaken foes with their soulful tones or
righteous beats. While they do not have the ability
to cast spells, their music is a type of wondrous
magic all its own. They are hunted viciously, their
young ones being highly prized as pets to be
trained for the delight of high society.

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GRAVISAURUS
This beast is covered in small stones and hard
crystals, making it resilient to both swords and
sorcery. Its head and face are encased in a
sweeping solid stone and bone fusion. The
composite is inlaid with naturally occurring runes
that allow it to slightly distort gravity on itself.
Using this ability, it can smash against foes with
several times the force it would normally be able
to.
Natural Runes. The magical marking on its
head plate is a natural occurrence. They are not
born with them, but they develop over time
without any aid from the dinosaur or outside
forces. For this reason, and due to their organic
stone appearance, it is speculated that these were
originally offspring of one of Zoromin’s beasts.
How such a being was able to mate is unclear but
the resemblance to the much larger beings is
uncanny.

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as weapons and armor. Some stones, having been
pressed against the flesh for so long, fuse with
the skin and give the magnetadon a protective
carapace. Older magnetadons have collected
multicolored rocks and crystals from throughout
their life and are beautifully vibrant.
Headstrong. The one natural protection it has, a
highly evolved magnetic tooth that acts like a
bone plate on its head, prevents horns and such
from becoming permanent. This is not a problem
as the magnetic field is strongest in the skull,
allowing the magnetadon to quickly cobble
together offensive or defensive headgear. What
the magentadon assembles on its head depends
on what materials are available and can vary from
a few simple horns to a large plow. Once they are
done with the stones, they will drop them,
creating a small, magnetized lump.
Magentadon. This rare variant has infused
itself with so many gems and bits of magical
MAGNETADON equipment, it has begun to glow a faint purple
This dinosaur is relatively vulnerable compared to hue. It gains the Magic Resistance ability which
other species like it. It has soft pliable skin and no gives it advantage on saving throws against spells
strong horn, claws, or sharp teeth. It makes up for and other magical effects. This increases its CR to
this by creating a small but strong magnetic field 8 (3,900 XP).
around itself, gathering rocks and minerals to use

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PIRANHADON
This water-dwelling dinosaur has adapted to hunt
both in and out of water. A vicious bite and a set
of gills allows it to hide in the water until the time
is right. A miniscule dinosaur, they tend to hunt in
small packs of six or more. Once they kill a
creature, they drag it underwater and pick it to the
bone within minutes.
They are excellent swimmers and capable land
striders. Their skin coloration is great for hiding
underwater but tends to make them stand out
while hunting on land. Just because you can see
them, does not mean you are safe.

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VELOCILISK
Named because of its resemblance to another
mythical creature, the Velocilisk is more closely
related to arachnids than stone-turning lizards. It
is extremely rare to see one fully exposed and the
monstrous visage does shock some into a
paralyzed state, though this is a side effect of
their terrible form, not an inlaid ability.
Trappers. Velocilisks use their powerful arms
to claw into most anything, allowing them to
climb up sheer walls or even upside down. Their
claws are made of a metal and bone composite
that can sheer into solid stone and they use this to
their advantage. They will find an ideal hunting
spot and then begin digging into the stone,
creating a small burrow trap. When unsuspecting
prey comes by, they lash out with their six arms
and strong jaw to drag the creature inside the
trap. Once there, it is a quick job to slaughter they
prey in the confined burrow. They will gorge
themselves and then move on to make a new
trap.

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WASPINOSAURUS
Vicious predators that revel in pain, inflicting as
much of it as possible in their lives as they can.
They are extremely aggressive, attacking almost
anything they see without provocation. While this
strategy often gets them injured, evolution has
spun this in their favor, giving them the tools
needed to create and survive an onslaught.
Rage Dinosaur. The aggression of a
waspinosaurus is something that is well known
but little understood. Studies of their habitats and
eating habits suggest that they enjoy striking fear
or pain in other creatures, including their own.
There is a brutality to waspinosaurus life that
begins immediately after hatching and continues
to death. Some have theorized that
waspinosaurus derive some sort of essential
sustenance from the misery around them, which
would explain why they often make their homes
near war fields or even portals to hellish
dimensions.
No Mercy. There is no structure to a
waspinosaurus family. After laying eggs, a mother
will watch over them just long enough for them to
hatch. The mother will typically allow the
hatchlings to fully emerge from their shells
before trying to consume them; an act that
almost flirts with kindness for their species. The
ones she devours serve
as distraction while the
others flee, starting the
cycle anew.

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YGGDRASAUR How they sustain this incredible mass is not fully
A massive dinosaur who can grow large enough understood, as no amount of food could possibly
to support forests, villages, and even cities on its nourish them adequately. Religious texts say they
back. It slowly traverses the land, seeming to “eat the stars from the sky” and their paths follow
wander randomly but following some sort of a line “towards the next edible star.” More
higher instinct. Infant yggdrasaurs are large scholarly explanations theorize that the plants
enough to grow a small grove on their backs and and other life on its back are leeched on by the
some religions claim the entire world rests on the yggdrasaur. This would create a strange
shoulders of an ancient yggdrasaur. So much of relationship in which the dinosaur could be
what is understood about the yggdrasaurs is compared to a large parasite; a theory refuted
wrapped up in mythology and religious doctrine harshly by those that worship the creatures.
that it is impossible to parse out the facts about Migrating Population. When a new yggdrasaur
the creatures. They are mortal, but their sheer is born, some members of the parent dinosaur
incomprehensible size makes them will opt to leave their home to guard the newborn.
indistinguishable from gods to some. The travelers they meet along the way, and the
Always Moving. Yggdrasaurs never stop their families they create, serve as the seed of the next
slow plodding path. It may take them a day to civilization to live on the yggdrasaur. It can take
make it a mile or less. When threatened, an several centuries for an yggdrasaur to fully grow
amazing feat to accomplish, they can move quite into adulthood and so the cultures on the backs of
rapidly and the destruction this causes is parent and child yggdrasaurs may be wildly
considered a natural disaster. Thankfully, the different by the time they meet again.
yggdrasaur will naturally avoid heavily populated
areas, though they have been known to crush
remote cabins and outposts.

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DISCO ASSASSIN any officials that may know who owns the
Swift and versatile, the Disco Assassin is a machine.
mechanical nightmare of blades and light. A
variant of metal golems, they serve their masters
unerringly and may be passed down for
generations. Their terrible reputation as royal
slayers have made them forbidden across the
realms. This has not stopped them from being
used, it has just made them a more valuable
commodity to scheming lords.
Adapting Strategy. Disco Assassins are not
simple-minded constructs. They can understand
and carry out complex and difficult contracts. If
given enough information, they can prioritize
targets, understand and avoid political fallout, and
sabotage key items. Because of this, they are
often better at their job than most living beings,
understanding complex situations without having
the emotional weakness that would slow down
their actions.
In addition, their physical forms are highly
suited to most kinds of tasks. Their amazingly
dexterous hands can manipulate delicate objects
or swing blades with deadly fury. Their arms and
legs are identical, allowing them to walk upright,
on all fours, climb easily, walk upside-down, or
wield weapons on each appendage. This can make
them difficult to read as they have the appearance
of a humanoid but can move more like a crab or
spider.
Their head serves a unique function as well.
The segmented mirrors that comprise the dome
can emit many colors of light in flickering patterns
that can easily beguile a foe. It also serves as a
failsafe. If a Disco Assassin is rendered incapable
of escaping, it will begin a self-destruct sequence.
The head will flash briefly and then release a huge
fiery explosion, full of glass shrapnel. This is a
last-ditch option and will only be used if the Disco
Assassin cannot escape capture.
Highest Bidder. Due to the fine craftmanship
required to create or maintain a Disco Assassin, it
is rare for anyone to own more than one. This also
means anyone wishing to hire the Disco Assassin
must be willing to pay far more than an assassin
of flesh and bone costs. This premium ensures the
owners can repair their Disco Assassin and pay off

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Dazzle Dragons. Dazzle dragons draw their
RETROVERSE DRAGONS energy from the beauty and nurture that light
provides. They are often bright and vibrant in both
Dragons of the Retroverse can be roughly
body and mind. If their own inner light is
categorized into two different groups, Source and
extinguished, a Dazzle dragon will begin to wither
Dazzle. This categorization is based on where they
away unless they can reignite the spark that keeps
draw their power from. Source dragons draw their
them sustained. It is believed that the first Dazzle
power from the building blocks of creation. This
dragons were born of unstable dreams and
includes Code, Beat, and Tesla dragons. Dazzle
starlight.
Dragons draw their power from luminescence and
the life-giving nature of light. Dazzle dragons
include Laser, Xenon, and Neon. Rarer breeds of
dragons, such as Radon and Trash dragons, defy
this convention by apparently holding some of
both parts of both categories or little of from
either. It is a matter of much debate among
dragonologists to put the right dragon in the right
category.
Source Dragons. Dragons in this category
derive their power from the sources of creation.
Whatever the building blocks of the world are,
they can channel it as power. In this way, they are
less natural beings and more avatars of the force
they represent. The first dragons in these lines are
theorized to have simply appeared one day, fully
formed, in a miraculous yet unceremonious birth.

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BEAT DRAGON In those rare years when they decide to stay in
Beat dragons are directly connected to the Beat of a location, usually for mating but sometimes for
the World. They spend their formative years pleasure, they often pick caves that have been
developing their taste in music and then pick out worn away by erosion. They look for smooth walls
that specific tune from the Beat of the World’s that can reflect their music back at them and
cacophony. Most beat dragons develop a taste in amplify it outward as much as possible. This
things like techno, rock, hip-hop, pop, or metal; a means they will usually find places near vast
few rarer breeds find they love country or blues. water, the chances of hollow caves being greater
The genre they attune to augments their there.
appearance, morphing their visage into that of a Hunting Siren. These dragons are omnivores,
punk-rock like dragon or a soulful bluegrass eating whatever is most easily available. When
dragon. Once they have spent several years with hunting live prey, they will mimic the sounds of
their genre, they tend to shun all others, making the hunted species, drawing them in close for the
relations with others of their species quite kill. They use this ability to play pranks on other
strained. creatures, confusing squirrels and humanoids
Free Spirits. Beat dragons have no sense of alike, to the dragon’s great delight.
home, or rather, the whole world is their home. World Music. Beat dragons slowly become
They travel where the winds and their whims take more and more connected to the Beat of the
them. Constantly seeking new and exciting World as they grow older. As they draw more
experiences and becoming bored of places power from this source, they grow exponentially
quickly. They may decide to settle in a place for a stronger, and they can bolster their strength even
decade or so, but this is never a permanent further by writing and performing epics in their
residence. When they begin to move on, they will chosen genre. This act of creation harmonizes
pack all of their belongings, or only the stuff their rhythm and can eventually make them
worth keeping, and leave without a second powerful enough to change some of the Beat of
thought. the World’s tunes.
Ancient beat dragons can write songs of such
epic strength that they can change the very fabric
of reality. By harmonizing, chorusing, and then
leading the Beat of the World with such a song,
they can force the rhythm to their own will,
changing the tempo and intensity. When this
happens, the realm shakes and cracks as it
attempts to become harmonious with the beat
dragon’s will. If they lose control, the Beat of the
World will shift back to its original state, causing
more widespread destruction.
Inner Tempo. Beat dragons have the ability to see
how your own inner beat thumps and how it
resonates with those around you and the world
itself. Those with strong, harmonious beats are
powerful creatures, while those with off-tempo
rhythms are often weak and sickly. Some
powerful beat dragons can change your inner
tempo, but it is painful and life altering process,
not to be done flippantly.
Choosey Friends. Beat dragons only find true
kindred spirits in those that share their taste in

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whose twisting and breaking of The Beat is
regularly seen as offensive to the dragon.
Bass Bobbles. The most precious gift you can give
a beat dragon is a well done, original composition.
The more skilled your creation, the more reverie
they will give your gift. Their treasure troves are
often full of works by master musicians, from
original sheets, to signed albums, or instruments
used by those artists they admire. In some rare
cases, they may abscond with a talented musician
and keep them in their dens as “honored guests.”

A Beat Dragon’s Lair


Beat dragons rarely settle for more than a
handful of years and so their lairs can seem
sparse compared to other dragons. The try to find
great, hollow caverns, with large smooth walls
throughout. They will often alter the cave, using
natural sunlight, flowing water, and rushing wind
to move instruments in monotonous ways. This
creates an eerie, droning music that is pervasive
throughout the entire lair. Stopping a single note,
be it dripping water or automatic organs, will send
the beat dragon into a rage as it hunts down the
source of the disturbance.

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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(though a 20 on an attack roll is still an Mundane sickness and disease cannot find
automatic hit) and they have critical purchase in creatures within 3 miles of the
failures on a 1 or 2. lair. Sick creatures brought into the area
recover twice as fast.
Regional Effects • Artists of every sort are often struck with
The region containing a legendary beat dragon’s inspiration revolving around the beat
lair is warped by the dragon’s magic, which dragon’s favorite genre of music. They find
creates one or more of the following effects: it incredibly easy to create their best work
• The wind and rain become melodious, with almost no effort on their part.
creating a beautiful song, within 6 miles of If the dragon is killed, these effects fade over 2d6
the lair. months.

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CODE DRAGON regenerate and produce energy, while whisking
Beings of mystery brought to life created by the away the waste into nothing.
Code itself; these dragons are one of the most Because of this, they do not need to stay in
powerful creatures within the Retroverse. They places that support life. Their domains can be on
channel the Code through their bodies, altering streaking comets, deep in the void between
their very structure and feeding off their own worlds, in the core of a star, or in the walls of
power. There are two known types, pure and memory. They can adapt their bodies or their
corrupt, and it is impossible to tell them apart environment to suit their will.
until it is too late. Both find disorder an Sight Beyond Sight. The bone plate that grows
abominable concept, though the madness of over code dragon eyes is not a hinderance to
corruption skews the idea of what order is to the them. In fact, it is a defense mechanism. Code
corrupt code dragon. These two types of the same dragons see things beyond what we see, beyond
dragon are always in constant opposition, fighting the magic, much further than those with true
an impossible war of logic and creation. sight. Seeing the truth of creation and the
Will of the Code. The origins of code dragons facsimile we perceive, both at the same time, is
remain a mystery. No recorded instances of code enough to break the mind of most living
dragon mating or births exist. Most theories creatures. Their blindness is voluntary and an
propose these dragons spontaneously appear, like intentional alteration on the code dragon’s part.
many things the Code creates; others argue that Even with this blindness coming so young, most
code dragons are normal dragons who have come code dragons gain a touch of madness before
into contact with a particularly powerful they can protect themselves.
Retroverse shear, changing them in much the
same way b-ugz are created. Most theories accept
that the code dragon is not just in touch with the
Code, but that it a manifestation of it. An avatar of
this power built in a way that we can fathom.
Code dragons do grow, starting as wyrmlings
and growing into ancient beings. They start life
with eyes that are rapidly covered by bone plates.
This plate protects them from the falsehoods of
reality, allowing them to see only the truth. Once
their eyes have been covered, when they are
considered young dragons, their true power
awakens. Their “wings” begin to sprout, fabrics
torn in reality that allow them to fly in a sort of
swinging fashion. They open a tear and stick to it,
will another tear into existence, and fling
themselves to the new tear, sticking to it. These
tears close themselves rapidly and pose no
continual threat but are devastating to those who
touch open ones.
Perpetual Sustainment. Once a code dragon
reaches adolescence, their ability to influence the
Code becomes strong enough to sustain them.
Wyrmlings will hunt for food but older code
dragons simply create the nutrition they need
within themselves. Ancient ones do away with
even the need for food, forcing their cells to

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Once blind, they are able to focus on just one kind Rewrite. Not only can code dragons see the
of sight, that of the Code. They see the atoms that building blocks of creation, but they also have the
comprise your body. They see the DNA that ability to alter it as well. Doing so within their own
creates your past. They see the software that bodies is easy, such as creating their “wings” or
determines your personality. They see inside, altering their breath weapon. But they can also
though, and beyond reality. express their will beyond themselves, to a point.
Altering locations to their will is relatively simple
but imposing their will on sentient beings is more
challenging. The more complex the code or the
further from the code dragon’s body, the harder it
is to manipulate.
They use this ability to create their lairs,
changing them into inscrutable messes of physics.
Their domains are often non-euclidian nightmares,
with pathways that are maddening just to
traverse. They are immense, yet impossibly small;
dense but spaced among realities; extant but
totally immeasurable. Only the brave and strong
of will dare set foot in the entrance. Those that do,
find that entire civilizations have risen and fallen,
new worlds created and destroyed, and new gods
birthed, all within this impossible space. Or
sometimes it is a simple blank room. Their
methods are inscrutable, impossible to discern the
madness from impossible genius.
I’m Not Crazy. Code dragons do not fraternize
with other dragons, or most other beings for that
matter. When they do, they speak with physical
and mental impressions. They create illusory
shapes and impose feelings or concepts onto a
being. Like a powerful game of charades,
intelligent creatures can pick up the truths a code
dragon may reveal in their speech. Be wary of
speaking with a code dragon though, as they have
little concern for your mental wellbeing. Whatever
constructs you have created to understand the
world around you; they will easily smash even
when only speaking in trite pleasantries.
Glitched Gold. Treasures normally precious to
other dragons are completely meaningless to
code dragons. They can easily manifest any gold
or jewels they need in their lairs. The true
treasures of a code dragon are oddities of such
dense code that they have little influence on
them. Code anomalies, crystalized Beat of the
World rhythms, trans-dimensional relics,
condensed corruption, spirits of legendary heroes,
or even smaller code dragons. They will take

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these items and lock them far away from beings A Code Dragon’s Lair
who seek them, protecting their plane from these A code dragon can make their lair in any place
reality rending relics. They will show no mercy to imaginable and take some joy in creating
those who use these items to create disorder. environments only they can successfully navigate.
Variant Rule: Corrupted Code Dragon. Simply finding their lairs is its own endeavor as it
A corrupted code dragon has all the same stats could just as easily rest in a holly knoll as it could
as a normal code dragon, except they start with be in the thin line between parallel realities. The
5 layers of corruption. Wyrmlings can have a gateway inside could be in the past, require you to
maximum of 10 layers, adolescents can have 15 have already visited it in another lifetime, or only
layers, adults can have 20 layers, and ancients exist for scant moments during astral alignment.
can have 25 layers of corruption. They cannot be The rules are inconsistent and follow an unhinged
killed by having too many layers of corruption, logic that even arcane insight does little to
but they can be killed by the effects of any of the illuminate.
corruption layers. They also cannot be cured of Inside the lair is a confusing maze of tricks
corruption or even have a single layer removed against perception turned reality. Hyperbolic and
from them. Be warned, the random nature of surreal geometry leads any intruders (and
corruption will wildly change the difficulty of a sometimes the dragon itself) in endless circles as
fight against a code dragon with many they grapple with what is and is not possible in
corruption layers. the lair. Pure code dragons typically follow harsh
lines of reason, understood concepts that, while
typically impossible, flow within the internal logic
of the lair. Corrupted code dragons have no such
compulsion, creating lairs with no internal
consistency, where the rules can change based on
the slightest disturbance.
Escher paintings, glitching video games, non-
euclidian horror, truly alien structures, dark mirror
worlds; these are the things code dragon lairs
most closely resemble. Often these
concepts are mixed together, with a bit more
random inspiration, to create something truly
impossible. Code dragons, in all their
strength, are not above dippinginto other
realities to take inspiration for their lairs.

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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(6d10) force damage and is pushed to the hit points equal to its CR multiplied by 10
nearest unoccupied space. (or its natural hit points, whichever is
• If the dragon is corrupted, each creature in lower), all of its other stats are its own. It
the lair must make a corruption saving takes its turn immediately after the code
throw. If it is a pure code dragon, each dragon and disappears on initiative count
creature with one or more levels of 20 on the next round. Adult dragons can
corruption must succeed on a Constitution do this once per day and ancient dragons
saving throw (DC 15) or take 9 (2d8) force can do it three times a day.
damage.
• It creates a wireframe version of another Regional Effects
dragon. The dragon cannot be a code The region containing a legendary code dragon’s
dragon and must have a CR lower than the lair is warped by the dragon’s magic. How you
code dragon. The wireframe dragon has define a region, or even what “containing” means,

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will often be insufficient when describing the • Some creatures in a 1-mile radius continue
location of a code dragon’s lair or where these to live the same day over and over.
effects take place. These changes may happen Depending on the creature, they may not
anywhere, with no direct connection to the even realize this is happening.
location to the lair, though they do typically take • Every living thing within 1 mile area gains
place on the same plane of existence. The code truesight. Some mundane items suddenly
dragon’s magic creates one or more of the gain sentience.
following effects. These effects end immediately if the dragon dies.
• An invisible field surrounds a 3-mile area,
rejecting corrupted or non-corrupted
creatures from the area, depending on the
code dragon’s corruption.

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LASER DRAGON
Laser Dragons are highly intelligent and
diplomatic. They enjoy mental exercises and revel
in solving problems in unexpected and
unconventional ways. The truest way to a laser
dragon’s heart is with a clever riddle or historical
reference. They also have an insatiable desire for
nostalgia, collecting trinkets and knowledge of the
past, in the same way other dragons collect gold.
However, this penchant for mind bending and
dated references can make them come across as
snotty know-it-alls, which they sometimes
genuinely are.
Laser dragon wyrmling scales are pale with
only a slight purple or ruddy red hue. They have a
large horn on their nose that they use to help
target prey in their early years. As they mature,
their coloration darkens to somewhere along the
purple to red scale and their horn increases in
size, becoming a rough spear. Every laser dragon
is born with several sets of eyes, though the
smaller sets are sealed shut until they reach
certain ages. Their neck is covered in small spikes
that reach a high crescendo on their back, then
taper again to their tail, which flairs in large spikes
again. They are long and gangly, with a wingspan from lack of food. Some take it upon themselves
that makes them appear several times larger than to cultivate plants and livestock near their homes,
they actually are. allowing them to stay nearest their great portals
Past Glory. Fallen medieval kingdoms, cities to the rose-colored past.
devastated by disease, ghostly lunar outposts, Conflict Averse. There are few things laser
these are some of the favored spots of laser dragons hate worse than direct combat. Their
dragons. They enjoy the solitude and serenity slender frames and frequent malnourishment
offered by once great places that have fallen. make them an easy target for stronger dragons.
Laser dragons revel in the past, often adopting They would prefer to be left to their research of
speech and mannerisms that may be centuries past cultures. They are usually amenable to any
out of date. These empty environments offer who come into their domain seeking knowledge,
them the one thing they crave most, history. so long as they are careful with the nostalgic
Libraries, museums, data-logs, churches, theaters; artifacts. If the laser dragon finds a kindred spirit
all these things let the laser dragon experience in a visitor, they are loath to let them go without
the past of the world and build the minutia of its pouring out their adoration for the tiny minutiae
personality. of each and every relic, a process that could take
Wild game is often scarce in these years if not interrupted. This is the main way in
environments, making adequate food difficult to which a laser dragon shows its superiority to
come by. Instead of venturing out, the laser others.
dragon will simply content itself with smaller When a fight is unavoidable, the laser dragon
game. It would rather go hungry than stop its will do its best to trick or beguile the opponent. It
endless quest for nostalgia. This means that most may hire mercenaries or send ancient golem
laser dragons become gaunt and can even grow ill defenders at the enemies. Its favorite method is

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simply to scorch an enemy with its laser breath, especially true against other dragons and doubly
hoping to inflict a critical injury before the fight so for dragons that have directly slighted them.
even starts. If cornered, it will fight long enough to They may hold a grudge for decades or even
maim the opponents, then flee to a safe place. centuries, slowly bringing their plans of ruin to the
This is unless the laser dragon is protecting its rival dragon. The “ruin” is often making the enemy
horde, in which case it will fight with terrible dragon appear to be so foolish or incompetent
ferocity and gladly give its life to save what it that they submit through pure shame; not an easy
holds most dear. task, but one the laser dragon will commit itself to
Scale Shock. Though laser dragons may avoid wholly. When done right, it will seem like the laser
physical conflict, they revel in making stronger dragon had nothing to do with the woes that
opponents look foolish. Whether it be in a game of befall their target.
chess, a rigged game of chance, or a game of life- They do occasionally form bonds with beat
and-death, laser dragons are willing to bet a lot on dragons over a mutual love of music. They may
their own intelligence and cunning. This is trade bits of their treasures with one another for a
time. Inevitably, these friendships are broken over
a difference in taste. Laser dragons cannot suffer
someone with bad taste and will unburden
themselves of the offender with little fanfare.
Since their hordes are not treasure in the
traditional sense, they are not often the target of
rival dragon raids.

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1st Editions. Laser dragons collect relics of the Charging My Laser. Unlike most dragons, the
past, especially loving ephemeral pop-culture laser dragon possesses the ability to charge their
artifacts. Their hordes include original film reels, breath. They can temporarily stockpile energy into
first edition collector’s cards, forgotten music small battery-like bones in their throat, releasing
records, signed copies of books, statuettes of it all in a devastating blast.
fictional characters, recreations of legendary
weapons, original props, old posters, and myriad A Laser Dragon’s Lair
other items that many might consider fad trash. Laser dragons love quite places rich with history.
They only stash as much gold as necessary to get They will usually avoid cities but may occasionally
by but will gladly keep gaudy clothing, jeweled stay in some abandoned parts of them. Likewise,
accessories, magical items, and the like. They may pure wilderness repels them. The sweet spot for a
be willing to trade for items within their horde, if laser dragon’s lair is a place once brimming with
you offer them something of equal or lesser high technology that nature has reclaimed.
value. They are always looking to expand their
collection and are deviously shrewd traders.

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Lair Actions Regional Effects
On initiative count 20 (losing imitative ties), the The region containing a legendary neon dragon’s
dragon takes a lair action to cause one of the lair is warped by the dragon’s magic, which
following effects. creates one or more of the following effects:
• The laser dragon has spent much time • Intelligent creatures within 18 miles of the
preparing their lair against intruders. A lair are imbued with a strong desire to
verbal shout releases a hidden trap at an revisit their childhood. They speak in old
enemy. The trap could be a series of slang, wear outdated clothing, and often
lasers, a spike pit, or even a simple log and
treasure things that remind them of the
rope. The trap has +6 (adult) or +8
past. They also suffer from deja’vu
(ancient) to hit and deals 22 (4d10, adult)
frequently, sometimes several times in a
or 55 (10d10, ancient) damage. The
damage type is one that is appropriate to day.
the nature of the trap. • Useless but valuable trinkets and
• Beguiling lasers shine from unknown collectables begin to phase in from other
places all around the lair. Creatures must realities into hard-to-reach locations
succeed on a Dexterity saving throw (DC within 6 miles of the lair.
20) or be blinded by the lasers until the • Small energy sources, such as batteries or
end of their next turn. arcane crystals, last twice as long as they
normally would. This effect ends if they
are taken more than 1 mile away from the
lair.
If the dragon dies, these effects end
immediately though creatures may still enjoy the
styles they have adopted, and collectables
will stay where they were.

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NEON DRAGON Party Life. With little regard for the confines
Neon dragons are aloof and careless, often and consequences of mortal existence, neon
getting themselves into sticky situations because dragons live their life the fullest. They consume
of a need to party. Some neon dragons spend the richest food, mingle with elusive stars, indulge
hundreds of years in a humanoid form, soaking up in dangerous pleasures, live with no remorse, and
all the extravagancies that nightlife has to offer. expect others around them to do the same. They
They are amazing hosts, generous to their don’t force people into a destructive lifestyle but
partiers, and not quite smart enough to stay out any that willingly choose to live alongside a neon
of trouble. dragon are subject to its whims and desires. A cult
Young neon dragons are born with scales of a of charisma can sometimes form around these
shiny primary color. The color itself is influenced beings and neon dragons can pressure their
by their parents but does not always follow that friends very harshly. If one such person should
pattern. As they grow, their blood and intestines
begin to glow the color of their scales. An adult
neon dragon has blindingly bright neon eyes and
faint pulses of light can be seen rippling under
their scales. Their inner glow makes them a
wondrous sight to behold.
In a humanoid form, they prefer to wear
immaculate clothing that accentuates their neon
color. They may choose to hide their eyes, but
many consider hiding their inner self to be
appalling. It is not uncommon to see a purple
neon dragon wearing a finely tailored purple suit,
hair beaded with royal violet pearls, and glowing
byzantium eyes.
As a dragon, they have a set of horns that
sprout outwards and an additional set that curl
around the first set. They have a thin membrane
frill that follows along their spine onto their tail; it
glows with the same bioluminescence of their
blood. They have long legs and arms that come to
razor-sharp points. Their wings are thick and
leathery with pulsing veins of neon visible on the
underside.
Cityscapes. Neon dragons are enamored with
the vibrant lights and loose lifestyle of the city.
Since they may spend centuries as a humanoid,
their lairs will typically be large penthouses or
expansive nightclubs. Their homes always have
enough space for them to extend into their dragon
form, something they consider the ultimate party
trick. Older neon dragons will begin to expand
their domain beyond just their club or tower,
stretching to take command over whole blocks or
even the full city itself.

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succumb to the harshness and dangers a life of creatures to their side. A neon dragon may extend
party brings, neon dragons will hold a feast in their wealth beyond simple extravagancies and
their honor, resuming their draconic form and begin to funnel it into their communities. Older
consuming the body in mourning. Strange though neon dragons will build parks, fund schools,
it may be, those drawn in by a neon dragon’s renovate hospitals, improve apartments, and
magnetism consider this a great honor. dedicate their time to helping those in need.
Political Power. Neon dragons generally abide Though this may seem like simple altruism, it is
other dragons, so long as they do not cause harm fueled by the selfish desire to be revered, though
to the city the neon hold so dear. The exception to the end result for citizens is the same. The
this rule is other neon dragons. Rather than battle ultimate dream for a neon dragon is to amass
by force, neon dragons battle through political enough wealth and clout to own the entire city,
distortions, financial strength, and clout. This sitting atop the highest building, on a throne made
usually begins as a friendly competition but can of love, adoration, and swag.
turn into a deadly political game if two neon
dragons grow too powerful within the same city. A Neon Dragon’s Lair
Treasured Friends. True riches are not found in Neon dragons make their homes in high
gold and jewels, though neon dragons do amass penthouses and beautiful estates. They loathe
those. True treasures to neon dragons are friends living on the streets and would rather die than live
and the adoration of others. Their financial wealth in the isolated country. They are not content until
is a thing to be shared, in hopes of winning over

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they have taken a place in the tallest building in
the city. Sometimes they will even have a building
constructed just for this purpose.

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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Regional Effects does not normally obscure vision, and can
The region containing a legendary neon dragon’s last a few second to a minute, depending
lair is warped by the dragon’s magic, which on the power of the magic.
creates one or more of the following effects: • Creatures within 6 miles of the dragon’s
• Creatures within 1 mile of the lair gain lair find themselves drawn to the luster of
advantage on Performance checks when city fashion. They will have a subconscious
playing a musical instrument, performing need to look their best and will passively
acrobatic tricks, acting in a play, or other seek out attire that matches their
endeavors where the goal is solely surroundings and their style. Creatures
entertainment. who do not normally wear clothing will
• All magic cast within the area leaves a regularly preen and groom and may even
visible neon trail or aura, based on what pick up small trinkets to adorn themselves
type of magic it is. Magical items always with. Even the rats and pigeons shine with
glow faintly and leave a trail wherever pride over their appearance.
they are moved. The aura is not bright, If the dragon dies, these effects end immediately.

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TESLA DRAGON as the joy of success, only on what could be done
By far one of the most peculiar dragons within the better. In this way, they can become hyper
Retroverse, both in body and mind. The tesla focused on a task and sometimes spend years
dragon is a biological representation of a working on something without taking a break.
mechanical idea, something they strive to When not creating new wonders or
expound upon. They love tinkering with magic, abominations, they seek out likeminded creators
machinery, and man, seeking to merge the three to brag to or learn from. They tend to favor
in the in a transcendent union. gnomes because of their industrious nature but
Ether Gliders. Tesla dragons are an interesting often find inspiration in the wo’nari or rai. They
breed of dragon, in that they have no wings but love to talk about new ways of bending reality
still exhibit enough draconic traits to be almost as much as they love attempting it. A
considered a dragon. Some biologists debate this, particularly adept scientist may have a tesla
but the vast intelligence of the tesla dragons dragon following the scientist around from
proves them to be above drakes or wyverns, a adolescence until death, the dragon gaining an
distinction tesla dragons will gladly make entire life’s worth of work in what appears to
themselves. them to be a short time.
The point of contention, and the reason they
lack wings, is because tesla dragons are born with
a small arcane turbine. This turbine acts in the
same way a jet engine does, compressing power
and expelling it for propulsion. They collect energy
in this structure, magical and mundane, and
forcefully expel it out, keeping just enough to send
up to large spines on their backs. The spines act
like wind sails for magical energy, allowing the
tesla dragon to skate along the ether winds with
ease. When they fly, they streak across the sky in
a straight line, going impossible speeds and
banking with wonderful grace.
Tesla dragon wyrmlings do not have the ability
to fly for long, going for short hops as they learn
to cultivate the energy within their turbine. Once
they reach adolescence, they can fly for hours
without tiring. By adulthood, it is rumored they
can reach enough velocity to escape the planet.
Ancient tesla dragons can sometimes break
between the barriers of realities by using a
combination of ludicrous speed and pumping
massive amounts of magical energy through their
bodies.
Insatiable Curiosity. Tesla dragons have an
unstoppable need to create and tinker within the
worlds around them. They are often unsatisfied
with how the universe currently behaves, knowing
they could create more efficient or marvelous
ways to do things, if only they could try one more
time. When a project of theirs fails, they do not
dwell on the disappointment, as that is as fleeting

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Playing God. Tesla dragons can sometimes let If a discovery is to be made, tesla dragons will
their ideas get out of hand. Nothing excites them stop at no extreme to get there. They do not enjoy
more than the possibility of creating something working on sentient and unwilling creatures,
entirely new out of the parts the universe unless they are sure they will succeed.
provides. This can often lead to wonderful Unfortunately, only ancient tesla dragons can
advancements in medicine, arcane power, or even come close to being infallible and many tesla
technological ability. It has also led down some dragons have been solely to blame for massive
darker roads, creating abominations or threats to losses of life. There are even legends that the
whole realities when the tesla dragon makes a cyblight and the synthetic were originally a tesla
miscalculation or abandons their morality. dragons experiment gone wrong; or right,
depending on the perspective.
Interference Free Zones. Warehouses,
underground bunkers, abandoned research
outposts, reclusive negative planes; tesla dragons
love places that allow them to research and
develop in peace. Their rail spines allow them to
detect even the faintest magical or electrical
interference. Using these like cat’s whiskers, they
will root out places that seem to be devoid of any
magical waves or those with low background
energy. They know these minor changes in auras
can cause problem with their sensitive
experiments and so they may spend years rooting
out the perfect place.
If they can’t find an ideal location, they will
place anti-magic or anti-energy runes all along
their lairs. This can make some research difficult if
the runes are too close, so they will often create a
bubble of these runes, like an anti-energy wave
shield, doing their terrible work inside the shield.
Even the growth of plant life is stunted in these
areas, their small auras being an unacceptable
variable in tesla dragon experiments. If weeds can
cause them distress, their reactions to sentient
trespassers can be downright catastrophic.
They keep relics of their past accomplishments
or failures littered around their lairs. These places
can become a maze of deadly creatures or events
if a tesla dragon has resided there long enough.
Draconic Discourse. Most other dragons find
the ramblings and useless minutiae of tesla
dragon conversation to be insufferable. This trait
acts as a good deterrent for dragons that cannot
best teslas in direct combat. Brass dragons seem
to be an exception, their desire for conversation
being filled, and overfilled, by the tesla dragon’s
need to expound their thoughts.

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A tesla dragon may steal creatures with great
intellect and curiosity. They call this “hiring an
assistant” despite the captive nature of the
assistant. They will provide anything the assistant
needs to live and to continue experimenting, but
they can be quite demanding of the creature.
Resting for things like food, sleep, or even bodily
functions are seen as needless interruptions and
frustrate the tesla dragon immensely. Finding a
new assistant is more troublesome though, and
so assistants are rarely worked to their deaths.
Everything for the Cause. Tesla dragons collect
gold only as a way to fund their experiments. They
may raid other dragon’s hordes or go collect from
smaller caches until they have enough to
purchase the high-quality resources they need to
continue their scientific endeavors. On occasion,
they may simply steal the equipment they need,
but the highly sensitive arcana and machinery
they need can be easily damaged by such heists,
so this is usually a last resort.
Their true treasures are the successes and
failures they have accumulated throughout the
years. They keep the failed experiments as relics
of their work and with the hopes to complete
them one day. A lair may be littered with broken
items like time machines, power armor, sky ships,
warp drives, grey goo prototypes, and even more
fanciful creations. In their inner sanctum they
keep the creations that mix biological, machine,
and arcane. Animals with chrome flesh, legged
fish, humanoids grafted to dinosaurs, dinosaurs
with laser armaments, deadly space capable
clowns, elementals bound to robots, and sentient
cars are just a smattering of the things the tesla
dragon may hold dear. The older they grow, the
wilder and more ingenious their experiments and
treasures become.

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They also collect vast works of fiction and non- Lair Actions
fiction books. The non-fiction helps them to learn On initiative count 20 (losing imitative ties), the
exactly how the world is supposed to work, while dragon takes a lair action to cause one of the
the fiction gives them inspiration for how to break following effects.
those rules. • The dragon activates a magic suppressant
field in a 120-foot sphere around itself. All
A Tesla Dragon’s Lair magic items become inert, new spells
Tesla dragons make their lairs in places devoid of cannot be cast, and spells currently active
magic or with low magical energy. They avoid are stopped. This does not stop life energy
most populated areas unless they have the or creatures magically animated. The
capacity to tune out any errant life or magical effect lasts until initiative count 20 on the
energy. Underground silos, desert plains, shielded next round. The dragon can only use this
outposts, untouched wilderness, all these places action once every minute.
make ideal locations for Tesla dragons to • The dragon overcharges the magical
experiment in peace. energy in an area. Whenever a spell would
do damage or heal, it does double the
damage or heals double the amount. This
effect lasts until initiative count 20 on the
next round. The dragon can only use this
action once every minute.

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• The dragon brings an old creation of its to Creatures within the area are often
life. Roll a d4-1, the result is the max CR of magically or mechanically enhanced. They
the creature that was summoned from are either resistant to physical damage or
their past creations. The creature magical damage, but not both.
summoned is given the construct tag and • All plant life within 1 mile of the dragon’s
acts on the dragon’s initiative. lair is withering or dead due to magical
energy being suppressed in the area.
Regional Effects. Whenever you use a spell, roll a d20 as
The region containing a legendary tesla dragon’s you cast it. On a 1, the spell simply fails.
lair is warped by the dragon’s magic, which When within 300 feet of the dragon, the
creates one or more of the following effects: spell fails on a 1 or 2.
• If the dragon dies, these effect end in 2d4 years.

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XENON DRAGON can become a festering breeding ground for glass
Xenon dragons are determined and self-serious, shadows.
seeing themselves as champions in a war against Void Banisher. To the casual observer, xenon
the void. These dragons are born with an inlaid dragons may seem to be a force of good, a notion
desire to fight against darkness. Not figurative they would take some exception to. In their minds,
darkness, but the literal absence of light. Young they are balance incarnate. The do not fight the
xenon dragons will often playfully fight shadows, forces of evil, nor do they intentionally help the
flashing their frills to expunge the darkness. As do-gooders of the world. They are fighting a
they grow, this game becomes less of a fun quirk higher war against the heat death of the universe.
and more of a righteous cause. Without light there They understand, better than most, the vastness
is death, and one need only look to the night sky of existence and their small place in it. Rather than
to see that darkness far outweighs the light. become nihilistic, they take it upon themselves to
Xenon wyrmlings are born with shiny metallic fight against the slow degradation the void brings.
scales and small thin frills. As they grow, they It may seem a losing battle, but to them it is the
polish these scales to a chrome or pearlescent only true battle worth fighting. Every other
finish, in an effort to further spread their light. conflict is just a meaningless blip across the span
Their eyes begin as a stark white but eventually of eternity.
become flawless mirrors. Their frills grow in size When they look to the sky, they do not see a
and become very nimble, controlling beautiful expanse. They see a cosmic battlefield,
independently from one another. These frills are where stars are mothers that breed champions of
their lifeline, providing their ability to fly, giving light on their umbral planets. If a star goes silent,
nourishment, and acting as their main weapon in the xenon dragons may mourn as if they have lost
their holy crusade. one of their own. Legends tell of truly radiant
Hall of Mirrors. The lair of a xenon dragonborn xenon dragons transcending into life as a star, so
can be a confusing series of illusions to those not it is possible they truly do mourn the loss of astral
accustomed to this dragon’s quirks. They revel in brothers and sisters.
light, collecting glowing stones, diamonds, and Shadow Bane. Though the xenon dragons are
magical artifacts that shine constant light. These obsessed with their campaign against the void,
items are placed in strategic spots to illuminate they also do not suffer shadows among their own
their entire lair. To enhance their brilliance, they planes. If some foul beast is using shadows or
line their lairs with mirrors on every surface energy from the spaces between, they will take it
available. If a cave wall is dark enough, something upon themselves to expunge them. They have a
they seek out in their homes, they will put a thin harrowing enough battle against the
sheen of glass over it and polish the surface. This overwhelming force of nothingness as it is
effect creates a mirror out of an uneven surface, without some fool bringing shadows to life. They
which helps to bounce light even further in the regard creatures made of darkness with particular
cave. disgust, destroying them without mercy. Evil does
Given enough time, and a properly dark walled not concern them, only those that seek to blot out
cave, the xenon dragon will lacquer the entire light.
surface in polished glass, creating a bright, Light Waves. The frills of a xenon dragon are
mirrored lair. The effect is beautiful if a bit precious to them. They are surprisingly resilient
unnerving and difficult on unseasoned eyes. but if they are torn, xenon dragons will prioritize
Due to the high number of mirrored surfaces in healing itself above all other endeavors. Their
these lairs, glass shadows and shatterlings frills are extremely sensitive to light waves,
frequently break through the mirrors. The xenon having the ability to reflect, capture, or allow all
dragon regards these creatures like fleas, blowing light through. They use the energy of the light
away the darkness that comprises them with much like a boat uses a sail. The don’t so much fly
ease. However, an abandoned xenon dragon lair as they surf on light waves, giving them a

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serpentine flight pattern with frequent changes in Higher Calling. A red dragon’s lust for gold, a laser
elevation. They can move very rapidly in direct dragon’s obsession with the past, these things are
sunlight but have trouble even getting off the beneath the xenon dragons. In fact, most
ground at night unless the moons are full. everything dragons or otherwise do is beneath
When resting, they cause a slight change in xenon dragons. They have a higher purpose in
their wings to absorb the light. This is turned into their life and any other endeavor that does not
nourishment for their bodies and explains, to serve their void crusade is a worthless one. They
some degree, why they are so protective of their may come across as rude to other beings because
wings. This does not provide everything they need they see the nuances of polite conversation to be
to survive but xenon dragons can go for months a waste of time and effort.
subsiding on sunlight alone. When they do feed,
they go after wild game or recently dead
creatures. They are not above eating carrion and
would rather eat that than kill a sentient being,
but do not care for the taste.

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They do not begrudge other beings for
their desires and goals; they just see them as
insignificant. Those that see the true scope of a
xenon dragon’s purpose may become the
dragon’s acolyte. The dragon will gladly teach
them all they know and share their power,
if it will help push back the void.
Xenon dragon subjects typically
share the same attitude as the
dragon, seeing all quests, good or
evil, as small trivialities.
Make the Night Shine. Xenon
dragons desire the power of the
stars in the sky. To this end, they will
gather anything that mimics or reflects that
brilliance. They collect hordes of diamonds and
silver coins. Their lairs are lined with mirrors,
chrome idols, and glowing stones. They stash any
magical items or scrolls that have the power of
light or radiance imbued into them
and love highly polished sets of
armor, as it reminds them of the
warriors they wish to represent.

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A Xenon Dragon’s Lair The entire lair is bathed in blinding light,
Xenon dragons will seek out the darkest places the mirrors letting no shadows survive.
they can find to turn into their dens. This may Any creatures that can see are completely
seem antithetical to their moral designs, but it is blind until the effect ends. All creatures
done as a sign of resistance to the darkness. exposed to the light (except the dragon)
Taking a bastion of darkness away from the void take 14 (4d6) radiant damage. The light
and creating a radiant haven of light is considered stays in effect until imitative count 20 on
a challenging rite of passage for xenon dragons. the next round.
Deep caverns, underground ruins, dark sides of • The cavern is filled with illusions of the
the moons, deep ocean trenches, these are idyllic dragon or its allies. Trying to attack the
places for a xenon dragon to fight for their new correct creature requires an Intelligence
home. saving throw (DC 18 Adult, DC 21 Ancient).
On a failure, an illusion is attacked and
Lair Actions destroyed, on a successful hit, on a
success the actual creature is targeted.
On initiative count 20 (losing imitative ties), the
The illusions dissipate once 5 have been
dragon takes a lair action to cause one of the
defeated or when another lair action is
following effects. The dragon can’t use the same
used.
effects two rounds in a row.

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• The dragon uses shattered glass to creatures becomes more common. These
summon 5 (2d4) glass specters to aid arbiters of darkness will try to assault any
them in battle. They have the stats of a source of light.
Shatterling but are made of light instead • The night sky appears to glow low purples
of shadow and radiate light in a 30-foot or oranges. Navigating by the stars is
radius. They follow the dragon’s verbal almost impossible under such effects.
commands to the best of their ability and • Scaled creatures within 6 miles of the lair
act on initiative count 20. will begin to grow scales that match their
coloring but shine brilliantly. After several
Regional Effects years, some scaled creatures can have
The region containing a legendary xenon dragon’s their entire body coated in these new
lair is warped by the dragon’s magic, which scales.
creates one or more of the following effects: If the dragon dies, the effects fade in 1d4 years.
• Reflective surfaces within 1 mile can
become host to Glass Shadows or
Shatterlings and sightings of these

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ELEMENTALS
The word “element” in the Retroverse is a loose
term at best and meaningless at worst.
Sometimes it means the collection of atoms to
create something, sometimes it is an idea that is
strong enough to be measured, and sometimes its
bees. In this way, elementals can be defined by
nearly anything and be comprised of nearly
anything. Most mages summoning these
creatures will them into existence with inspiration
from common resources. Others can take a more
abstract approach, though this is much rarer and
requires a mind that can even conceive of what a
Sorrow Elemental looks like. Not every elemental
has to come from a specific plane, so long as
there is sufficient magic and materials to create
them.
Elemental Nature. Most elementals do not
require air, food, drink, or sleep. Though some
designed around these concepts crave them
anyway.

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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BEE ELEMENTAL Buzzing Brute. Bee elementals are very direct in
Bee elementals blur the line between a construct their approach. When sent after a target, they will
and an elemental. They are a dense collection of pummel them with bee-based bludgeons and
bees that all operate under the direction of their swarm over whatever unfortunate creature gets
summoner. Typically, a creature who summons too close. Skeletons found lying in a dense circle
this type of elemental must involve a live beehive of flowers is a common sign of a bee elemental
in the ritual, destroying the hive in the process. attack.
There is debate about whether the spell channels
the natural magic of honey or if all beehives are
linked to some strange plane of existence.
Alongside this is the debate on how bees could
possibly be an element. These questions matter
very little to the bee elemental.

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CORRUPTION ELEMENTAL
Exactly as the name implies, this creature is
comprised of pure corruption. Unlike b-ugz, these
entities are willfully created, pulling corruption
from its source into a living collection of mistakes.
They look like black static tears in reality, with
lines and edges that are difficult to discern as they
never remain still. They are surrounded by a thin
nullifying field that acts as a barrier between
them and reality. This field keeps the corruption
bound into a solid form, preventing it from simply
dispersing and also doubles as a form of armor
against most attacks. Because of this containment
it is also immune to any attempts to alter the
corruption, as the field completely prevents that
type of energy from coming through.
Blight Born. These elementals are considered a
great taboo. The willing concentration of
corruption into this form almost always results in
the destruction of the land it occupies. A single
corruption elemental can decimate a city, walking
straight through its armies, and corrupting
everything it sees. Even teams of de-fraggers
have trouble dispatching them as the only
creatures that can reliably hit through its armor
are those already inflicted with corruption.

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LASER ELEMENTAL
A laser elemental is a collection of highly
concentrated light, bound in tight rotations. This
creates quite a bit of heat, baking (but not igniting)
anything near it. Its radiance makes it difficult to
look at and even more difficult to discern its next
moves. Damaging it is actually damaging the tight
fields that keep the light spirals contained. As
such, attacking a laser elemental is dangerous
business; the lasers tending to fly off in random
directions with each attack.
Unstable Body. Creating a laser elemental
requires a great deal of energy and time. Pulling
laser energy from a different plane rarely results
in the power needed and so it must be combined
with refined light from the summoner’s home
plane as well. This creates a dazzling multicolored
entity that may originate from several planes. This
makes them inherently unstable and, with time,
each one will eventually rupture. This collapse of
containment can either be a slow process of
attrition or a single violent eruption of lasers.
Either way, it is very dangerous for all living
beings around.

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NEON ELEMENTAL to power a construct. Sometimes a simple toy or
Neon elementals are incandescent fog clouds that display, other times they are fitted into suits of
can sometimes be hard to detect. While inert they armor. While mostly effective, the original
are simply a mass of pale colored mist. As soon container needs to remain magically sealed or the
as they come into contact with a form of sufficient elemental will escape. Many adventurers
energy, magical or otherwise, they become unknowingly release these creatures, thinking the
glowing beacons of chaos. Their energized forms construct it was contained within was the only foe.
become extremely quick, their atoms and moods Since it is nearly invisible when inert, the creature
agitated. Despite the influx of energy empowering may be left alone and simply wander off. In a
their life force, they will lash out against the dungeon this is rarely a problem, when broken
source. They are especially good guards against from a child’s toy by playing too roughly, it can be
evocation mages, their manipulation of energy disastrous.
making them the primary target for a neon Variance. Neon elementals come in many
elemental. forms and colors. Most commonly they are
Uncontained. When originally summoned, immune to fire and radiant damage, but different
these creatures are typically intended to be used colors may have different damage immunities.
Consider the different range of colors and damage
types when using a neon elemental as a way to
easily beguile adventurers.

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FLANOIDS
A sickly-sweet dessert monster from the
Nachoverse. What typically begins as a small
slime, consuming lost rodents, can become a
huge problem if left unnoticed. They reproduce by
consuming a medium sized creature (or
equivalent biomass) and then split into three
(sometimes more). Through this process, they can
rapidly take over a city, taking a single life and
replacing it with many more of their own. A
flanoid infestation can quickly become a global
epidemic if it starts in a sufficiently populated and
unguarded area. Paradoxically, consuming a
flanoid is the best way to get rid of them as the
stomachs of most beasts will render the ooze
inert. This means that each time there is a flanoid
outbreak, the local citizens and wildlife must make
a concerted effort to consume or neutralize any
remaining ooze, lest it come back to wreak havoc
later.
Flanoid Army. A typical flanoid grunt is an
unintelligent glob of sugar in a vaguely humanoid
shape. Its only concern is consumption and
reproduction. However, as a flanoid ages, they
become more intelligent. They will begin using
equipment and armor to defend themselves,
letting the grunts take care of flanoid propagation.
Some flanoids, if left alive long enough, will grow
greatly in strength and power, some taking
massive hulking frames while others become
hivemind-like creatures. More than one world in
the Nachoverse has been overrun by a flanoid
infection, leaving the planet completely under
their control. The smarter flanoids then use the
planet’s resources to send out invasions, through
ships, teleportation, or covert eggs. Many of these
invasions are repelled, often enough by a lone
hero or group, but enough succeed that the
flanoids have begun to pose a real threat to other
realities.

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GLASS SHADOW ability to reproduce. With enough time and
Deep in the recesses of sentient minds, way back negativity to eat, a shatterling can become the
into ancestral memory, there is something that same size and strength as a full glass shadow.
fears the mirrors. Creatures may use them daily,
spending hours in front of them to get their
appearance correct, but why do they all avoid
their own eyes? It's because they know, there is a
chance, ever so slight, that the thing on the other
side is not just a reflection. If that being can see
into you, it will crave the freedom you possess,
breaking out of the mirror to get it.
Torn Reality. Glass shadows do not exist until
moments before they are created. They are
spawned from all the fears and darkness within a
creature. When a creature gets lost in the
windows to their own soul, the mirror collects
their hate and pain, giving it life and purpose. This
can be avoided by looking away from your own
eyes, but by the time this process has started, few
find the will to stop. They are transfixed in their
own eyes, seeing their reflected body undulate
and move in impossible ways just on the
periphery of their vision. They are always the first
to die as their inky doppelganger crawls out of the
mirror.
Thoughtless Carnage. The Glass Shadow will
always destroy the mirror it escapes from.
Without a reflection, they simply become a
writhing black mass of negative energy, forcing
them to choose a form. They can take any shape
they wish but will often assume a form similar to
the greatest fear of the creature that spawned
them. The broken glass from the mirror is
absorbed into their body as they break out,
creating swimming daggers of reflection. They
use this to rip and tear at any living being they
come across. They have only one motivation, to
kill as many things as they can.
Shatterlings. Sometimes a glass shadow will
consume enough death to create a life of their
own. When this happens, they will seek another
mirror and destroy it, absorbing the shards into
themselves. A “pregnant” glass shadow sparkles
brilliantly, even in low light. Within a few days
they will eject the new glass, along with some of
their own body and create a smaller glass
shadow, a shatterling. The shatterling is like the
glass shadow in most ways except size and the

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goblin den by their collective anger and fear.
GOBLINOIDS Several days later, the goblin spirits will take
form, becoming deadly apparitions called
The Retroverse pulls from all other universes and
booblins.
realities to comprise its existence. Goblins from all
Released from their mortal restraints, they
of these realities make this place their home, as
become even deadlier creatures. They wait in
well as a few that are unique to this reality.
walls, haunt old traps, and slaughter trespassers
mercilessly. The only cure is eradicating the
BOOBLINS ghosts and cleansing the entire den with holy
Goblins, the evil fodder for an adventurer, hold energy.
much negativity inside themselves. Their entire Dungeon Bound. Booblins are tied to the
lives are filled with conflict, hatred, anger, and location of their death. They can travel up to one
strife. Sometimes this energy collects within a mile outside of this area but must return to their
goblin den, congealing into an almost tangible den within 24 hours. If they are outside of their
force. When adventurers come through, slaughter den for 24 hours, or hit with direct sunlight while
the goblins and take their riches, the force acts. As outside the den, they fizzle into nothing; their
the goblins die, their spirits are held within the spirits too weak to survive without the hateful
force that sustains them.
Boo-brained. There is nothing a booblin enjoys
more than fear and murder. Creatures foolish
enough to enter a booblin den are greeted with
terrifying illusions, winding passageways, and
ghostly blades. The energy that sustains a booblin
gives them some magical abilities which they use
to create myriad illusions. They may create chests
of gold to lure greedy heroes, food for hungry
animals, or even humanoids screaming for help.
The illusions will change into terrifying visions
shortly after a creature enters the den. The
booblins will use the illusions to scare and
confuse target, driving them deeper into the den
and their eventual death.
Undead Nature. Booblins do not require air,
food, drink, or sleep.

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CAWBLIN
Dark green wings and a toothy beak stand against
the moonlight while cawblins hunt. An unexpected
mutation or collateral damage in some avian
curse, their exact origin is debatable. What is
known about them paints them as dangerous
predators, waiting in high places to swoop down
and steal gold or lives. They can be found in cities,
abandoned towers, or in small forest canopy
villages. Their nests are adorned with small
treasures and shiny baubles with the leader being
whichever cawblin has the gaudiest décor.
Infighting and theft are common among their
camps, behavior that keeps most clans from
growing beyond a dozen or so members.
Winged Woes. Cawblin represent a regular
threat in many cities, their enhanced mobility
allowing them to escape attempts to catch them.
They can also make their homes almost anywhere
and so choose places that are inaccessible to
more ground bound creatures. When they attack,
they do so in small groups but rarely with any
coordination, simply swooping down and beguiling
targets in a chaotic swarm. Unless directed by
another creature, they only ever strike for two
things, food or shiny objects. Any money they
collect is typically some kind of coin and simply a
byproduct of their desire for more bright things.
Because of this, they
usually stay away from
poorer parts of cities and
favor striking near noble’s
estates or
business
districts.

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GODBLIN power the godblin wields provides much greater
An avatar of the power present in the Plane of bargaining power, allowing them to grease
Goblins, the godblin is a goblinoid like no other. political gears or strongarm rulers into advancing
They are not an object of worship, there is no whatever changes the godblin may think
reverence among goblinkind for the godblin. They beneficial to all goblinoids. Regardless of their
are simply another goblin, albeit one with methods, destruction or diplomacy, the sheer
immense power. This power roams among the energy behind the godblin will quickly burn out
goblins, striking one at random and giving them the host body, typically within a few months, and
the power of a deity for as long as their body can the power will then transfer to another goblin.
maintain it (which is never long). During this time Over time, some goblins have begun to dissect the
the afflicted goblin often goes mad with power, patterns of the power, and a scant few have been
embarking on a path of destruction that leaves able to successfully transfer the power from one
the land scorched beyond repair. In some cases, to another intentionally, though this rarely last
the new godblin recognizes the opportunity more than a few transfers. Whether due to selfish
presented to them and embarks on a quest to goblins hording the power or due to
advance the lives of their kind. The incredible overwhelming energy falling into incompetent

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hands, the godblin energy eventually finds its way of their own design; what fear would devour
back to choosing chaos. them? No, it’s better that the plane remains a half-
Plane of Goblins. This place is just a myth, so heard lie, a story told to make goblins feel better
the goblins persist; a place of reincarnation and about their lowly place in the world. Good to let
rejuvenation for goblinkind. The truth of this plane the rulers of each reality think they know
is shrouded in mystery and the goblins who know everything, until the time is right to teach them
about it intend to keep it that way. How would the otherwise.
world react if it discovered that all goblinoids are
extraplanar beings? If everyone knew that goblins
of every variety, from average toothy scavengers
to titanous monsters of muscle, existed in plane

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GOBBLIN GOOBLINS
Created as a cruel combination of hunting goblins A terrible union of two of the most abundant foes
and hunting turkey, the gobblin’s were born with within the multiverse. These creatures skulk, steal,
only one purpose, to flee. They had a different and look like a goblin but are made from entirely
plan in mind and, like many creatures put under a from amorphous goo. Their heightened
boot, beat their creators with their own boots. intelligence, higher than an ooze anyway, gives
Now they can be found in many forests, guarding them the ability to ambush and scheme. While
it against the type of hunters that slay for fun. their ooze form allows them to sneak into the
most impregnable fortresses. They prefer
to stay in a
goblinoid form,
as slopping
into slime is
painful for
them.

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JAWBLINS rushed back to see his child. Dismay caught him
Long ago, an adventurous goblin named Frytz quickly as he was informed a local shark had
began a journey to become more than just given birth to a half goblin child. Ever the hero, he
another monster to be killed by heroes. He longed endeavored to raise this toothy child and teach
to join the heroes and found solace in the wildlife them the way of the hero. Or that is how the
around him. Encouraged by the voices of the legend goes.
woods, he set out to make a name for himself. It Toothy Grin. Jawblins are a terrifying
wasn’t long before Frytz discovered his druidic combination of shark and goblin. They combine all
abilities and powerful friendship in the heroes who the best aspects of both creatures into a powerful
took him in. Frytz and his companions travelled force. They prefer to live underwater but will
for many years together, becoming stronger in come to land on raiding parties if food is scarce.
their bonds and in their bodies. They have a huge mouth filled with rows and
A celebration was had by the ocean one rows of teeth. When a tooth falls out, they use
evening, the heroes congratulating themselves on them to create spears, arrowheads, or other
saving a clan of merfolk. Frytz, being quite weaponry. They are quite smart for goblin-kin and
smitten with one of the merfolk, and emboldened can make deadly hunting packs. Their skin is slick
by success and drink, decided to use his abilities to and tough, giving them excellent protection
try and meet her in her underwater abode. The against cold waters and foes.
rest of the night was hazy for Frytz but he woke While not evil by nature, they have a burning
up feeling quite satisfied that his past-self had hunger that will often drive them to evil acts if
found loving company. they let it grow. Jawblins have been both the
Months later, he received a letter from the heroes and villains in many stories and are well
merfolk, boasting of a child he had reared many renowned for their combat abilities.
months ago. Elated at his luck and confused as to
the magic required for such an exchange, he

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ROBOLIN
A fairly basic construct with a small boxy design, Gobot. Robolins are surprisingly sophisticated
reminiscent of those who made it. Robolin are creatures when it comes to their mental acuity.
made by other goblins in an attempt to swell their They can solve problems and reason nearly as
ranks or take care of menial tasks for goblins, with well as other more advanced creations, despite
the reasoning changing around those two their appearance and origin. When encountered in
concepts depending on which goblin you ask. They the wild, it’s just as likely they have been sent on
are clunky, prone to failure, and comically inept. an assignment from their master as it is they are
simply exploring. Each robolin is unique, with
some living a life of simple given objectives and
others enjoying freedom beyond their initial
programming.

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TALLBLIN Unsettling Body. Tallblin bodies and effects may
This is just a myth as something so strange could vary by region, losing some of the more
never truly exist. It is spoken of only around traditional qualities and taking on some aspects of
campfires or to keep children in line. The stories the local lore. On average, it appears to be a tall
are strange, as they caution against repeating goblinoid, standing anywhere from 9 to 12 feet
them because, through them, you might summon tall. It is said to have multiple arms or other
the dreaded beast. But these are just tall tales… appendages that flow from its back. Its arms and
nothing more. legs are incredibly long, with its knuckles almost
Belief Born. Tallblin weren’t born of some touching the ground, even when standing at its
magical surge or a genetic fluke, but by the sheer full height. Some legends say that it moves
belief in them. As stories of their lanky arms and impossibly fast, while others claim it can
penchant for stealing young children spread, this physically teleport. In all tellings, it brings about
belief became stronger. Eventually the collective misfortune and interferes with machinery or
unconsciousness reached an ill-defined plateau electrical equipment; this can be as simple as a
and a tallblin was born. There can be several in part breaking when it should not or as dangerous
the world or only one at a time, depending on the as an energy core destabilizing.
concentration of belief in them within a given
area. No two have ever been known to exist in the
exact same place at the same time though. While
their physical presence will cement belief for
some, eventually the superstition will wane for
enough creatures that the tallblin can no longer
sustain itself and will simply vanish.

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Mistaken Identity. It is uncommon but not unheard
of for several members of an adventuring party to
be comprised of these creatures. More often than
not, each creature is unaware of their other’s true
identity. This awkward game of secrets can be
quite hilarious when everyone begins revealing
their identities to each other, only to discover they
were all goblins, all along.

TWO GOBLINS IN ARMOR


Teaming up against overwhelming odds, these
goblins decided to become something more. From
the outside, they appear as a somewhat strange
adventurer, but the ruse is not immediately
apparent. In goblin circles, tales of might duos are
told. In truth, there are far more “two goblins in
armor” galivanting about dungeons, saving
princesses, and killing liches than anyone will ever
know. Though they may be heroes, they still serve
goblin-kind and work to slowly expand and
improve the lives of their fellow goblins.

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WEREBLIN as their boost their natural abilities. As humanoid,
This subset of goblinoids are created by a bizarre they are lanky, with long faces and remarkably
lycanthropy that changes one humanoid creature sharp teeth, but are otherwise indistinguishable
into a different humanoid creature. While it is well from their kin. In their hybrid forms, they grow
known that only a wereblin can infect a humanoid, shorter, hunched and coiled, with tight muscles
many goblin tales are told in reverse. They that makes them incredibly reactive and agile. As
proport that a human who bites a goblin will turn a full goblin, they may keep some distinguishing
them into a wereblin; a favorite story of goblin traits, such as a beard, tusks, horns, or pointed
parents looking to startle their children into ears, but these features are diminished and are
compliance. There is obvious falsity in this story, rarely seen as anything more than a goblinoid
but few humans have dared to study the claims oddity.
themselves. Family Ties. Golbins who are born with this
Tricky Traits. Wereblin tend to be skeptical of lycanthropy often find out while maturing, shifting
other humanoids, finding life in any society to be into some strange humanoid form during an
difficult. They regularly find work as scouts, already confusing time in their life. Humanoids
thieves, or low-level henchmen, as their skills give who are changed by this curse, can sometimes
them a somewhat frightening appearance, even find themselves more at home with goblins, either
abandoning their old world or helping to establish
a bridge between their species and the goblins.
Given enough time, entire tribes of wereblins can
be founded, with few among them coming from
the same home. In this way, many creatures find
peace within their curse, finding a family they may
not have thought possible.

Player Characters as Wereblins


A character who contracts lycanthropy as a
wereblin has the following changes.
Wereblin. The character gains a Dexterity score
of 16 if their score isn’t already higher. While in
their hybrid or goblin form, they can use the
Hybrid Fortitude ability (using its own hit dice to
determine the temporary hit points) and the
Nimble Escape ability.

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GRIDTANKS appear unceremoniously behind the gridtank as it
These large constructs resemble tanks only in the moves. After a month or so, so long as it has not
loosest sense. They are blocky creations with been destroyed, the egg will “hatch.” The triangle
harsh neon lines that have the general shape of a rapidly shifts, adding a few more lines and
tank, that being a wedge and a cannon, with growing in size to become a fully formed tank.
nothing between the lines except air. They are Gridtanks do not care for their eggs and do
mindless, simply roaming and attacking anything nothing to protect them, sometimes even
that moves, including other grid tanks. A strange crushing them mindlessly. Gridtank eggs have
intersection of the Retroverse and video realities many legends out their uses, from aphrodisiacs to
caused these to be pulled over. While this potions brews, almost none of the legends are
normally would have simply resulted in a few true.
errant constructs entering the realm, awaiting Simple Code. The tanks are automatons and
eventual destruction by intrepid adventurers, possess no real thoughts of their own. They
something strange happened: a tank laid an egg. follow a very simple program, causing them to be
Clones. Each gridtank is capable of quite dangerous if they reach highly populated
reproduction, laying a handful of eggs each year. areas. Attempts to alter their behavior through
The eggs are small grid-line triangles which magic or will almost always prove fruitless; there
simply isn’t enough mind there to influence. Some
more industrious technicians have found a way to
control them directly, becoming a remote pilot on
a very deadly joyride.

LOW POLY GUARD


Occasionally, gridtanks will be found with a small
battalion of guards. Where exactly these come
from as they never appear when a creature is
looking at the tank, though there are reports of
them popping into existence if a creature looks
away from the tank and then looks back.

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HOLO-BEASTS not require food, air, or water and do not age.
Holograms once used to display wild beasts, these They can move through solid objects, water, and
creatures have broken free from their emitters air as if they were in their natural habitat. They are
and roam the world believing themselves to be resistant to damage made with non-magical
normal animals. They hunt, eat, nest, and even weapons. They can no longer learn new abilities or
attempt to mate. With time, their structure begins traits and are stuck with the programed instincts
to break down and they become unstable, they were created with.
typically lashing out at anything around them in a
chaotic rage. This process can take dozens or even
hundreds of years and docile holo-beasts can
become local legends to communities that live
near them.

Mostly Incorporeal. Because of their


holographic nature, holo-beasts are extremely
hard to hunt and kill. They can inflict damage as
effectively, sometimes more effectively, than their
flesh counterparts. However, they avoid most
attacks, a normal blow only slightly disrupting
their matrix. In addition, they have the ability to
freely travel through walls and floors at their own
will, making trapping these creations nearly
impossible. If you do manage to kill one, they
explode in a shower of harmless lights and
sparkles.
Nesting Anywhere. Holo-Beasts have little
regard for their habitat and behave as if they are
in their element, regardless of how far they are
from it. Bears forage under the waves, sharks
swim through the air, and birds nest underground.
This can be a real problem for local wildlife and
cities.
Making a Holo-Beast: Choose a creature with
the beast tag. They are changed in the following
ways: Their tag is changed to construct. They do

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JETPACK BUGBEAR
Some fool hobgoblin general thought giving
bugbears jetpacks was a brilliant idea. To the
general’s credit, it did make the bugbears infinitely
more effective. They were great assets to the
marauding army, right up until they rebelled. They
slaughtered the guards for the armory, took every
jetpack they could get their hands on, and spread
the spoils to their brethren. Now a somewhat rare
sight, a pack of these creatures can reap serious
carnage on an unsuspecting group. They appear
from the sky, slaughter and pillage, then
disappear as quick as they came.

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KARMA CHAMELEON never attack a creature, except in self-defense,
This creature feeds entirely off the diabolical unless it has assumed the copy form. Once it is in
energy created when another creature commits the copy form, and has killed its host, it will use
an evil act. It will use its powerful camouflage to whatever abilities it can to cause the most
follow this creature, growing stronger with every suffering and evil acts possible, including turning
evil indulgence. As it grows in power, its body on any allies the host once had.
starts to change. It begins to take the form of the Evil Sustenance. The karma chameleon does
creature whose wretched actions it is feeding not require food or water, only a steady stream of
from. Eventually, this will result in a complete evil to feed on.
transformation into an exact duplicate of their Variance. While most karma chameleon are
target. Then, at an opportune moment, the karma attracted to evil, some rarer forms hunt other
chameleon will attack its double, killing them and alignments instead.
taking their place. A karma chameleon duplicate
that kills its host will double down on their evil
actions, feasting heavily on the dark energy they
create.
Three forms. The karma chameleon has three
distinct forms: chameleon, hybrid, and copy. The
chameleon form is extremely weak but is
exceptional at tracking and remaining hidden. The
hybrid form loses some of its sneaking prowess in
exchange for the ability to defend itself. The copy
form is an exact replica of the target it has been
feeding from, with the addition of invisibility. It will

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KILLER DOLL rooms in haunted houses or certain sections of a
Appearing in attic windows for years, stalking ruined toy store, lest one of these horrible
children through the night, staring at you from creations come slicing at their heels.
just across the room; the Spreading Horror. A problem with killer dolls,
killer doll is a well-known that is somewhat unique to the Retroverse, is the
and feared creature KD-Virus. At some point in the past, the magic
through many universes. animating a killer doll jumped from the arcane to
Their creation stories the biological, allowing the essence of these
differ, from a diabolical fiends to infect inert dolls and convert them.
soul inhabiting them, to Though rare, great precautions must be taken
a vengeful witch imbuing with every killer doll as each one could be a
them with murderous carrier of the virus. If the infection is allowed to
intent. Whatever their spread, it can overrun whole nations with
origins, they all widespread tiny terrors.
share a
consistent
desire to slay and scare.
Wise adventurers know
to stay clear of doll

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KOBOLD BIKER While their harsh lifestyle has made them a bit
In some realities, kobolds have taken their natural tougher than a normal Kobold, they are not as
talent for traps and tinkering and applied them to resilient as they think they are. Several of these
machines. They have a taste for freedom that can kobolds together can pose a risk for unwary
only be satiated by the feeling of going ludicrous adventurers, as biker kobolds have a strong love
speeds down a paved road. Their vehicles are of alcohol, especially with friends. The danger lies
hodgepodge creations, often borrowing parts that in their drunken resolve and ability to gang up on
were never intended to be on a vehicle and forcing an enemy with any assortment of sharp objects
it in into their rides in unconventional ways. What they find lying around.
they can't use for speed, they use for offense. A
kobold biker's vehicle is always covered in spikes,
laced with traps, and just on the verge of
exploding. Their time is short, and they want their
glorious death to be worth witnessing.
Scrappy Brawlers. A Kobold Biker usually has
an over-inflated sense of their own strength.

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LASER KOBOLD KOBOLD PRIEST
One of the many kobold variants throughout the Though kobolds may worship any number of
Retroverse, these tiny dragons have been blessed draconic beings, they are rarely pious enough to
by energy from a laser dragon. At least, “blessed” receive the power of their deity. The few that
is the way the dragon describes it. Laser kobolds break this rule can become quite powerful, by
rarely start life like that and are instead slowly kobold standards. Kobold priests can turn a
transformed by the radiating power of the laser normal pack of their kin into a serious threat to a
dragon. This transformation is painful and local town or village. Under their religious
arduous, rarely leaving the kobold’s mind leadership, and with a little magical assistance,
unscarred. When completed, the kobolds gain an they can even go toe to toe with greenhorn
extra set of eyes and can tap into the same power adventurers.
of a laser dragon, though to a more limited They can rarely be reasoned with; their
degree. These changes make it nearly impossible devotion to their god's desires is all consuming.
for them to live life outside of serving a laser What little self-preservation they have is
dragon, something they do with a weird mixture completely abandoned if their deity wishes it. But
of reluctance and joy. most gods know the usefulness of a small and
crafty acolyte. Kobold priests are almost always
long lived under the watchful eye of their divine
patron.

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LASER PUP Forever Pup. Laser pups are overcharged to a
These adorable balls of fluff and hyperreaction cellular level, which is what allows them to create
pose more of a threat to Retroverse citizens than lasers from their barks. As a side effect, they do
most dragons. They begin their lives as normal not appear to age and live quadruple the years of
dogs but within a year of birth begin to exhibit a normal dogs. They will perpetually appear to be
terrible power. Anytime they yip, bark, or howl, a a young puppy. Additionally, they must consume
powerful laser blast shoots from their mouth. vastly more food than their normal counterparts.
They cannot control the blast itself but can be
trained not to bark. Many children find themselves
burned before these dogs are inevitably set out in
the country, the owners unable to put down such
a beloved family pet.
Wild Intelligence. Sometimes, intelligent laser
pups will realize the fear their ability causes. They
will make homes in cities and hold up citizens for
food. Their cute demeanor allows them to go
practically anywhere, guards not giving a second
thought to a roving puppy. Clever thieves’ guilds
have small bands of highly trained laser pups at
their disposal.

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LASER-TOOTH TIGER
The Retroverse breeds many strange variations of
animals, but few become as ubiquitous as the
laser-tooth tiger. A minor alteration to their code
has given then laser claws and teeth. These new
armaments can pass through most objects,
including weapons and armor, with impunity. The
unnatural advantage this has in the fields has
made the laser-tooth tiger a bold and plentiful
threat. They are somewhat smaller than their
natural cousins but make up for their strength in
ferocious speed and increased intelligence.

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MIDITAUR
Roaming the devilish labyrinth of this abyss or
that void has changed some minotaur. As the
infinite mazes expand, they eventually warp, no
longer held by the parameters that created their
seed. Doubling back on themselves in non-
euclidian passages, leaking into or out of different
realities, and sometimes composing themselves
out of impossible materials. If a minotaur goes far
enough into these unknown twists and turns, they
will themselves be changed. This is how a
miditaur is born.

Adaptive Compression. Miditaur are made from


digitized sound waves, their bodies being
recompiled to exist within a flux state made
entirely of sound. They can be anywhere, hanging
in the air until some noise disturbs them. They are
invisible to the naked eye and move soundlessly,
hunting by hanging onto the sounds made by the
world around them. They lack the ability to move
except by travelling on soundwaves. Keen ears
can detect their presence as they distort the
waves they move through, changing its pitch or
adding a warbling distortion to it. When they have
no natural soundwaves to travel on, they create
their own with a tremendous scream.

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MUDDIES they have trouble with the simplest task outside
Clay icons brought to life by magic or machine. of fighting.
Muddies are literal fodder, their only purpose Critical Crumble. Though powerful, muddies
being to weaken creatures before the real are surprisingly fragile. A solid hit to their center
challenge shows up. They attack in swarms, will cause them to shatter, regardless of how
darting about and avoiding as many attacks as much vitality they had
they can. There is no loyalty among muddies and remaining. Built with no
for all purposes they seem without defenses, they seem too
consciousness, only existing to chirp and fight. inept to try and protect
Based on what monster they are supporting, they themselves from this.
may slightly change their appearance and gain a
new ability, but this does not change their minion
like behavior.
Churned Out. Muddies are amazingly easy to
create. A bit of magically enhanced clay, a small
ritual, and they are brought to life. Some gnomish
wizards have even created magical machines that
can create dozens in a day. Because of this, their
existences are worthless, and they are created
with the life expectancy of a few hours. Any that
survive longer than that begin to harden and will
fall apart within a week. During their life, they will
follow the commands of their creator to the best
of their ability. Due to their terrible intelligence,

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NEO BANDITS power companies, basically anything they can, just
The bandits of the Retroverse are more disciplined to bring in more and more wealth. They will gladly
than those in other realities. They take their cues steal a potion off you, even if there are ten free
from the exaggerated ideas of villainous groups in ones nearby. They are led by a mysterious and
movies of old, breeding rigid hierarchy and honor respected business tycoon with aspirations of
with cutthroat greed. Many serve in one of the owning the world.
eight major clans, but splinter groups arise all the The Lost. This gang of ruffians is only a clan in
time. Those that serve a major clan must pay the loosest sense. Adolescents given the gift of
tribute to their leaders in the form of gold or vampirism, their masters lacking the desire to
treasures. In return they receive more training and restrain them. They indulge in mischief and
may ascend the ranks of their bandit clans. murder out of a terrible boredom their partial
Typically, grunts within this organization never immortality has brought them. Their affliction is
receive these benefits though, and wear the so far removed from the original vampire that
uniforms more as a way to intimidate people than they have lost many abilities and hinderances
out of any loyalty. normally attributed to vampires. They see
Clan of the Foot. Clad in purple, this gang seeks themselves as great warriors but are little more
to bring humanity to a new era by augmenting than young thugs with sharp teeth. Their
their genes. Adolescents are their primary target progenitor is rumored to be a delinquent father
for recruitment, offering them freedom from who sequestered himself in a far-off land, unable
authority and the discipline they need to take what to raise children after the loss of his love. Because
they want from life. Unfortunately, this means they are not true vampires, they rely on old and
that rebellion and incompetence is high among badly executed magics to bring more people into
their lower ranks. They are led by a murderous their ranks.
psychopath who is more bladed machine than FM Grinders. A loose group of artistic ruffians
man. all led by a mysterious radio DJ. Though there is
The Fox Snakes. Masters of stealth and tactical much infighting among the different subgroups,
assault. They have two major forms of attack, they all band together when faced with a common
hand to hand combat or long ranged silent death. enemy. They have a huge grudge against
High ranking members use magically augmented authority and typically fight back with graffiti art
sneaking suits, making them resistant to attacks and civil outreach. They envision themselves as
and environmental effects without sacrificing their warriors for the greater good, even if they
stealthy abilities. There are rumors that their top occasionally dabble into theft and minor assault.
agents are meta-creatures, capable of strange Their music is loud, their clothing is louder, their
and terrible feats. Their leader changes from time art is deafening.
to time but is always referred to as Boss. Beastiforms. A group who has found great
Death Lords. Steeped in ancient mysticism, this success in melding animalistic shapeshifting and
clan has a high focus on magic. Even its lowest crime. They have many scams that run from “cute
ranking members have access to a cantrip or two. animal tricks a mark” to “swarm of bats abscond
They strive to fulfill an ancient prophecy that will with all bank’s gold.” Some choose to spend
restore their master to full life. Despite this almost all of their time in animal form, a
prophecy being fulfilled multiple times, they have dangerous temptation that sometimes results in
yet to bring their master back permanently. Still, them abandoning their clan and just living as an
they press on, determined to defy death in any animal. They claim to be fighting against a greater
way. extraterrestrial threat but rarely reveal this due to
Clan Racket. Mobsters in the truest sense of the belief that many people are infected with
the word. Racket members seek only to grow their brain parasites. This strange set of actions and
own power and wealth, a goal they see as hand in ideals often puts them at odds with most other
hand. They operate shops, casinos, restaurants, clans.

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Dominating Ducks. What originally began as a
team of underachieving misfits banding together
to win an important sports event has since
spiraled into darkness. Recognizing the power in
numbers and boost in political strength that
sports bring, these heroes eventually became the
villains. In recent times, this clan is behind nearly
every sports team, both large and small, and
spends a great deal of time targeting young
athletes and luring them into a life of bullying and
bad deeds. By the time any rising star makes it to
the big leagues, they are likely a secret member
of the Dominating Ducks, only sometimes by
choice.

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OTOTO
The OTOTO are a mistake. A now-forgotten
conglomeration of defense companies wished to
maximize their kill machine’s capabilities at the
lowest possible margin. Rather than pay for the
development and installation of advanced AI, they
simply filled the machines with the liquified
remains of whatever test subjects they had lying
around, cast a bit of animating magic on the goo,
and called it a day. By some dark miracle, this
nonsensical idea actually worked, resulting in the
original OTOTO. This method, allegedly, generated
a record increase of 1.2% in profits that year.
There were no survivors.
Auto-Generation. OTOTO are malicious beings
of twisted flesh leaking from a metal shell. They
have a seething hate of all living things and seek
onto to kill and propagate. They will attempt to
melt, smash, grind, or otherwise smear their
targets into a fine paste. The bio-sludge is then
infused with the same hate and malice, passed
down from the original OTOTO line, which
animates it. The sludge will endeavor to find its
own robotic frame, embedding itself within it and
altering even peaceful construct shells into deadly
and evil killing machines. The cycle will then
repeat itself, creating a near endless supply of kill-
bots; a feat the original creators would have been
sickeningly proud to have achieved.

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PIRITHETI and ignoring most attacks. If it must kill
A horrible monster from the coldest reaches. This something other than its target, it will use its
abominable grey beast is attracted to movement terrible claws and fangs to rip the obstacle apart
and will mercilessly chase down any creature that and then continue its pursuit.
moves in its territory. It runs at impossible speeds
and possesses incredible strength. When it
catches its prey, it attempts to swallow them
whole, picking its teeth with the claws or daggers
its prey used to defend themselves.
Barren Home. Piritheti hunting territory is
always serene but barren of life. They must
consume several pounds of meat daily, burrowing
into the snow and ice to hibernate almost
immediately after they eat. They may roam an
area of several hundred miles, or they could take
residence beside a small village. Whenever they
encounter arctic settlements, they pick off the
inhabitants one by one until they are killed or
consuming everyone living there. They are
creatures of pure carnage and destruction. They
will not kill anything other than their initial target
unless a creature blocks their path, shrugging off

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PIZZA CUBE
A mess of sauce, cheese, and death; pizza cubes
are an insult to the universe itself. Diabolical
magic has coalesced into a hideous cube of
delicious pizza. It can only reside in a place where
the items that comprise it exist in great supply. It
leaks a cheesy sludge everywhere it goes, making
it easy to detect. Despite any calling cards, it is still
a phenomenal threat.
Creatures sucked inside are blinded and cannot
be seen by their allies. Additionally, the unique
mixture of ingredients causes the inside of the
pizza cube to be highly acidic. They have been
known to attack, kill, and digest creatures double
their size in a matter of hours. They spit out any
metals but convert organic
material into ingredients
they use to sustain t
hemselves.

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PIZZA SLIME Rows of Teeth. Unlike most other oozes and
Constantly hungry and delightfully odoriferous, slimes, the pizza slime is a predatory and hunting
pizza slimes are a horrifying abomination of one creature. It has developed rows and rows of
of the most beautiful things in life. This unique spotted teeth (resembling peperoni pizza slices)
type of slime is a terrible mix of magic and age. It that it uses to shred its prey to bits. When
is said that the first pizza slime was created as a attacking, it will try to engulf the head or limbs of
practical joke that went horribly awry. How they a creature and spin the teeth around the
proliferated from that point is a mystery. While it swallowed part in a bladed vortex of cheese. Once
is generally known that some kind of intentional their prey is dead, they can spend the next few
magic is needed to create a pizza slime, most days engorging themselves on the slowly rotting
cautious cooks will keep the dough and cheese far carcass. They prefer larger creatures but have
apart from each other before cooking a pizza, and been known to hunt rats and children.
even after cooking it will prod the pizza with a Pack Mentality. Pizza slimes have a small bit of
knife before serving it. intelligence. Just enough to work together in tiny
groups and to ambush their food. A favorite tactic
is to kill a creature and then hang on the ceiling
above them, waiting to drop down on whatever
brave hero comes to the rescue. Packs of pizza
slimes are always made by random chance and
convenience. After feeding, they will often forget
about their allies and slosh off to find their next
meal.
Edible. You can actually eat a pizza slime with
no known ill effects. Some
even say that they
taste better the day
after killing them.
Just don't ask
what the meat is
made of.
Cheesy Nature. Pizza
slimes do not require sleep.

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POWER WOLF
Like their domesticated cousins, power wolves are
canines with overcharged cells. Unlike their cute
cousins, these beasts are fury incarnate. Their
cells do not give them greater life but burn away
at their life force rapidly and cause a multitude of
mutations on their body. Their gnarled visage has
them often being mistaken for wyrmlings or
small drakes. They are angry, hungry, mean, and
powerful.
Neon Mutations. A power wolf’s life force
literally burns hot. The energy expended by the
cells allows the wolf to form extra teeth, shoot
out laser breath, sprout glowing wings, extend
their claws, and grow any number of elongated
bones. These mutations cause them great pain
and drives them into a near ravenous frenzy. This
frenzy is only sometimes abated to mate, but
even that often results in disaster.
Put Down. Power wolves are a menace to life.
They serve little purpose beyond attacking and
consuming. If one is discovered, it is the
responsibility of everyone nearby to hunt them
down and kill them. Even a single power wolf can
destroy a village and a pack of them is akin to a
natural disaster. No attempts at domesticating
these animals, magical or mundane, have
succeeded.

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SCHRÖDINGER’S BEAST
A tormented creature from the realm of the fey.
Captured, trapped, and subjected to terrible
experiments, the beast finally escaped the cycle of
two possible outcomes by becoming both of them
at once. It is simultaneously dead and alive,
flipping between two suspended fates as soon as
it is seen. It goes to great lengths to hide away
from any type of observation but even an insect
seeing the beast can set it into a spiral of
unending redeath.

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UNDYING SLASHER Guardian Hunters. Undying slashers often
Stalking young humanoids through woods and choose an area they wish to protect and will stand
desolated cityscapes is the one of two things this watch over it for hundreds of years. If someone
creature is known for. The other is the inability to transgresses this area, they will hunt down the
die. Undying slashers are rare, with only a handful trespasser, even if they leave the guarded
existing in any given reality. Their motivations are location.
an enigma, their methods are brutal, and their
trail is full of blood.
Force of Nature. Undying slashers have dozens
of possible origins, all of which result in an insane
killing machine. A few are simply the result of
natural selection, a true apex predator. Some are
conjured spirits of destruction, sent to cleanse a
region of debaucherous adolescents. Others are
the result of a human subjected to a torturous
existence, lashing out through magic and death.
Whatever their origins, they are all nigh
unstoppable. When they have found a
group to target, they will not rest until
they have brutally slaughtered the
whole party. Only complete
disintegration, or an impossibly
strong and clever trap, can
keep the undying slasher
from accomplishing their
goals, and even this is
sometimes insufficient.

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Undying slashers also seem to be intolerant of WOEBONE
romance. They possess a 6 th sense for any A once normal dragonborn, now tainted by the
creatures romancing each other inside of their poisons of corporate politics. He was driven mad
guarded territory. If the undying slasher detects long before the corruption set in.
love in the air, it will enrage them, causing them to
prioritize those heartthrob targets above all
others.
Unlimited Ammo. If undying slashers are using
a ranged weapon or a weapon that requires
energy, they have an unlimited supply of the
ammunition needed.
Quasi-Undead. Undying slashers do not require
air, food, drink, or sleep. They cannot swim but can
walk along the bottom of a lake or ocean.

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ZOROMIN BEAST legend. Some began as bears, others as horses,
1 of 13 parts of the great consumer Zoromin. and some as snakes. As they grew, so did their
When the parts of the old being were split, they power and abilities. They barely resemble their
were stored inside average beasts. These beast, original forms now, only slightly creating a
unfit vessels for such power, were altered in silhouette of their previous bodies. They are
grotesque ways. They grew large, their bones strong enough to take on adult dragons with ease
jutting from their bodies and becoming a stone- and could crumple cities under their weight.
like carapace. They grew powerful minds but Thankfully, they avoid populated areas and rest in
lacked the sentience to do anything with it. Their remote lands, waiting, feeding, growing.
eyes glow with the hot rage of Zoromin. They are Preserved Eternity. Despite Zoromin’s influence
great lumbering beasts, secluded away from the on them, they have no desire to die. They will use
world, waiting to be released by Zoromin’s Blade. their destructive force to crush anything that
Altered Beasts. These were once normal threatens them. If they should fall by a normal
creatures but are now titanous monsters of blade, the part of Zoromin they have within them
will leave and find another host to begin growing
the creature again. Only by being slain with
Zoromin’s Blade will the beast truly die. However,
this frees part of Zoromin’s spirit to collect
together again. Once all 13 pieces collect, Zoromin
will be born anew.
Immortal. Zoromin Beasts do not require food,
air, water, or sleep. They will not die of old age.

Zoromin Beast Template: Choose any CR 2 or


less creature. Typically, a Zoromin Beast is a
beast or humanoid, but this is not always the
case. The creature gains the following changes:
The creature becomes Gargantuan (titan) sized.
Their AC increases to 20 and they are immune
to non-magical attacks.
Their HP increases by 400
Their Strength, Constitution, and Wisdom
scores all increase by 10, to a maximum of 30.
They can use any basic attack three additional
times on their turn. If the creature has the
multi-attack feature, these attacks are in
addition to that feature.
Add 2d20 to each damage roll they make.
Add 10 feet to the range of any attack they
make.
If a creature uses a weapon, that weapon is
fused to their body and cannot be removed
from it or use that hand for anything else.
If the creature has a bite attack, they can use a
bonus action to swallow a large sized or
smaller creature they bite. The swallowed
target takes 35 (10d6) acid damage each round
they are inside the Zoromin Beast.

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The ill effects of these constant intersections
make themselves known as corruption. This is the
one element that may be considered native to the
Retroverse. It is not just an effect on digital code
To understand the Retroverse you must first rid but something that twists the basest forms that
yourself of the limiters of your imagination. comprise any construct within this universe. It
Nothing is simply “one way” in this universe. Even attacks, DNA, code, atomic structures, time,
the rules and lore we have set down are only one frequency waves, and even pure energy can be
interpretation and should never dampen the ideas affected by corruption. Without constant
you have for your own game. There are no attention, it can easily spread across the
limiters to time, technology, magic, creatures, Retroverse and begin to decompose other realities
societies, physics, or any other set of rules that as well. Thankfully, the Retroverse possesses a
would dictate the separation of elements in your balancing awareness that brings in new heroes
story. Medieval knights can joust with florescent just in time to keep these cataclysms from
lights while riding mechanized chickens. Dwarves expanding too far. At least, so far.
can mine out asteroids looking for magic rocks to Despite the seeming instability, the Retroverse
craft into alien smiting blaster shells. An army of continues to expand and shows no sign of
cybernetically enhanced ultra-orcs can fight collapsing in on itself. In fact, multiple solar
against a small squadron of neon-armored systems have made their home within this place.
samurai, wielding swords made from dubstep. The Some have been cobbled together from random
true magic of the Retroverse lies in your parts while others have been lifted whole cloth
imagination and it’s a power you should command from their original timeline. Whatever story you
with mind-boggling ferocity. want to tell, there is a place for it here.
This works because of the unique nature of the
CUBE
Retroverse as a reality. To understand it, imagine
There are countless worlds within the Retroverse
a spinning plate on a stick. As it spins it may begin
but at the center of most stories lies the planet
to wobble. This wobble was the first instance of
Cube. It is a planet of strange proportions and
the Retroverse existing. Once simply an empty
density. The moons and suns revolve around the
spinning reality, it soon began to intersect other
planet, despite their difference in size. This is
realities on this uneven axis. It stole and
because Cube serves a dual purpose as a planet
supplanted different universes into and away
and as a prison; and what it holds inside has a
from one another. Eventually, this cosmic wobble
strange mass that defies definition and warps
began to gain a sort of equilibrium by creating
gravity. Deep inside the square-shaped planet, a
jutting extensions that counterbalanced the
powerful force of corruption, called Seed, is held.
instability. Now the plate was not only spinning,
Despite the planet’s presence, the deep corruption
but it was made of gelatin and was expanding and
sometimes seeps to the surface and beyond.
contracting in strange ways. This is how it is in its
Cube is in a slow but constant state of flux.
current state. With every imperceptible rotation it
Each face is comprised of nine quadrants with the
picks up new bits of one reality while dropping off
center quadrant of a face always remaining the
a piece in another reality.
same. Each quadrant contains the essence of a
This is how seemingly disparate parts can
certain type of force: Earth, Air, Water, Fire, Good,
come together to form a cohesive narrative. It
and Evil. These quadrants shift from one face to
also explains why some parts of the Retroverse
another, becoming a jumbled puzzle of elements.
may be heavily influenced by Norse mythology
The center quadrant of any face is the only
while others more closely resemble 16-bit games.
constant, and its power is vastly stronger than the
Every universe is intersected eventually and the
other mixed eight. It determines the main power
Retroverse treats each universe equally, without
of the entire face. Because of this, the other
any concern for which ones may be “real.”

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quadrants have their essence warped by the from Cube’s core during these events, releasing
power of the center quadrant. and creating terrors of extreme corruption that
For example: A fire quadrant on an earth face must also be dealt with. Thankfully, these events
could generate an area of extreme volcanic are well understood and happen at regular
activity or a scorching desert. An air quadrant on a intervals. Most of the time.
water face could generate huge tropical storms or In addition to the effects of each quadrant and
even frozen tundra. Every biome is represented face, the environment and its inhabitants play a
on Cube at one time or another, depending on the role in their environment. Their actions may
latest Shift. naturally bring in six additional Flair elements that
Shifts are what happens when rows of comprise the Retroverse and exert subtle
quadrants move from one face to another. This influences on that location. These forces are
happens from parts of the planet’s face physically categorized into: Beat, Scire, Dazzle, Blood, Code,
rotating on its axis. The effects from the previous and Cosmic. These forces exist in all places to
face wear away but the quadrant’s main essence some degree but become stronger based on the
remain and become influenced by the new face. actions of the creatures within an area.
Usually, places near the center of a quadrant For example: A desert area that has been
remain only mildly affected by Shifts, while influenced by Beat Flair may have sand that
anything near the edges are completely upheaved. moves in waves closely resembling musical
Shifts are cataclysmic events, creating huge waveforms. A city influenced by Dazzle Flair
natural disasters that can wipe out empires in would be bright and filled with chaotic nightlife,
moments. On top of that, Seed corruption leeks whereas a city influenced by Scire Flair would
become a steampunk style city of ingenuity and
innovation. A forest dominated by Blood would
become a brooding area that few can live in and
villages that would find themselves plagued by
ravenous creatures of the night.

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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Face (center quadrant) d6 Quadrants (influenced by Examples
center) d6
1 - Fire 1 Fire An unending conflagration of multicolored fire where only highly resistant
life can flourish.
Heat and ash are the main features 2 Water A boiling ocean where little complex life can live.
that comprise these areas. Fire can
3 Air A flat land baked by scorching winds.
be both a force of destruction and
the spark of life. 4 Earth A desert of great heat and tepid nights.
5 Good A land where fire has restorative properties and breathes life into many
things.
6 Evil A place overcome with beings of fire, where the air is thin and burning.
2 - Water 1 Fire A tropical ocean with balmy days.
2 Water An ocean of unfathomable depths
Very little life can exist without
3 Air An ocean of high winds and large waves. A roving glacial tundra.
water. It permeates everything,
even if we don’t notice it. These 4 Earth A series of large islands with lush forests.
biomes are what happens when 5 Good A land filled with healing springs from a blessed freshwater ocean.
water takes the dominant stage.
6 Evil A sea of monsters and ghosts that few ships can cross.
3 - Air 1 Fire A land of smoldering volcanos and harsh gasses.
2 Water A place of near constant rains and floods. Cities build high into the clouds on
Air is not just what you breathe, it mountain peaks.
is wind, gas, lift, pressure, and the
3 Air A typhoon of immense power than strips flesh from bones.
sky. Biomes dominated by air are
usually vast and moving. 4 Earth A land of great porous mountains, floating lands, and deep caverns.
5 Good Cool winds that carry the tunes of life on them.
6 Evil A diseased land where the very air kills most life.
4 - Earth 1 Fire A region of dormant volcanos and hot springs.
2 Water Huge swamps as large as oceans.
This represents not just the
3 Air Sweeping windy plains of grains and grass.
ground, but the power of most
nature. Forests, plains, wildlife, and 4 Earth Great continents covered in lush forests that repel domestication.
mountains all represent this 5 Good Peaceable lands that easily support most creatures living there.
element.
6 Evil Lands of undead constructs bent on killing anything that moves.
5 - Good 1 Fire A desert full of lush life and frequent oases.
2 Water Languid oceans of crystal water.
Good represents many things to
3 Air Substantially large clouds that host cities and beings of celestial power.
many beings. To most it represents
peace and life, and that thought is 4 Earth Literal paradises for most creatures with lands and small seas that promote
reinforced by the effects of the abundant life.
element. 5 Good A place free from decay and where directly evil actions are punished by the
very world itself.
6 Evil A land of balance where life and death play a precarious game against each
other.
6 - Evil 1 Fire A land overcome with fiery demons and despair.
2 Water Radiated water has turned this into a place of freshwater marauders and
Death and time are the universal undersea leviathans.
evils that plague everything in
3 Air Winds filled with unseen terrors and monsters of impossible size and speed.
existence. These forces combine to
destroy and twist everything within 4 Earth A barren wasteland of ancient cyclic death and undeath.
their domain. 5 Good Great kingdoms that have been overrun by time and death but still stand
fast.
6 Evil A vortex of darkness that consumes all.

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Once you have your quadrant themes, design conflict. Life inside a land infused by the Beat is
the areas in a way that suits your story. like living in a rock opera or music video.
Remember that most places have a small mix of Examples: A sea of pirates questing after the
other elements in them. A primarily ocean biome greatest sea shanty ever created and making
still has islands and most mountainous regions plenty of their own along the way. A living forest
feature some large lakes, rivers, and valleys. in constant conflict with an encroaching city and
Building a region that can’t possibly support life the disharmony it brings to the ancient woods. A
can be a fun storytelling tool, but your world brightly colored dreamland where the sun literally
needs to have a place for life to exist in some sings a tune that is echoed by the plants, rocks,
capacity. For places of extremes, consider building buildings, and nearly every other inanimate object
outposts or areas that somehow defy the effects around.
of the land. Their very existence is an interesting
story element to add to your campaign.
BLOOD
ADDING FLAIR
Lands unlucky enough for Blood to become the
While designing your world, think about the
dominant force are places of fierce battle and
unique Flair elements that would augment your
terrifying frights. The days are darker, and the
creation. These forces exist in equal proportions
moons only show when were-creatures prowl. It’s
throughout the Retroverse, and often intermingle,
a true grimdark fantasy, accentuated with neon
but are empowered by the creatures that reside
and synth. Large cities are filled with dense smog
over an area. Their actions can literally shape the
that hides the actions of mob families. Death
nature of the area they live in. In each description
battles are commonplace and only the strongest
we have provided examples on how this may
survive these places. Life inside a land infused by
change areas. This is not the limit of their effects,
the force of Blood is like living on a metal music
just a sampling of how the combinations may
poster or in any number of horror films.
affect your world.
Examples: Harsh mountains habituated by
For a unique experience, try combining two
nomadic tribes of hungry werewolves that think
Flair elements into a single area. Cosmic and
nothing of cannibalism. Fields of tall grass with
Dazzle could create a city run by flashy tycoon old
edges sharper than most swords and filled with
ones. Blood and Beat could create grimdark epics
the bones of those who tried to cross them. A
where only the hardest rockers can save the day.
high-rise city built upon the corpses of countless
Scire and Code could create a forest that is
other cities.
literally programmed by its inhabitants.
Improbable combinations are the lifeblood of the
Retroverse. CODE
The Code forces areas into rigid symmetry and
BEAT efficiency, until it suddenly doesn’t. Areas under
this influence are often highly susceptible to
Areas with a strong affinity to the Beat of the
corruption and the normal rigid lines of creation
World always have a discernable rhythm to them.
turn into wacky geometry and impossible
Trees sway in harmony and music is carried on
locations. When everything is working properly,
the wind. The chatter of city life can become
streets are laid in even patterns, forests grow with
indistinguishable from an orchestra. Some
predicable paths, and mountains scale with
creatures tend to wax lyrical and rituals involving
mathematic regularity. When corruption seeps in,
dancing become prominent. The Beat makes
impossible glitches begin; inhabitants begin
intense and punctuated action commonplace, and
gliding in t-poses, geometry becomes broken, and
the world seems to insist on overly dramatic
things begin fusing inside of other things. When
things become too corrupted the places are
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abandoned and take on the name Vector Wilds.
Literally anything is possible in these areas and
COSMIC
just entering them is an exercise in madness.
An area overcome with cosmic energy will appear
Living in a Code infused area can offer great
alien to most observers. Strange beings from
security and regularity, but even slightly unusual
other realities often slip through cracks here. The
weather becomes a cause for panic. Life inside a
laws of physics are no longer agreed upon in this
Code area tends to be like a videogame, with
land and may change in an instant. It can behave
common systems and glitches.
much like a corrupted Code area does, with
Examples: A city of perfect cubes run entirely
impossible mountains and incomprehensible
by automation, where discrepancies are brutally
spaces, but instead of simply being broken, it
destroyed. A volcano ouroboros, constantly
follows rules you couldn’t possibly understand. All
consuming itself and the lands around it. A snowy
things are possible when the rules of the cosmos
field made of identical snowflakes which create
begin bending, reversing, or simply breaking. Life
strange pillars of snow. A village smashed in on
inside Cosmic lands are like art and books of
itself, where all points are simultaneously
mind-bending horror and cosmic insignificance.
connected and separate. A forest where the trees
Examples: Magnetic deserts where the sands
grow like a crystalline structure, jutting from one
have created floating spheres, which have also
another in a tangle of insane mathematics.
created their own small biomes. A grassy plain
with pockets of reversed gravity where land
DAZZLE animals occasionally fly into the sky. A crazily
twisted labyrinth guarded by a minotaur that
Dazzle is the descriptor given to places with the chases you through pockets of time. A city built
most pizzazz. Fashion, bright neon, shiny sparkles, around the worship of gods that the inhabitants
glittering personalities, all these things represent slew eons ago.
a physical force within the Retroverse. It can begin
with one creature and then spread like a virus to
those around them, a charismatic repetition that
SCIRE
changes hearts, minds, and the very world itself.
This is the power of unbridled creativity and
When other realities hear of the Retroverse, with
invention. Areas like this are science fiction
their vector line mountains and flashing fashion,
brought to life. Cities tower into space,
Dazzle realms are what come to mind. Life inside
holographic villages pop up overnight, and
a land coated in Dazzle is much like cartoons and
woodland life is augmented by cybernetic
action movies of yore.
enhancements. It can be a paradise to some and a
Examples: Cities of music and neon, where
dystopian nightmare to others. Here, magic and
some of the highest crimes are not keeping up
technology meld together in an indistinguishable
with trendy fads. Mines of pulsating crystals that
force. Life inside a realm of Scire embodies the
thrum with synth beats when struck. Skyships
wonder possible in space-age science fiction and
battling with long and bright trailing barriers,
steampunk epics. It is silly ideas taken deadly
musical cannons, and rock star captains. A bard’s
seriously.
guild that has abandoned music in favor of sport
Examples: A roving village built upon robotic
commentating, crass jokes, and team-up insults.
spider legs that is on the run from a swarm of
hoverbike riding gangsters. A haphazard city
carried by balloons, where biplanes have replaced
chariots. A swamp controlled by cyborg alligators
who are in constant war with robot dinosaurs.

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consume. If you listen very closely, you can even
hear the peaks eating relics of the past. The
Based on the variations of Cube, there are mountains in the center of the swarm have
thousands of different configurations possible. We slowed, but still grow a few inches each year.
have provided one interpretation and only a single The one object they come into direct conflict
face of it. Please feel free to use it or use the rules with is the Break. This seemingly endless fissure is
provided to completely rewrite the world to fit the antithesis of the high rising mountains and
your story. stops their progress cold. Attempts at creating an
artificial Break have all ended in unimpressive
failure. Like the Creeping Peaks, the Break is living
THE EDGE and growing; sometimes undercutting and
Cube is a planet of contradictions and swallowing entire mountains. There are no
impossibility. The hardest rules it follows are that records of a mountain hitting the bottom of the
of interesting storytelling and perception. Break.
Questions like “What happens on the edges?” can Different cults and even cities build themselves
be answered with intricate explanations of the around the ideals they think these two opposing
gravitational shifts and equal pressures causing forces represent. There are religious ceremonies
creatures to simply move from one side to the and traditions surrounding the creation or
next, or as simply as “magic.” Unless otherwise destruction of a new mountain. Occasionally
stated, the world operates as the players would someone claims to speak for the Peaks or the
expect it to operate, our preconceptions governing Break but the true desires of these two natural
the baseline expectations. As always, the lands anomalies is indiscernible to mortals and many
and rules we provide are only suggestions and the gods.
more complicated questions of “how does X
work?” should be answered as complexly or as Notable Places
simply as you like. Peak’s Womb: A small cluster of mountains at
the center of the Creeping Peaks. The mountains
have risen almost into space and gravity and
LANDS OF CUBE
reality begins to bend there. Many go there
A single face is approximately this size of Earth,
seeking enlightenment, and some receive it.
meaning that there are many places snuggled in
Others come away from the tallest peak babbling
between these major areas that are not listed. Use
about the truth of the universe and our
these a jumping off points to start your
inconsequential nature against the greater forces.
adventures or fill in your story.
It is an extremely dangerous area due to the lack
of air, impossibility for backup, and the strange
CREEPING PEAKS creatures that have adapted to live there. The
shrieking winds are said to be very harsh on the
“A war of cosmically influenced elevation.”
mind as well.
Once a small cluster of mountains in the corner of
The Break: A slithering abyss that cuts straight
Cube, the hills began spreading like slow
through the land. It never grows impressively
vegetation. Now a blob of mountains marks a
wider, instead winding ever forward, or backward,
whole segment of this face, slowly creeping
depending on your perspective. Looking inside, it
beyond their boundaries. What starts as a small
resembles the night sky, with huge glowing
hill will grow amazingly fast, becoming a full
stones, bioluminescent creatures, and unexplained
mountain in around 100 years. The civilizations
fires sparkling deep within. There is no known
that started on flat land have learned to adapt
bottom and the deepest research teams have
around these strange living mountains. Their old
known to have gone is only a few miles. It is a
cities either rose and slowly changed or crumpled,
creating ruins that the mountains gradually
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constant source of b-ugz and finding corrupted DRAGON’S DISPUTE
creatures near its edge is not uncommon. “A land destroyed by zealotry and epic conflict.”
Cinder Hive: The largest city of hiveborn in history. This was once a forest of great pulsing life energy.
They have burrowed deep into the Creeping Peaks, It beat with the thrum of the world and the warm
unearthing unknowable secrets, dead civilizations waters gave heat to the mind, body, and soul. That
of advanced technology, and lava. The lava has was long ago, before the ancient war between the
proven to be the most beneficial to them, dragons began. Within a generation, the forest
becoming the main power source of their entire was burned, the wildlife was consumed, and the
city. It has allowed them to craft mighty machines, flowing life energy dwindled to a trickle. Now,
made steam to power their cities, and is even sects dedicated to one dragon or another fight
used to warm homes. They citizens here are not over the last remnants of the mana. Good, evil, or
worried about eruptions, as their advanced somewhere in between, all hold blame for the
technology allows them to control when and destruction of this land but none can escape from
where these blasts take place. this conflict, so long as the ancient warlord
Their buildings are built directly into or on the dragons still command.
side of the mountains. Bridges, trams, and ziplines What began as simple cults, dedicated to the
comprise most of the transit in the city. Most power and ideals of a single dragon, have
hiveborn can fly though, so these methods of developed into entire religions. These religions
travel were built for those who emigrate to Cinder grew in strength and power, accumulating enough
Hive. Their mix of advanced technology and followers to build entire cities around them. The
anachronistic style has made this a hotspot in the dragons saw this as an opportunity for growth
Creeping Peaks. and the strongest among them became
The entire city is ruled by a hiveborn Queen protectors of their particular city. With the
and has been for generations. Her main priority stability life in a city offers, many came seeking a
does not lie in right or wrong, but in the continued place to call home. Warriors, smiths, farmers, and
survival of her hive. She will take whatever means myriad other trades came to settle in the cities
necessary to ensure that safety. It is not often that built upon the ashes of the land. While not every
Cinder Hive goes to war, because of its remote citizen in the city follows the way of their patron
and highly defensible location, but woe to the dragon, few would actively stand against their
enemies who stand against them. might.
Life inside these cities varies wildly depending
Adventure Seeds on the dragon patron that oversees them. Red
The queen of Cinder Hive has met an early dragons oppress their citizens, demanding slave
death. This creates a power struggle as the labor as the spoils of war. Silver dragons guard
Hiveborn once under her splinter into factions. A their citizens from the harsh reality of the world, a
new queen must be created quickly before the city fact that can lead to much bloodshed when a
begins consuming itself. In all the chaos, the need warring army invades. Neon dragons prefer to live
for strong and neutral adventurers is great. among their people, forging alliances without
It’s difficult for people to describe, but a mountain outside forces to protect their luxurious city. The
seems to be sick and dying. You must explore one common thread among each city is the need
deep inside its caves to uncover the root of this for a military force that both protects the borders
strange ailment. and secures their portion of the life force of this
A bright light has begun flashing from deep land.
within the Break. It seems to be a message, but it This military force, referred to as Gatherers,
can’t be deciphered. The cults of this icon see it as wears the insignia of their city and are constantly
a sign of doom. They hire you to escort some of in conflict with other Gatherers. Their main
them deep enough to find the source of the objective is to secure more mana for their city,
unknown illumination. ensuring its life above others. Despite generations

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of conflict, not one city has fallen into complete tourist attraction) for everyone who visits. Each
ruin under the force of another. Despite all shock- floor is a fully stocked bar, diner, and arcade, with
and-awe tactics or “final battles”, the war, deceit, some machines and games being one-of-a-kind
and burning of each city continues in a seemingly relics from other universes. Every arcade machine
impossible cycle. imaginable can be found here, as well as several
Occasionally, peace between a few kingdoms is ne’er-do-wells hiding in the shadows of the
brought about due to the diligent work of leaders glowing high-score screens. These small-time
within the cities. This is almost always short lived hustlers make a living by skimming what they can
as over a dozen sects persist in their desire to off the top or by targeting unsuspecting patrons
fight for one more portion of mana. with stacked wagers or outright violence. Several
larger groups use the arcade as a hideout, with
Notable Places the most notable being the Bling Bling Bandits, a
There is at least one major city dedicated to every group notorious for their crafty plans and copious
major type of dragon, with smaller villages and wealth of game tokens. The Kalvarcade is a risky
outposts serving the desires of lesser dragons or place to venture but well worth the trip, so long as
dragon-like beings. To most outsiders, the cities you watch your back.
are simply referred to by the type of dragon it is Heather’s Haven: A small caravan of busses,
protected by. They usually have names that are vans, food trucks, and mechs that roams the
only used by the denizens of Dragon’s Dispute. entirety of Dragon’s Dispute. Legends say it was
Beat City: Likely the most powerful force in the named after the first paladin to strike out on their
realm, due in part to the natural Beat flair, which own, but some older members claim it was
is compounded by their strength. Guarded by beat simply named after the first van within the group.
dragons of many different musical genres, this While many common citizens of Dragon’s Dispute
city is a melting pot of different ideals and styles. make this roving “home” their home, it is most
The Gatherers of this city prefer to use this music well-known for the paladins who created and
to their advantage, making synth weavers, bards, protect Heather’s Haven. Life in Dragon’s Dispute
and techno vikings the most common foot is hard and tends to churn out warriors of great
soldiers. The entire city is built around one of the conviction at an incredibly high rate. Rather than
last remaining Mana Fountains, which keeps their serve a single dragon or city, these paladins strike
epic style of life possible. against the current powers that be, aligning
Neon City: Built on the edge of the burned themselves with an outside force that seems to
lands of the Dragon’s Dispute, this city is the most push against the eternal war of this land.
removed from the conflict. The immense power However, survival of the group leaves little space
this city requires to stay alight precludes them for black-and-white thinking and often the
from leaving the holy war though. This city is paladins find themselves working for one city or
overrun by neon dragons, all squabbling for another in order to care for their own. This has
control of the city. The eldest among them, the earned them the moniker Heather’s Heathens
Glow Father, keeps the city mostly in balance and from those who wish ill on the group, a name that
allows the infighting of other neon dragons to some paladin wear with surprising honor.
keep their numbers low. Their army uses Black City: This filthy city matches the color in
advanced technology mixed with magic to bolster its name. Drawing from a sticky black form of
their dwindling numbers. mana, they have built their military around
Kalvarcade: Nestled inside neon city is a salvaged cars and battle mechs. The pollution
building, several stories tall and dripping in neon. these machines create shrouds the entire city in a
The building is a beacon of extravagance in an thick smog and coats the buildings with soot.
area on the verge of collapse. Despite its high There is no proper military force within these
energy cost, the Glow Father respects the walls, as every single citizen is enlisted,
location’s importance as a distraction (and minor voluntarily or not, into the fight. They spread

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across the battlefield in metal monstrosities and
pride themselves on glorious death battles. GAIA’S EMBRACE
Gold City: Built high in the mountains, the “The power of nature drummed into an epic
rulers of this city see themselves as above the fervor.”
dragon conflict. Their society is supremely This lush forest is the center of this face, the
hierarchal, a system that gave itself over to power of earth concentrated into a jungle of
corruption long ago. It’s tough to see all the intense magic. The woods sing in a harmonious
bodies this high place was built upon from the top. symphony in moments of peace and sound with a
The Gatherers of Gold City are brimming with thunderous opera in times of conflict. The gigantic
decadence and dripping with titles, ill fit for more woodland is host to millions of creatures from
than flexing their perceived strength at the other every conceivable corner of Cube. Elves populate
cities. Despite what the ruling class would say, the the trees, trogs skirt The Muck, rai of myriad
mana that sustains this city is all but gone and the evolutions are sprinkled throughout, dark caves
rot has begun to show through the cracks. Even conceal dark creatures, oceanic lakes are home to
the gold dragons themselves have all but mermaids and their kin, dwarves make their
abandoned this decrepit hive of villainy and scum. homes in the rich mountains, and all manner of
other creatures call this place home.
Adventure Seeds Being in the center of a face, this section is
stable, only being affected by Shifts on its sides.
A new mana spring has been discovered by
Because of this, the oldest and strongest cities on
your party. It’s only a matter of time before
this face have made their homes here. Some have
someone discovers it and thousands of lives are
built their societies by pushing back the forest,
lost trying to claim it. Will you hide it, let one city
while many others have simply adapted around it.
know about it first, or keep the power for
It’s a melting pot of old and new, arcane and
yourself?
mundane, technological and rudimentary. The
You’ve been hired to sneak into Blue City and
great circle of life is strong here, providing fertile
secret out a dragonborn child of the Glow Father.
ground for a lifetime of adventure within a few
Failure to bring the child back could be just as
miles of your birth.
deadly for you as it could be for the involved
Despite the stability provided by the forest,
nations.
time still takes its toll. Hundreds of lost kingdoms,
You’re asked to help eliminate some guerilla
abandoned cities, destroyed roadways, ancient
resistance members in the forests around Green
temples, and mythic empires are laid to rest in
City. You’re then ambushed by a team of the
Gaia’s Embrace. Their lost secrets are said to hold
guerillas, who are gorillas. They make a
the solution to everything from immortality to the
compelling argument for displacing the current
perfect omelet. Many other kingdoms, especially
leaders in favor of someone more in tune with the
those in New Kem, are willing to play hefty sums
voice of the forest.
for the buried treasures of these forgotten
civilizations.

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Notable Places battling each other as much as they assault the
Deep Wood: To the south of King’s Field, there city or its residents. Occasionally a pirate king will
is a place simply called Deep Wood. Surrounded arise but there is always another scoundrel
by a ring of death and pain, which is hard enough looking to take them down.
to get to by itself, the Deep Wood is a place of King’s Field: Currently the largest living
much mystery. The stories told tell of terrible kingdom within Gaia’s Embrace. Over generations
monsters inside that consume any who can make the kingdom has expanded their land, cutting
it inside, but this is a lie designed to keep people away into the forest. Creatures of the woods have
away. In reality, Deep Wood is a wonderful land, tried to retaliate, and often still do, making the
full of sweet flowers and honeyed winds. edges of the kingdom a dangerous place to be. A
Unicorns, friendly wyrmlings, and all types of fey large suppressive energy field covers the whole of
creatures have carefully cultivated this place into King’s Field, eliminating the sound of the forest
their home. The deathly defenses and visage on and weakening creatures attuned to Gaia’s beat
the outside are also part of the disguise, with while inside this field. This has been the saving
undead treants and other abominations pushing grace of the kingdom time and time again.
away outsiders. Those that make it inside rarely Sections have been lost back to the wilderness,
leave and are often swayed by the sheer wonder but then new sections are carved out in a slow but
of the place. steady conflict.
There is no established governance but old The king is a strange humanoid known as Solus
dragons and fey do not hesitate to expel or the Immortal. He resembles a human with a
expunge creatures who come to this bright place gangly frame and an elongated head. His origins
with dark intentions. Those that leave are usually are a complete mystery, and he often controls his
found near settlements, heavily intoxicated. The kingdom from behind closed doors. In his few
special brew of the Deep Wood creatures making appearances, he has shocked people with his
the expelled question whether they dreamed up understanding of the arcane and the mundane but
the whole thing since no one around believes their always seems to lack any shred of compassion or
ramblings about it. joy. Many question his motives for ruling the
Key’cos: A split city on the ocean called the kingdom and wonder what his ultimate goal is.
Jade Sea, which rests near the middle of Gaia’s The records recount him ruling for at least 2,000
Embrace. Originally just an underwater city of years so far, giving credence to the “immortal”
water dwelling creatures, there was eventually a title. What such a creature could truly want is a
land component built. Now the two halves of complete mystery to those without a larger view
Key’cos live in relative harmony, with special of time and space.
equipment allowing water breathing and The Concert Hall of Elements: One of the first
airbreathing citizens to work together and visit creatures to tap into the Beat of the World,
each half of the city. Though much of the city is Elizabeth Deneque, later known as DJ B-Witched,
balanced, those underwater still hold most of created this amphitheater, cementing their power
political power within the city, something that can and name in history. As the legend goes, the first
often lead to turmoil when differences in law do of what would come to be known as synth
arise. weavers came across a naturally occurring stone
The largest issue that Key’cos must contend bowl, created long ago by volcanic activity. The
with are pirates. The addition of advanced strange shape amplified any sound made within it,
technology into this ecosystem has given pirates allowing B-Witched to harmonize their
quite an edge against simple travelers. Single jet performances far beyond what other arcane
ski riders, small boats loaded with laser cannons, musicians had accomplished, weaving magic that
assault barges overflowing with battle drones, matched the rhythm of the world around them.
these are some of favored tactics of the pirates in They began work to turn the space into the
this area. Thankfully, the pirates are always greatest outdoor concert hall possible, using their

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new attunement to the Beat of the World to carve Adventure Seeds
into the stone and weave the Beat within every A sect of pirates known as the Ashen have
inch of the space. Only when the shell was requested your help in taking down another sect’s
completed did their true plan come to fruition. battle barge. They promise riches beyond
Each bit of practice, each new seat created, each measure that they have assured you will be
single note, dance move, and bit of energy they divvied up and the remainder going to the sick and
used to modify the amphitheater came together needy.
as they performed an ascendant work of music, After taking one step into King’s Field, you are
known now as the Sound of Reality. Much like a greeted by a guard who was told you would be
master wizard and their empowering runes, the there. They take you to meet Solus the Immortal
beautiful performance was amplified by the space and he has a long list of bizarre and impossible
they created, causing the world around them, quests to complete. He warns that failure will
from the ground below to the clouds above, to mean the end of the world but will not elaborate
move along with it. It is unknown what happened on his meaning.
to DJ B-Witched after this, the only thing A raving gnome tells drunken tales of Deep
remaining of the performer being the Wood and offers to take only the bravest and
amphitheater and the persistent music carried on strongest to see the true treasures. Exiled long
the wind through slowly dancing trees. Those who ago, they are simply using greedy adventurers to
stumble across this lost space often report an help force their way back into Deep Wood.
incredible compulsion to dance and hearing music
they can’t quite recall the tune of.

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heard. For this reason, changes to law can be
JET ISLES terribly slow but because all are heard, there is
“High flying islands connected by precarious rarely a need for major changes. The structure of
bridges and airships.” the councils, organizations, and political seats is
Flying high above a sea of terrible force are the usually indecipherable to outsiders because of the
Jet Isles. These islands are suspended by a complex nature of its members. Communications
mixture of magic and machinery that allows them between these anthropomorphic creatures takes
to stay in the same relative position unless place not just in the verbal and written space, but
commanded to move. The power required to keep in sights, gestures, smells, and food. Intermingling
these islands afloat consumes many resources, of customs and blurring of divides leads to great
forcing to the Jet Isles to engage in serious trade stability but can make even a simple town hall
and to conserve energy whenever possible. meeting impossible to follow for those new to its
Despite this, the brilliant peoples of Jet Isles live in intricacies.
relative comfort and most enjoy a life as free as The city itself is ill designed, having simply
the air around them. They travel from island to been bolted onto over time. The streets are
island on plains, warp trains, and gyro-mobiles. congested and winding with buildings built on top
Some take this freedom a little too far, of one another, sometimes leaning into one
becoming sky pirates who prey on the smaller another. The great minds of the city supplement
islands and even control some of them. Those the design with technology to keep it from all
that are caught are often exiled to the islands crumbling, which only adds to the mishmash
Mercy or Repentance where they are expected to construction of the whole thing.
serve their sentence in peace. This rarely ever Mercy and Repentance: Two important islands
happens, and most sky pirates are back in the air within the Jet Island domain, but ones that are not
before sunset on the day of their exile. Despite held in the sky. They are used as penal colonies
this, the free loving ideals of most Jet Isles citizens for citizens of the Jet Isles deemed too dangerous
makes much harsher punishment out of the to themselves or others to be allowed on the
question. Likewise, most pirates rarely engage in islands. Over time, these outcasts have built their
much more than larceny, harassment, and own society; one with a deep hate for those that
vandalism; unwilling to turn too hard into live in the “sky castles” above them. This
malevolent ideals. Most pirates. perpetuates the problem, as young rebellious
Another notable difference of the creatures hearts often join visiting pirates to go and plunder
inhabiting Jet Isles, and something that likely the Jet Isles. Once they are caught, the cycle
leads to their more forgiving nature, is that they continues anew. Occasionally, they will join in the
are almost all exclusively humanoid animals and Dragon’s Dispute, but the difficulty of the mana
beasts. Their visage and animalistic nature can wars makes this an uncommon occurrence.
make it hard to adapt to the world outside, but the The islands were created to be a place of
Jet Isles offers them a home, safe from the reflection and redemption. Mercy has beautiful
assumptions and harshness of the rest of the vistas, natural springs, and open fields of slow
world. Bears, ducks, tigers, and all manner of winds. It was even once regarded as a great
other humanoid beasts or were-creatures call Jet tourist location for many on this face. Repentance
Isles their home. was slightly harsher, serving as an approximation
of punishment with deadly monsters, hard land,
Notable Places and dying forests. Both were designed to teach
Whale Island: The largest and most heavily the value of life in an indirect way but both
populated of all the islands. It is run by a council backfired. Avarice and boredom destroyed most
that is a conglomeration of rulers from each of the beauty of Mercy, with one or another group
disparate island. It is of utmost importance that vying for control. Repentance bred harder
every voice and group, no matter the size, be

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criminals, the deadlier ones turning their eyes only a matter of time before the mistakes of the
away from the soft Jet Isles and on more past destroy the future.
challenging endeavors in the world. There is some
conflict between the two islands, but they are Adventure Seeds
joined in their hate against those they see a A failing air delivery business has hired you to
lording above them. help with what could be the job that makes or
Charisma Check: What initially started as a breaks them. Trouble arises when a rival delivery
small tavern, cheekily named to draw in regular company, disguised as pirates, attempts to take
patrons and traveling tourists, somehow fell into down your airships and seal the company’s fate.
an expanding institution for learning everything Off the coast of Repentance, denizens have
from ballroom dancing to public speaking to spotted the breaking of waves. The Below Beasts
monster charming. The tavern was initially are known to break the surface occasionally, but
squared into a small village on one of the outlying this is much closer and getting closer each day.
floating isles but, as their open mic nights and live Will you help evacuate, or help fight?
music increased in popularity, they began A masked vigilante has been cleaning up the
expanding, buying what little land and houses streets of one of the seedier pirate-controlled
were available and enveloping it into a islands. You’re asked to help identify them and
hodgepodge school, focused entirely on bring them in for questioning, or an award
charismatic behaviors. Its campus now covers the ceremony, or maybe have lunch with the
entire island and even expands slightly beyond it. vigilante? You’re not exactly sure what Mayor
Despite its strange appearance and origins, it is Bear was asking you to do.
well known throughout Cube and is the place to
learn about almost every kind of performative art,
and the drinks are still pretty good too!
Below: This is the name given to the entirety of
the sea underneath the floating isles. Long ago,
experiments by the scientists of the Jet Isles,
before they flew and were known as such, were
trying to improve the power and lifespan of their
citizens. They succeeded, but at a huge cost. The
altered beasts eventual became unstable. They
grew into megalithic monsters whose hunger was
impossible to satiate. With the help of other
nations, they drove then new creatures into the
oceans and built lifters for their islands, putting
them far outside the reach of the monsters below.
The deep ocean swallowed them, their huge mass
sinking them to the bottom. As of now, there have
been none who have found another shore to climb
upon, but it is well known that they are still alive,
trapped at the bottom of the ocean, hungry and
drowning but unable to die.
Whenever one is spotted, in a miraculous
breech or from purposeful sea exploration, it has
always changed. New appendages, new abilities,
new evolutionary traits to aid in its agony of
survival. Unless they are somehow stopped, it’s

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NEW KEM they are reduced to more particles in the sands.
“The brash boundary between life and death.” Those in armor could find themselves buried
New Kem is built upon the ashes Old Kem, a cycle without sinking an inch as the sand slowly build
repeated countless times. These lands are a up around them. There are legends of a plastic
breeding ground for evil and conflict, with every city but surely it could not withstand the harsh
inch of the ground having tasted blood. The iron winds.
unique properties of the Demon Twins volcanos Jon City John: Named after a pair of ancient
make this region an easy spot to rip open portals soldiers who warred for control of the kingdom. It
to other planes. The first, a largescale demonic is the largest city in New Kem and is built upon the
invasion that was repelled generations ago, ruins of countless cities before it. This has led to
resulted in so much bloodshed that it forcibly much confusion on the original name of the city
loosened the dimensional bonds even further. and who the rightful ruler is. At this moment it is
Since then, many other factions have used the led by an ancient ultra-buff ceran rontar warrior
weakened dimensional walls to invade. who is rumored to have lived forever. This city
Conquering robots, legions of undead, corrupted acts as the major voice for the realm, securing
gods, even alternate versions of New Kem have much needed supplies from other cities they
taken a chance at pushing into these lands. As consider too weak to handle the invasions they
each new invasion is repelled, more life is spilled, repel.
and the lines between worlds grow even thinner. It
is a cycle that seems unstoppable now, except by Adventure Seeds
a Shift of Cube. The Demon Twins have become more active,
The kingdoms of New Kem are in constant making invasions almost commonplace. Find a
battle against the invasions and against each way to quell their fires, if only for long enough for
other. Only the strongest survive in these lands the kingdoms the recuperate.
and that has let some strong but unsavory rulers An expedition of researchers found something
rise to the top. Because the kingdoms keep the in the Hungry Sands but have stopped responding
invasions from spreading to the rest of Cube, the to hails. What did they find and where are they
rulers demand recompence from other kingdoms now?
in the form of soldiers and arsenals. There is often Mages have discovered a strange arcane portal
a great deal of subterfuge and sabotage between ready to open in a remote location. It seems like it
the kingdoms as they play dangerous political will be huge, large enough for an entire city to be
games with warriors turned politicians. It is a transported through. What terrible force is on its
place of hard peoples, with harsh lives, that cull way?
the soft-hearted and sharpen the soul.
For an adventurer seeking power, this is a land
of high risk and reward, if they can tolerate the NEWTON WASTES
injustice the kingdoms bring on their people for “A vast desert of unlikely possibilities. “
the promise of “world security.” On the south of this face there is a sprawling
desert of tremendous size. Large lakes and oasis
Notable Places bastions allow a plethora of life to live there that
would not normally be possible. It gets its name
Demon Twins: A pair of volcanoes churning
from the strange gravitational forces that twist
with evil energy and fire. They appear to be giant
the sands into strange creations. There are
flaming horns jutting from the ground. When they
underground sand caves, created only by the
erupt, they do so simultaneously. This almost
repellant nature of certain minerals in the sand.
always acts as a herald for the next wave of
Great mountains of sand are peaked with snow.
invaders.
Geometric shapes accumulate and create
Hungry Sands: A desert of sand particles that
multilayered floating dunes, each with diverse but
latch onto metals rapidly and eat at them until

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interlinked ecosystems. Great magicians and only serves to keep itself in motion. In this way, it
powerful elemental wielders can shape the sand is not unlike most societies in this world or others.
to their whim, creating permanent fortresses that There is a tenuous relationship between the
magnetically repel attackers or temporary wizard marauding clans, each one trading with the other
towers that move overnight. Very few things in to gain enough resources to destroy a third. The
the Newton Wastes are a constant, which makes largest types of commerce include vehicles,
travel here a dangerous endeavor. energy sources, weaponry, blood, and knowledge.
The sand of the Newton Wastes is charged If one clan can gather enough of these resources,
with myriad energies. Some places hold magnetic they can sometimes gain a large enough foothold
charge, some hold an electrical shock, while some to dominate over the other clans. This is always
are totally inert until living creatures step into short lived as life in the Gasoline Empire is cheap
them. There are patches known as Sick Sands that and the best permanence you can hope for is for a
cause grievous sores and eventual death. This Sick witness to tell of your glorious death.
Sand is a rich source of power though and many Info Dump: A city nestled between a branching
make a living just hunting down these patches and mountain range. Originally a small settlement of
collecting them, despite the harm it causes their dwarves and gnomes collecting and researching
bodies. Be cognizant of the color and composition the peculiar sands and stones of this region. These
of the sand around you so that you do not precious minerals brought in many settlers who
accidentally call a hail of deadly energy upon were hungry for a quick payload of riches. As the
yourself. city grew, so did its needs and soon the strange
Because of the strange nature of the sands and crystals and sands were not just for research but
the weakened dimensional barriers near New also collected to power homes. Despite the
Kem, this area is frequented by strange wonders booming growth, the dwarves and gnomes never
from beyond the stars and imagination. Mirages lost control of the city and serve as a ruling
become reality and reality can fade into nothing balance of science and industry.
as you adjust to the beings and creations that just Many breakthroughs have been discovered in
simply shouldn’t be. Natives of the sands know Info Dump, from self-cooking pancakes to
better than to always trust what they see and that overnight cybernetic appendage replacement.
sometimes walking into an unknown part of the Nothing in the city has been untouched by
desert is better than walking into the unknown technology and few of the citizens live without
thing which blocks your path. Travelling the some kind of augmentation. This means that,
Newton Wastes requires a guarding of your water, when the peace is disturbed, things can become
energy, and mind. out of hand very quickly. Though uncommon,
riots, protests, and simple vandalism can leave
Notable Places hundreds of dead in their wake. This is simply
Gasoline Empire: A harsh wasteland society thought of as “the price you pay for progress” to
with scarce resources and bands of marauders many Info Dump citizens and leaders. The citizens
loosely tied to the strongest among themselves. often think differently.
In a world of magic and machine, there is no Launch Pad: In the Newton Wastes there is a
reason for such a society to rightly exist. Just relatively small area that has a mostly predictable
beyond the sands there is plentiful resources, gravitational rhythm. On a regular interval, the
enough to sustain the surprisingly large tribal gravity lessens from the planet’s average to
gangs. What brings them together is a mix of near nearly zero. This effect extends in an uneven line
religious indoctrination, zealous action, and a that equalizes high above Cube. This is quite ideal
strong desire to live a life on such an edge. Simply for space faring vessels as they can break into
by one group existing, the nature of the realm orbit using far less energy and fuel than on any
brings another group in to balance them. This other part of this face.
mad lifestyle is a self-perpetuating machine that

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The ease of space travel has brought countless down an army, and blow the other racers into the
adventurous souls, from this planet and beyond, afterlife.
into the walls of Launch Pad. Originally a handful A refined element from Sick Sand has been
of rocket platforms, the city now supports life of produced in Info Dump. It is impossibly small and
many forms and carries dozens of ships up and offers near limitless energy. Still in the
down each gravity cycle. The spaceport has even developmental stage, and quite unstable, a thrum
made a name for itself across the galactic system, of war for control between the augmented begins
a reputation for interesting trade and tourism in to beat. Where will you stand when blood and
an already strange universe. electricity flows?
Hartley’s Holo-Hearth: Nestled into the back A local hero is Launch Pad, the vigilante
alleys of Launch Pad is a series of taverns, Cowlbear, has decided to take one of your party
lounges, inns, clubs, and any number of other under their wing and teach them the ways of the
recreational establishments, all connected, and all rogue hero. Cowlbear is well respected among the
locally referred to as Hartley’s. This chain of populace but the added attention towards your
loosely connected venues is well known for party can be a bit much.
appealing very directly to whoever enters it, with
the inside having a wholly different aesthetic
depending on the creature observing it. Each PRIMORDIAL WILDERNESS
individual sees something different, from different “An iridescent marsh of ancient heroes, horrors,
holographic staff all the way to different and dinosaurs. “
programs on any given screen. It is highly An old place from an old world. The Primordial
personalized, with even creatures of the same Wilderness is a strange mix of time-capsuled life
family seeing slightly different things. Though the and technologically adapted civilizations. This
skeleton of the building is hard to directly change, oddly colored place overtakes all attempts at a
hard-light holograms and illusions fill in most of typical city within it trees. Considered one large
the gaps and provide tangible games and other swamp, it seems to be just as much alive as the
interactable elements for each location. Willing creatures who live within it. What the true desires
creatures can let others see the venue as they see of such a collected creature are is impossible to
it, but this is rarely done, simply because it know, but it is well known that it typically only
becomes less appealing as soon as a creature responds negatively to wanton violence on plant
shifts to another view than their own. This life. Creatures living here know, if you intend to
personalization makes every Hartley’s a favorite cut down a Pulse Tree, you better plant two in its
Hartley’s and has made those behind it very place.
profitable and very powerful. Despite the swamp’s aversion to plant violence,
animal violence is quite common. Epic battles of
Adventure Seeds life and death play out in sizes ranging from tiny
to tyrannosaurus every minute. The intelligent
A group of local kids challenge the party to a
creatures who have adapted to live there have a
rocket boarding contest. After procuring a few
strange balance of plant penance, violence against
hoverboards you’re informed that rocket boarding
the wildlife, and salved magics or technologies.
involves riding down the ascending spaceships at
This has led to the creation of many religions and
Launch Pad, doing as many tricks as possible off
codes of conduct that are taught to children as
them, and trying to make it down without killing
soon as possible. Without following these strict
yourself.
rules, the Primordial Wilderness will literally eat
The Furious Cult of Max has blamed you for
you alive.
the death of one of their leaders. This is
Technology is commonplace in the Primordial
considered a challenge of clan ownership and you
Wilderness, though little is actually made there.
are compelled into a death race. Get a vehicle,
Villages of trogs may have a leader decked out
equip it with enough weaponry and power to take

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with jetpacks and laser guns of a city across the massive young and restarting their society, and
world. Some scavenger groups have access to the ancient feuds, all over again.
large mechs that bolsters their ranks. Even beasts Red Roots: Along the southern border of the
of burden are sometimes given powerful robotic Primordial Wilderness the marshes begin to twist
exo-skeletons. The Primordial Wilderness attracts in unusual ways. The Barrier to the south has seen
the attention of many across the world, such as much degradation, allowing swimming
scientists, historians, adventurers, and greedy aberrations and b-ugz to make their way into the
kings. Very few of these groups ever survive, swamp. This has caused numerous confusing
leaving valuable equipment behind; something adaptations by the local wildlife. Man-sized
that attracts even more explorers. When the mosquitos, swamp devils, flying alligators,
citizens of this land find these items, it is lightning snakes, squirrelipedes, these things are
considered a gift of the swamp and is seen as a common occurrences in Red Roots. This is
great blessing. compounded by the way the swamp has adapted
to resist corruption, becoming sensitive and
Notable Places violent at even minor disruptions. Red Roots gets
The Walking Cities: All across the marshes its name from the water and roots of trees, which
there roam giant creatures known as has absorbed so much blood that everything is
yggdrasaurs. Upon their backs are various types stained a deep red.
of settlements, from small villages for young The Muck: Where Gaia’s Embrace and the
yggdrasaurs, to compact cities on the backs of Primordial Wilderness intersect is a great damp
elders. These wandering settlements create a forest known simply as The Muck. Thick mud and
unique balance of nomadic and settled life, forest rot make it nearly impassable except by
allowing for travel without leaving the comfort of highly specialized animals and equipment. Even
an established home. Typically, the citizens of one the mighty yggdrasaur will not try passing, their
yggdrasaur do not get along with another, citing immense bulk totally negating their natural
ancient feuds and religious doctrine to justify strength in such a place. It is a favorite of some
violence against another. The defense force of guilds of ill gains because of the difficulty it takes
most walking cities is comprised of Dino to get in and out of it. A few pockets of civilization
Commanders, specialized troops that ride make their homes in the trees, building bridges
dinosaurs equipped with technological and swinging on vines to avoid the mud monsters
enhancements like laser cannons and rocket jaws. below. Deep beyond the farthest most can travel,
If a city is defeated, the survivors will search for a there can be heard the rumbling of a creature
pregnant yggdrasaur, stealing and nurturing the simply known as Zoromin’s Gator.

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Exoto-Park: An excerpt from a travel guide An adventuring party who went into The Muck
“Welcome to Exoto-Park. The 10th through 15th over 1,000 years ago returns as if they had been
wonder of the world! From humble beginnings as gone only a week. They are shocked at the new
a simple dinosaur themed amusement park, we world and ask you to help them adjust but old
have grown into a metropolis of the fantastic! feuds and prejudices die hard.
Seeking an ideal vacation? Come enjoy our
Colossal Coasters or Dinosaur Rides*! Looking for
a romantic getaway? Take part in out weeklong VECTOR WILDS
“Survival Challenge” where, if you make it out “A broken empire, overrun by corruption.“
alive, you’ll be making out for life*! Maybe you are Also called the Broken Lands or the Forgotten
looking for a new place to call home? Along with Empire, this is a once great kingdom that has
the many beautiful restaurants, shops, and fallen to the powers of Corruption. The last name
attractions owned by private citizens, we also the region went by was allegedly Slate Eagle, but
have a plethora of Exoto-Park employment very little records exist to confirm this. Like many
opportunities! Join out prestigious Wilderness things in the Retroverse, this land was
Guard, who help keep the harmful forest from transplanted wholesale from another reality.
attacking citizens and guests! Dinosaur trainers What little history exists from that realm paints it
are always in short supply, we will provide all the as an average medieval empire. There were
training and all legally required safety equipment! warring kingdoms, knights of legend, and
Maybe you’d like a little adventure in your life? multicolored dragons of all sorts. The kingdom
Exoto-Park founder, Trimbalius Fizzlebang Jax, was able to adapt to Cube only because of their
was once an adventurer like you, until he founded extreme magic prowess, staving off any advances
the wondrous park you see! There is always a from more technologically superior civilizations.
monster hunt or wondrous artifact he and his This arcane ability would be their downfall
Quest Assistants can provide you with*! So, what though, as one too many malicious mages made
are you waiting for!? Come be part of something monstrous machinations for might and magic.
bigger. Come be Exoto-Park!” The stories passed down tell of an epic battle
“*Exoto-Park, its subsidiaries and all holdings of between heroes from across Cube joining to beat
Exoto-Park LLC, including but not limited to: Magi- a techno-lich. The evil wizard had fused their body
Land, Trimbalius World, and Desire Island, are not with magic and machinery and was burrowing a
responsible for the; accidental death, tunnel deep into Cube in order to bolster their
dismemberment, maiming, curses, evil pacts, power with the corruption inside. The heroes lost
planar shifts, corruption, or other harm; physical, this battle, as the techno-lich struck a flowing vein
spiritual, mental, or otherwise, of any Exoto-Park of corruption which consumed all involved in its
employees, citizens, or guests. data explosion. This vein became known as the
Adventure Seeds Glitch Fountain and proved to be too strong for
anyone to stop. The local kingdoms rescued those
Surprising no one, many ferocious dinosaurs
they could, but their rescue efforts were quickly
have escaped their cages in the city of Exoto-Park
overwhelmed. They built The Barrier in the sea,
and the party is called in to save as many lives as
cutting Slate Eagle and its inhabitants away from
possible. They are offered a bonus for each
the rest of the world.
dinosaur saved and placed back in their pens, but
Today, the land is barely recognizable as the
only a flat rate for saving the park’s guests.
once great empire it was. The peculiar nature of
The last surviving member of a fallen
the Vector Wilds makes exploring and mapping
yggdrasaur city has made a pact with something
these areas a fruitless effort. Land folds in on
evil and hungry. They work to build an army
itself, new areas are created overnight and then
capable of killing the oldest yggdrasaur so the
vanish just as quickly, even the cardinal directions
Sorrow Without Satisfaction can cook and eat it. A
splinter into unrecognizable signals. Despite this,
war of epic proportions is brewing.
there still exist pockets of the land untouched by
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the corruption, standing in strange bubbles that surrounding The Barrier. The aptly named Barrier
defy explanation. The creatures who live here are City, serves as the capital of this man-made land.
just as peculiar as the lands around them, with Still technically a part of Slate Eagle, the city
nonsensical customs and hodgepodge lineage. If funds frequent excursions into the Vector Wilds
one wishes to explore the Drawline Fields, the Sea for needed supplies, like freshwater, dirt, and
of Errors, or the Fractal Mountains, hiring a guide artifacts they can export.
from these odd bubbles of civilization is a must.
The Vector Wilds are a beautiful and dangerous
place, something most adventurers find
impossible to resist.

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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Glitch Fountain: A sheer black volcano pulsing Adventure Seeds
with straight lines of multicolored energy. This Warren’s Grove has appeared yet again, and
place is a wound on Cube’s face, serving as a you have received a letter from an old
reminder of the terrible energy the planet holds acquaintance urging you to help him recover his
captive. It has remained dormant for many years stolen duck. Travel to the Hoff Keep and take on
for ill understood reasons. The most pervasive the greatest challenge of your life!
theory is that the power at the core of Cube has The heroes of the legendary techno-lich battle
given up trying to free itself in this way. Testing have been spotted, still living in the realm. This
any theories about the spire’s nature is extremely impossibility must be researched, and the
difficult due to the destructive nature it resumes if corrupted legends eradicated if possible.
any uncorrupted creatures get too close. And An entity calling themselves the Corrupted
those who are corrupted often describe hearing a Emperor has been using strange black collars to
very compelling voice speaking to their very cells take control of fully corrupted beasts and b-ugz.
when they approach Glitch Fountain. The wound They are amassing an army of corrupted
needs to be healed but none yet have discerned creatures, claiming Seed has revealed their
how exactly that can be done. destiny to be the ruler of Cube.
First Step: The intense level of corruption A corrupted beast rivaling the power of the
within the Vector Wilds impacts the local wildlife gods has been tearing through the land, slowly
in many strange ways, up to and including advancing towards the Barrier. You must find a
awakening many creatures. While worlds of magic way to stop it or deter it until the citizens there
have things like awakened bears and rabbits as a can be evacuated. The leaders on the Barrier
somewhat common trope, anything and refuse to let the evacuation progress.
everything can suddenly find itself conscious
within this land. Monsters, aberrations, constructs,
plants, rocks, air, even the Code itself can YUE ISLANDS
sometime be warped enough to create a living “Where the days are brilliant and the night
thing. This is where First Step comes into play. It is glistens.”
a small village, resting just on the outskirts of the The ocean floor around these islands is coated
Drawaline Fields, and serves as a place of learning in beautiful crystals and precious stones. Over
for these newly mindful creatures. The village time, these are leeched on by the ocean, creating
itself is a kind of mock test, created to be much water that sparkles like glamorous jewelry. As this
like a “common village” and giving these creatures water is released into the air, it gives the very air a
a chance to adapt to the world around them, harmless shimmering effect. The natural light
instead of stumbling about in the larger world and from the sun mixes with this effect to make it
likely becoming the target of overzealous appear as if nature itself is about to perform a
adventurers. While initially run by volunteers beautiful show.
from Barrier City, it now is maintained more The true wonder begins at night though. Even a
regularly by those the test village taught, sliver of moon sheds enough light to be reflected
awakened creatures who want to help their fellow by the air and sea. The light will be caught into
misunderstood souls adapt safely to the world millions of refractants that amplify the light into a
they suddenly find themselves in. This continual lustrous array of colors. The sky shines a brilliant
kindness has extended out to the larger world, purple and the light from the stars is intensified
populating it with myriad villages, starting with into a wondrous gleam.
the Second, Third, Fourth Step and onwards. Each The denizens of these islands have built their
village like this has the “common village” aesthetic cities to mimic these natural effects and by doing
and is a place where strange monstrosities, like so have bolstered the natural flair creating them.
awakened owlbears, and more common There are great cities of chrome and neon lights
monstrosities, like humans, intermingle freely. and small villages are built with light wells

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designed to capture and use the energy. Forest tourism industry, attracting those seeking an
creatures, monstrous or otherwise, have escape from the busy life of the larger cities in the
developed camouflage to blend in with the region. The local shops and inns play up the “small
saturated colors of the forest. town” aesthetic, offering rustic amenities at big
It is much like a dream. city prices. This peculiar economy makes it
popular with the crews of travelling trading
Notable Places vessels and vacationing families.
City of Ohm: Built just on the edges of New Peppertown is most famous for a weapons
Kem, this is a primarily wo’nari inhabited city manufacturing factory that produces large caliber
dedicated to defense. Though not nearly as hostile and high-quality blasters and blaster Rifles,
as the other New Kem cities, they still handle incorporating the prismatic shimmer the Yue
most invasion problems on the Fragmented Islands are known for into their designs and
Coasts. Because they are not under constant ammunition. These beautiful weapons, sometimes
attack but still have a war bolstered economy, called Peppertown Cannons, have a reputation
they have been able to progress their technology among adventurers as being more accurate,
to great heights. The fashion in this city is a reliable, and durable than similar rifles made by
mixture of high-tech weaponry and armor mixed other weaponsmiths. Whether this reputation is
with glowing accents. Generally a dazzling city to earned is sometimes up for debate among
live in, there is a growing criminal underbelly seasoned adventurers, but for many, owning a
focused on exporting advanced tech and Peppertown Cannon is seen as a status symbol of
armaments to less discerning nations. a successful adventurer. “Nothing’s truer than a
Shimmer Island: A sprawling metropolitan city Peppertown Cannon” is a common marketing
that has reached out to the edges of the entire slogan used by the manufacturing facility.
island. The city is inviting to any semi-peaceable
creature, and many have come here to start their Adventure Seeds
lives over. It shines bright enough to be seen from A member of the Radiami Rebels has been
the other Yue Islands. Once a place of bloody murdered. They are promising to interview new
crime, conflict, and subterfuge, it was taken over members and have hinted that anyone who solves
by a guild of heroes, known as the Radiami Rebels, the mystery of their murdered member will be
that now keep the peace. Crime hasn’t stopped first in line.
though; it’s just become far more subtle. A new gang in Ohm has made a name for
Prism Caves: Underneath the islands are caves themselves by outfitting dinosaurs with advanced
full to bursting with glowing creatures and pulsing technology. Rumor has it they are planning a huge
gems. Some caverns are even dry enough to be attack on one of the largest banks in the city.
explored on foot. These are not simply banks of Some dense cousin of a distant prince has decided
treasure for the taking, they are, in fact, deadly they will conquer the Prism Caves to make a
catacombs. The dazzle properties in the quadrant name for themselves. The enlist the party to help
affect even the unsavory and malevolent parts of them collect as many “trophies” from the caves as
the world, making these places ideal for foolhardy possible.
adventurers. Though many have attempted to
travel deep into these endless crystal mazes,
none have returned uninjured. And none have ROAMING LOCATIONS
found the source of the terrible discordant music The following are some interesting locations that
they hear coming from the depths. could exist in any area to provide something
Peppertown: Peppertown is a humble trading interesting for your players to stumble upon.
town on the shores of the mainland near the Yue Simon’s Stone: A single gravestone, standing
Islands. The serene beaches and pleasant weather stark in an unusual place. No matter where this is
around Peppertown have created a modest found, it will seem greatly out of place, such as in

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an empty field, on top of a building, or in a leftovers from whenever Jay-Reth decides to
bathroom. It has an immaculate skull carved (or remodel Warren’s Grove, meaning the junk is
possibly placed) into it. Two red gemstones reside often littered with dead bodies as well. These piles
in the eyes, apparently dormant but able to of random items; ranging from highly advanced
protect themselves with incredible hidden technological neon buildings to rudimentary CRT
lightning magic. The gems feature inscriptions of a computer screens, with a smattering of medieval
long dead language. Careful inspection is required construction and weapons thrown in for good
to gleam any real information from this stone and flavor; form the underlying groundwork for a very
the gems but also places the observer at great bizarre city. Warren’s Warrens is somewhat like a
risk. The gravestone has a somewhat humorous city, somewhat like a sewer, and a whole lot like a
warning carved into it. dungeon. Whole generations live and die here,
“Here lies a confused lich, thriving off the junk of a god. In its mazelike
Who defied death but died in a ditch. streets, you can find just about anything you could
If you seek their power, take great heed; possibly imagine, assuming you’ve got the coin.
They’ll catch and consume you by your greed.” Getting in is often no problem, getting out is a
Eliset Tower: A somewhat mundane looking very different story.
tower, several stories tall, responsible for the Puusalu’s Void: A bizarre place that is
death of thousands of adventurers. The tower is completely blank, a white void that seems to have
much like the Retroverse itself, constantly shifting no discernable end or beginning. Once inside,
and rearranging, or sometimes just stealing, creatures begin to feel a sense of comforting
aspects or whole floors from other dungeons. warmth that stays with them and gives them the
Each day, it shifts its location to another random urge to stay. After some time, creatures inside
place, sticking mostly to Cube but being reported begin to fade, literally, becoming more
to roam across the multiverse, sometimes transparent minute after minute until they
appearing in the middle of a completely different become part of the void itself. Escaping is no easy
dungeon. Wherever it goes, it takes or transposes task and is nearly impossible without outside help.
pieces of itself, snagging pieces of dungeons, city The space is named after the first (and possibly
corners, abandoned ruins, dragon’s lairs, etc. and only) adventurer to escape. Nobody believed them
then replacing them with something else it has though as the others who find this roving void
stolen. It is a constantly shifting, vertical dungeon almost never escape to tell the tale.
that nobody has ever reached the top of. The
constant plucking of dangerous areas makes it an
amazing opportunity for adventurers, offering
riches and magical items they might otherwise
have to travel great distances to obtain, often at a
higher cost than they were willing to pay. Though
it is hard to know exactly where this tower will
appear next, glitchimar seem to have an ill
understood connection to the place, feeling its
presence whenever they are nearby. What power
awaits at the top that calls to these Code-blessed
adventurers?
Warren’s Warrens: A place large enough to be
considered a city, built from the discarded waste
of Warren’s Grove. Occasionally, on a schedule
that makes sense to the god Jay-Reth but rarely
does to others, beaten and battered trash will
simply appear in this gigantic heap. This is the

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The following table can be used to help generate
the next dungeon, a larger arc, or the world-
ending big bad. Because of the nature of such
tables, the syntax may need some massaging to
make it viable. If a story seed makes very little
sense, don’t immediately rule it out. Sometimes
the most convoluted or strange idea can lead
down a fun creative path and result in an amazing
adventure you could not have imagined on your
own.

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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31 Heavily Seasoned Queen Are Grinding Up Doom
32 Dimensional Charlatan Flee From Dad Jokes
33 A Village of Zombie Are Painting Anime
34 Resurrected Actor Are Working Towards Comeuppance
35 Skeletal Human Are Collecting Soup
36 Wandering Imposter Dance With Space
37 Invisible Cloud Accumulate Power With Their Audience
38 Cheesy King Reject Cows
39 Shadow Child Wish For The Ocean
40 Melting Clone Are Bored Of The Apocalypse
41 Holy Soldier Are Watching Air
42 Evil Dwarf Have Poisoned A Utopia
43 Diseased Reptile Are Trashing Unicorns
44 Curious Hag Are Lying About Magic
45 Subjected Influencer Work On Eggs
46 Chivalrous Synthetic Are Singing Clothing
47 Robotic Emperor Are Sneaking Into The Void
48 A Heroic Team of Cleric Are Committed To Bones
49 Dishonest Tiefling Are Hurt By Wizards
50 Psychic De-Fragger Are Cloning Yellow
51 Frozen Cards Scream At Fire
52 Romantic Dragonborn Live With Guitars
53 Starving Cyblight Write Viruses
54 Prophesized Villain Went Extinct By Vitamins
55 Missing Valkyrie Remember Coffee
56 Skateboarding Racoons Are Haunting Themselves
57 Sparkling Father Contracted Exercise
58 Random Bard Protect Lo-Fi
59 Late Dentist Are Buzzing Rare Cards
60 Dull Toilets Excavated Magic
61 Trashy Half-orc Are Turning Into Mystery
62 Flaming Ranger Don’t Understand Dirt
63 Caffeinated Cow Cook Revolution
64 Vitamin Rich Sorcerer Are Cooking Sickness
65 Revolutionary Mimic Pick On Concerts
66 Party Scientist Connect Wild Magic
67 Music Loving Beefcakes Step On The Man
68 Repentant Fighter Have Given Up On The Heavens
69 Sexy Veteran Have Revised Crop Circles
70 Poor Barbarian Won’t Work With Mud
71 Rockstar Boogers Love Gold
72 Henchmen of Bubbles Are Influencing A Guild
73 Pixelated Bees Can’t Remember Puns
74 Partying Beetle Cough Up Milk
75 Destined Rogue Take Pride In Trees
76 Inebriated Mummy Are Revolting Against Cleanliness
77 Flaming Druid Edit Magic Beans

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78 Thankful Mother Ride On Bees
79 Draconic ORB Reference Red
80 Spicy Squirrel Gain Power From Toilets
81 The writings of Warlock Wish to Stop Artifacts
82 Watery Henshin Lick Cows
83 Impatient Moon Separated Buildings
84 Modern Monk Set Fire To Eyes
85 Imaginary Half-elf Have Defiled Time Travel
86 Muscly Hearts Have Stolen From Sadness
87 Athletic Shrimp Relax With Energy Drinks
88 Tired Chosen One Send Mail To Wonder
89 Sacrilegious Trog Partying With Teeth
90 Vile Officer Have Sewn Beer
91 Cursed Vampire Will Reap Blue
92 Rude Robot Chew On Thought
93 Juicy Holo-knight Ignore Wishes
94 Masked Apogee Introduces Dice
95 Statues of Halfling Are Framed For Hearts
96 Famous Synth Weaver Ally With Skateboards
97 Haunted Pop Idols Horde Neon
98 Fallen Paladin Stop Clones
99 Rich Elf Sees Green
100 Corrupted Star Hate Cities

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for glorious challenge? Do you wish to have your
name remembered as one of the few to surmount
Warren's Grove? Whatever the reason, you make
haste and find yourself there, with a few days to
spare before it disappears again.

[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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why are they so insistent that you don't try and Bootstraps
repair the source? Things have been better for you. Due to a string of
The Black Castle. A striking castle hides a poor luck and even poorer decisions, you find
monstrous dungeon. Exploring deeper and deeper yourself broke and hungry. People hound you at
gets you closer to your goal, but how long can you every turn for money you don’t have, often
keep it up? And with only a few days left to spare threatening to beat it out of you. The letter from
before Warren’s Grove disappears! The true Wyatt was a welcome break, and maybe you can
purpose of Warren’s Grove reveals itself to those turn things around for yourself. This might just be
that seek the unimaginable power within. your big change to get back on top.

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.

Guts and Glory Distant Family


You're brave to some, foolhardy to most. When Wyatt is some sort of uncle of yours. You did not
you received Wyatt's letter you were immediately know him so well, but he always seemed to take
assaulted with daydreams of treasure, battle, and an interest in your life. He was kind to you and
victory. Without a moment’s hesitation, you set off never forgot a birthday, even though you hardly
to Warren's Grove, imagining the piles of treasure ever spoke to him. When his letter came in you
and adoration you would obtain. felt a small sense of familial obligation. Maybe
this will give you a chance to bond with this kind
A Friend in Need stranger.
Wyatt is a close friend of yours. You and he grew
up together or served together in battle. A bond of
friendship and love links you two together, even
across great distances. It may seem silly that he
wants you to recover his duck, but you would do
anything for your friend in need.

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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tent’s surroundings rings to you as a calling card
of Wyatt. At first glance though, Wyatt is nowhere
in sight.”
[Tl;DR] Wyatt has been taken hostage by four Neo
Bandits. Save him and obtain the key for the 1 - NARROW PASSAGE
Yellow Castle. From the outside, Warren's Grove is an
impassable thicket of greenery. At the south end
NPCs: Wyatt Ferris. there is a small break in the trees that offers
Key Items: Bird Key passage. The characters can go through one by
Enemies: Neo Bandits, Karma Chameleon one and will arrive in The Grove after around 10
minutes of travel.
Warren's Grove is a very peaceful place. It's
appearance always overrides the surrounding
area. It can be in a desert, arctic wastes, swamp, 2 – SMATTERING OF BRIDGES
or windy ravine and still be replaced by this Several small bridges line the steam here. Some
peaceful grotto. Normal plant and wildlife avoid have fallen into disrepair, all have some ivy and
the area for reasons unknown. As you walk in, flowers on them. The stream is not deep or rapid
your skin shivers and you feel a tingle of power in and the characters do not need to use the bridges
the air. Butterflies fitter about and songbirds sing to get across. Several small fish nibble at the
in the distance. It is a place of beauty and water's surface and will act playfully with the
tranquility. characters if they bend over to observe them.

The adventure begins here. The characters arrive


3 – WYATT'S TENT
together, and all make their way into the clearing
Wyatt has set up a tent with some provisions
as essentially the same time. When they get here,
here. A small ring of stones surrounds a burnt-out
they are breathless at the sheer majesty of this
fire. There are bottles of various sizes and colors
place. It is a small paradise to behold. They will
sitting in the grass outside the tent. An
immediately spot a tent nearby but will not see
Intelligence check (DC 10) will recognize two of the
Wyatt. He has been captured by four Neo Bandits
bottles as Potions of Healing.
(any variety) who want to face the three castles
themselves.“You arrive at Warren's Grove
perfectly in time with the other summoned 4 – CRYSTAL POND
adventurers. You all share one thing in common, a
A small log sits beside an exceptionally blue pond.
connection to Wyatt. Because of that it is likely
The pond seems to have no bottom. Near the
that you have at least heard of each other, and
pond is an ancient pine tree. It towers over the
some of you may even be friends.”
characters at 50 feet in the air. Fruit of various
“After passing through a narrow break in the
other plants grow on it including oranges,
greenery that surrounds Warren's Grove, you
peaches, grapes, and apples. All the fruit is sweet
come to a place of beauty. Birds sing in the
and nourishing and there doesn’t seem to be any
distance, small bugs fly about, and the smell of
way that you could eat all of it. The tree is also
pine and clean water is fresh in the air. You can
host to a vining plant whose leaves can be used as
see three colored castles, white, black, and yellow,
healing herbs. Any character with the ability can
each of different heights skirting the edges of this
create a few lower rarity healing potions by
place.”
spending a few hours and using the pond and the
There is a large tree slightly off center in this
tree. The Karma Chameleon rests in this tree.
clearing. Several small bridges cover a narrow
Wyatt is initially tied up to the tree by the Neo
creek, teeming with life. You can see a tent ahead,
Bandits.
next to a smoldering fire. The messiness of the

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5 – YELLOW CASTLE filled with the right item. Written in ever-fresh
A small yellow bricked castle. Calling it a castle is blood across the doors reads “Entropy.”
actually sort of a misnomer. It has the appearance
of a squat castle but is the size of a large barn. WHERE'S WYATT?
The backside, like all the other castles, extends
into the impenetrable forest beyond. While near it [TL;DR] Wyatt is tied up behind the tree. Four Neo
you can hear electric thrums and whistles. The Bandits attack the party.
large metal double doors are locked, and an
indentation of a bird can be seen on the left one. Though they were supposed to meet Wyatt here,
Attempts to open the door or pick the lock will he does not come and greet them. This is because
always fail until the indentation is filled with the he is tied up behind the large pine tree. When the
right item. A small sign hangs off one nail. It players go to investigate Wyatt's tent, or the large
reads: “Welcome to Drunk-E-Cheezers.” tree, they will be ambushed. Two Neo Bandits will
burst out of the tent and two will swing out from
behind the pine tree.
6 – WHITE CASTLE • Make a Stealth check for both groups of
While not wider or longer than the Yellow Castle, bandits. If the characters detect them in
the White Castle is taller and more imposing. the tent they can attempt to ambush
Characters who stand close to it can hear thunder them, though they may not be certain that
rumbling from inside. They may also notice that the people inside the tent are of ill intent.
the entire castle has a faint blue aura around it. • The two bandits in the tent will attack with
On one of the metal doors there is an indentation melee attacks and the two bandits by the
of a wine glass. Attempts to open the door or pick tree will use ranged attacks. This is
the lock will always fail until the indentation is reversed if the characters investigate the
filled with the right item. There is a sign laying on tree before the tent.
the ground, next to the door. It is nearly • During the battle, a Karma Chameleon will
unreadable from age, except for the word focus its attention on any evil character
“Indomitable.” within the group. If there is more than one
evil character, it will lock on to the one
who does the first evil act, no matter how
7 - BLACK CASTLE
minor. If there are no evil characters, it will
With the same width and length as the other
follow the first character to do any slightly
castles, this one exudes a feeling of dead when
evil action. It will follow the party from
approached. It appears to grow from the
castle to castle, observing and feeding off
perspective of any that get within 10 feet. Within 5
evil actions.
feet, the unmistakable stench of rot wafts over
any observer. The stench is rancorous and any
character that smells it must succeed on a
Developments
Constitution saving throw (DC 15) or vomit. They It is possible, though not likely, that the bandits
are then immune to the effects of the stench for will defeat the party. If this happens the bandits
the day but can still smell it. Coming from inside, will loot the party, take the Bird Key from Wyatt's
the sounds of machinery and stone grinding can bags, and enter the Yellow Castle, leaving the door
be heard. Muffled screams and crying can be unlocked. Their bodies can be found inside later,
heard under this by anyone who spends time shoved inside the meat cooler.
listening. On the door, a small shield indentation If the characters take the bandits hostage, they
can be seen. Attempts to open the door or pick will find them to be lacking any good information.
the lock will always fail until the indentation is They will beg for their own lives and promise to
leave Warren’s Grove immediately. They will
honor their promise to leave peacefully but may
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try to steal a potion or gold from Wyatt's tent From here on he will make healing potions, giving
before going. If the party kills them in cold blood, them to the characters whenever they
the executor will catch the attention of the Karma successfully complete a castle challenge. The
Chameleon. exact number of potions and potency is up to you,
If the bandits are forced to be a scout in the though they should scale with the characters.
Yellow Castle for the characters they will die in He knows nothing of the three castles, except
tragic or comedic ways very shortly into the what they sound like when close. He has not tried
building. Electric shock, setting off traps, unseen to investigate them himself as he has been
crossbow assailants. Anything to create the waiting on the party to explore the dangerous
feeling of a deadly environment. castles.

The Day is Saved Roleplaying Wyatt


After the bandits have been defeated, you can Wyatt is a kindly human wizard of an indiscernible
easily save Wyatt, who was tied and gagged on age as his appearance seems to change slightly
the north side of the large tree. He will thank you every time you look at him. He wears a robe of
all for coming and greet each one of you in turn. dull orange and shiny green and is fond of making
He will explain that his duck was replaced by the duck puns. “This is a crime most fowl.”, “If it fits the
key to the Yellow Castle and entrust it to you. The bill.”, and “Magic isn’t all it’s quacked up to be.” are
key itself is bird-shaped and matches the some of his favorites.
indentation on the Yellow Castle. At this point he
can visit with the characters but implores them to Level Up
hurry, as there are few short days left before The characters should progress to level 2 before
Warren's Grove vanishes. entering the Yellow Castle.

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Random Encounters
If you feel it is time for a random encounter, roll a
d12 and d8 on this table.
2 – 16 1d4 Biker Kobolds
17 – 18 Pizza Slime
19 Animatronic Horror

[TL;DR] Biker kobold cultists have taken over this 20 Shatterling


abandoned restaurant. The characters must
retrieve a key from the ball pit to unlock the
basement, fight Woebone the Manager in the
GENERAL FEATURES
basement, and use his handprint to open the roof Floors. The ceiling on the first floor is around
door. Once there, a kobold priest will bring a giant 12 feet high, though it sags in some places due to
horse head, their drunk god Cheezers, to life and damage. Taller (10 feet or more) characters may
the characters must defeat it to retrieve the Wine have to duck under the plastic child sized piping
Glass Key in its mouth. suspended on the ceiling. These pipes are broken
in many places and crafty enemies may be
Placing the Bird Key into the indentation will waiting above to drop down on unsuspecting foes.
unlock the doors. When the players step inside the On the roof, the sky is a soundless and
will be assaulted with the smell of old cheese and tumultuous swirling black static. The basement is
whiskey. An abandoned restaurant from the overflowing with rotten dough and slime.
Drunk-E-Cheezers chain, this place has seen better Light. Despite the disrepair, the light is typically
days. The doors will slam shut behind the party as good enough on the first floor to see. Several
soon as everyone is inside. There is an indentation overhead lights are still working and keep the
of a wine glass, the same one as on the front place well enough lit. The basement is completely
doors of the White Castle, on the doors. They will pitch black with the exception of Woebone's office.
not be able to leave until they have retrieved the The roof is lit as if it was a clear sky with a full
next key. moon.
The building is in shambles. There are broken Garbage. The floors and walls are covered in
arcade machines sitting in piles of shattered glass. filth and decay. Shiny but useless bits and baubles
A series of child sized tubes web across the are strewn throughout the building. Sludge has
ceiling, holes gaping all along it. Food, fresh and built up in the kitchen area and the basement is
years old, is all over the place. There are no overrun with a mixture of dough and waste. The
windows to the outside, but nearly every window roof is surprisingly clean. None of this will
inside is shattered. Strange quotes are written normally inhibit movement but it could make it
along the walls in both common and draconic, difficult if the players wanted to do fancy
none make any sense. How the residents live in footwork around the debris.
such filth is nothing short of a miracle. Sound. The only repetitive sound is that of the
few operating arcade machines. This is not loud
NPCs: None enough to muffle other loud sounds. Small noises,
Key Items: Employee key, Wine Glass key, such as a stealthy enemy, may be drowned out.
Woebone's handprint The basement is deadly quiet, as is the roof.
Enemies: Animatronic Horror, Cheezers' Head and Smell – Rot and waste full this place. To say it
Hoofs, Pizza Cube, Shatterling, Biker Kobold, smells bad is selling the stench short. It is nigh
Kobold Priest, Pizza Slime, Woebone the Manager unbearable, and it permeates every inch of this
place.

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What the Biker Kobolds know: 2 – ARCADE
• They are intensely loyal to the drunken A long row of arcade machines run against a
god Cheezers. The horse mascot whose translucent plastic wall. There are more machines
face is all over this establishment. on the opposite side of the plastic wall, but it is
• There are less than 40 of them here. too dingy and old to see beyond them. Nearly
• There is a monster of terrible strength in every machine is busted or smashed in some way.
the bathroom. They refer to it as “The Six of the machines still operate, even though they
Black Cutter.” have minor damage. Each of the operating
• The Wine Glass key is on the roof. “Within machines has a different color screen with the
the mouth of the mighty Cheezers” words “Press Start” on them. The colors of the
• They do not know the combination for the screens are Yellow, Orange, Red, Blue, Green, and
Ball Pit but know where to find it. White. The games cannot actually be played as
• Woebone is in his office, studying the once the Start button is pressed, they flash quickly
ancient texts. The goblins believe him to and then turn a steady, charged black.
be far beyond the strength of the party. “Along a translucent but grimy plastic wall is a
They know that his handprint is needed to row of eight arcade machines. You can just barely
gain access to the roof. see through the other side of the wall, where
there are eight more arcade machines. Most of
them have shattered screens and some others are
1 – TICKET RECEPTION
folded down on themselves. Six of them appear to
The front door leads you into a small reception
be in working order, though they have also felt the
area. The locations in this chapter correlate to
abuse of time. Each one glows a different primary
map 2.A
color. ”
“You step into a musty restaurant and a seized
upon by the stench of whiskey and rotting cheese.
Arcade Combination. The working arcade
In front of you is a row of broken arcade cabinets,
machines all correlate to a combination needed to
with a handful that are still flashing. To your left is
enter the Ball Pit (area 8). Each “Start” button on
a check in station with smashed windows. You can
the machines must be pressed in a specific order.
hear faint sounds coming from behind it. There is
The exact combination can be found on a board in
the soft sound of florescent bulbs popping above
the Entrance Booth (area 6). If they are pressed in
you. Near the bulbs you can see a latticework of
the wrong order, any machines that have gone
plastic tubes, bolted to the decaying ceiling,
dark, after being pressed, spring back to life. When
intended for children to crawl in. There are holes
they are pressed in the right order a loud buzzing
all throughout the piping. Along the walls are
can be heard coming from the door on the Ball Pit
broken signs pointing to various locations in the
(area 8). The characters may figure out the
building. Every wall you see is plastered with the
combination by chance or determination. You may
face of a brown horse with a half full wine glass
decide that a short alarm rings after three failed
as its face marking pattern.”
attempts. If so, roll on the random encounter
table to see what responds to the alarm.
Investigating. If the players investigate the Live Wires. If the characters decide to tinker
check in station (Area 6) they can make an with the inactive machines, they must make a
Investigation check (DC 15) to discover two biker Dexterity saving throw (DC 15) or take 3 (1d6)
kobolds hiding under the window lips. They will lightning damage. The same ruling applies if they
attack if discovered. decide to smash the operating machines. If they
smash the machines, the puzzle to open the Ball
Pit (area 8) will still need to be solved but they
will have lost the ability to know which machine is
which.
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Developments. If an alarm is set of when the haven't made any loud noises to attract their
players tinker with the arcade puzzle, it will alert attention. During battle, the biker kobolds will
the biker kobold worshipers in the Dining Area attack with total disregard for their comrades,
(area 3) and they will hide under the tables, only fighting for themselves. They will attempt to
waiting to ambush the party. hide under the table if there are any ranged melee
Arcade Machines Titles. The characters may or spell attacks used by the adventurers.
ask what the names of the arcade games are. Developments. If all but one biker kobold is
Here are a few names but we encourage you to killed, the last survivor will make a mad dash for
flex your pun muscles and come up with your the stage. If they are successful, they will crawl
own. Immortal Wombats, Mind Slayer, Efreeti into the back of one the animatronic horrors,
Fighter 2, Double Dungeon, Satyr Invaders, powering it up, and charge headlong back into
Adolescent Monstrous Samurai Tortles, Magic combat with the party.
Missile Command, Altered Feast, Dragonborn's
Lair, Big Dinosaur Hunter, Electrum Axe.

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. ”

Metal Tables. The tables within this area are


metal and have been bolted to the ground. If
fighting in this area, any creatures hiding under
the tables gain half cover while they are under
them. The tables are covered in a slippery goo of
rot. Any creature standing on the tables has
disadvantage on all Dexterity checks while on
the table.
Creatures. Right before the Stage
(area 4) there are four biker kobolds
“worshiping” the figures standing
there. They are conducting this
worship by drinking sour smelling
tomato wine and singing in
draconic at the stage. They have
disadvantage on any Perception
checks and can easily be snuck
up on, assuming the characters

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4 – CHEEZERS & COMRADES STAGE Lockbox. If they have not already been attacked
by an animatronic horror from this stage, they will
“A raised platform serves as a stage for three
be as soon as someone opens the box. One of the
animatronic humanoid animals. There appears to
band members will spring to life and attack
have been a fourth at some time, but the band has
whoever opened the chest. It will scream “Mine,
been broken up. They are all time rotted and
mine!” at the player while attacking. The
covered in mold. Bits of them are falling off and
Animatronic Horror is controlled by a biker kobold
you can see their metal rods and wires peeking
who is wearing and operating the suit from inside.
through the holes in their skin. Several candles
Creatures. The three animatronic horrors on
have been placed around the horse. From left to
stage all have the ability to attack the players.
right they are:
Only one will attack normally. They will cycle
• A green bull whose face droops on broken
through encouraging comments through broken
supports. Its horns hang low, wreathing its
speakers. For Example: “Be nice to each other!”
face in mottled white bone. The body is
“Cheezers’ pizza is best with friends!” “Pizza is the
wide, and you think he was supposed to be
best food pyramid!”
a jovial portly character at one time. He is
Developments. If the characters try and
holding a metal rod with daggers taped to
destroy the animatronic horrors before opening
it. His name tag reads Daggett.
the box then one of them will spring to life and
• A brown horse with a wine glass marking
attack the party. If they have killed one of the
in the center of its face. He appears to be
animatronic horrors and wish to destroy the rest,
in better condition than the others. The
they can easily do so, unless you deem otherwise.
skin has been patched up with cloth,
If you roll an animatronic horror on the random
leather, and what appears to be actual
encounter table after this, simply pick a random
skin. He has been given a leather jacket
animal to be used as a template.
adorned with spikes. Several pins, some
Treasure. In the lockbox there are 42 gold
well done, others made from twisted forks
pieces, several bottles of sour tomato wine
and bolts, adorn the jacket. He is holding
(spoiled ketchup), and a book. The text on the
an axe that has been painted to look like a
front-page reads “Employee Handbook” but the
guitar. His name tag reads Cheezers.
word Employee has been crossed out and
• A purple dragon. The long neck comes
replaced with the word “Divine” in messy common.
from a squat body and is dangling at an
The book is moist.
angle it was not intended. An eyeless and
Locked Door. The door near the stage is locked.
gaping face seems transfixed on the floor.
The key from the Ball Pit (area 8) is needed to
Dust cakes this one, making the purple
open it. The door is sturdy and made of metal and
seem more like a faded black. A set of
wood but is not impossible to destroy. If the door
vestigial wings can be seen on its back,
is forced open, without being unlocked, an alarm
stripped down to simple metal and wires.
will sound. Roll on the random encounter table to
It is holding a large meat hook. His name
see what falls down from the tubes on the ceiling
tag reads Norbert.
to respond to the alarm.
In between Daggett and Cheezers is a large
Added Challenge. For a harder fight, have more
lockbox.
of the animatronic horrors spring to life and
Behind the stage is a well locked door that says
attack the party.
“Employees Only” on it. The word Employee has
been scratched out and replaced with the word
“Faithful” scrawled over it.” 5 – KITCHEN
Opening the door to this room will lead you do a
Stage. The stage is mostly clear of debris. It is 3 greasy and bug infested kitchen.
feet above the floor. There is no danger of starting
“When you open this door a small swarm of flies
a fire if the candles are knocked over.
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escape. On the north wall there are ovens spaces they can be found dead in the cooler,)
between small counter tops. Above the stoves “The bandits you forced into this castle are all
there is a large menu. On the south, another hanging on hooks in the meat cooler. Surprisingly,
countertop covered in glass from the smashed no pools of blood can be seen on the floor. A
serving windows. Trays and plates are thrown and small satchel lays in one corner”
smashed all over the floor and counters.” (Otherwise.)
“The meat cooler is exceptionally clean. No signs
Slick Floor. The floor here is extremely greasy of rot or mold can be found. There is nothing in
and considered difficult terrain. All creatures have here except for a small satchel in the corner.”
disadvantage on Dexterity checks.
Traps. The oven second closest to the door had Bulletin Board. The bulletin board has the word
a small wire tied to the handle and the opposite “Pit Password” written in draconic on it. The
wall. A successful Investigation or Survival check rainbow pattern is: White, Yellow, Orange, Red,
(DC 15) will reveal the wire or the heat coming off Green, Blue. If the characters activate each arcade
the oven. The wire can easily be cut if it is machine with the corresponding color, in order,
discovered. Characters who walk past this oven the Ball Pit (area 8) will buzz and unlock.
without deactivating the trap will trip the wire, Creatures. If the characters did not discover the
opening the oven, which spews fire into the room two biker kobolds hiding back here while in the
in a 15-foot sphere. Any characters within the area Ticket Reception (area 1) then they will be hiding in
will have to make a Dexterity saving throw (DC the pile of stuffed animals. If anyone gets too
20) taking 10 (3d6) fire damage on a failed save or close or investigates the pile, the two biker
half as much on a successful one. Once the trap is kobolds will attack.
sprung, the oven is inert. Treasure. The small satchel in the meat cooler
Treasure. If the players open the ovens, they contains a +1 Dagger and a golden human foot
may find charred bones of other humanoids. They (120 gp).
can find a lump of melted gold (50gp).
Menu. Here are a few ideas for menu items in
case the players ask. We suggest you stretch you
pun muscles and come up with some of your own
as well: Return of the Cheddi, Burger Strikes Back,
Back to the French Fries, Robocoke, 1.21 GigaTots,
Die Ham, Die Ham 2: Ham Harder, PredeTaters,
Indiana Scones, Smoothie and the Yeast, Toast
Custards, Top Buns, Cheese Goo-nies.

6 – ENTRANCE BOOTH AND MEAT


COOLER
This is the other side of the Ticket Reception (area
1) counter.
“This small alcove has a large pile of rotten
stuffed animals crammed into one corner. Broken
glass and small red tickets cover the reception
counter. A bulletin board beside the counter has
some words in draconic and a small rainbow
patch painted on it. The stench of the kitchen is
lessened here but still wafts.”
(If the bandits from the grove were sent in first,

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they attack. Even then, the character will not know
7 – PLAY AREA the exact number of biker kobolds unless their
“This area, designed to the play of children, is a check was 20 or higher.
nightmare of bright colors. The entrance to the Added Challenge. For a more intense
Fun Tubes that crawl along the ceiling can be experience, have one of the biker kobolds
found here. The coloring on the tubes is garish disappear under the balls with a scream. Add in
and follows no particular pattern. Two metal bulls 1d4+1 pizza slimes that attack the characters and
rest on plastic springs, their horns turned into biker kobolds. Because of their size and nature,
handlebars. They creak an unbearably loud tone they are nearly undetectable in the sea of plastic
when moved or ridden.” balls.

Fun Tubes. Any small sized or smaller creature


9 – EXIT
can crawl into the Fun Tubes. Each turn they
spend up there requires a Dexterity saving throw “The exit is a door with a smiling Cheezers’ painted
(DC 20) to keep from falling through one of the head on it. The door reads “Cheese you again
many holes or from making a new one. There is soon!” There is an indentation of a wine glass
nothing of value to be found in the tubes. below this disturbing mural.”
Developments. If a character decides to ride on “Beside the ball pit is a door which reads
of the bulls, you may decide to roll on the random “Restrooms.” It has a small latch that has been put
encounter table to see if anything responds to the onto the outside of the door and locked.”
loud noise.
Exit. It is impossible to leave this place without
the Wine Glass key. The lock on the restroom door
8 – BALL PIT can be easily picked or broken.
The description changes slightly If they unlock the
Ball Pit door before getting to this location.
10 – BATHROOMS
“There is a large twenty by twenty ball pit here. There are two restrooms, men's on the north side
Four bulletproof glass walls close in the balls on and women's on the south, that are identical on
all sides. The glass walls have been reinforced the inside.
with metal mesh and sheeting. There is a heavy “There is a short hallway with two doors on the
metal door with no apparent handle on it as the left. It stinks in here, but not like the rot from
only entrance. In the center hangs a small key tied before. It smells like stale water and age. The dust
to a string from the top of the pit walls. The balls is thick on the floor, indicating that nobody has
are dirty, and dozens appear to be broken. ” walked in this place for a very long time.”
(Men’s Room) “The men's room is quiet but seems
Key. The key hangs in the center of the ball pit to be in good condition other than the dust. The
by a flimsy string. It is small but not quite small one mirror in the room is cracked and a thick
enough to fit through any cracks in the walls black slime fills the cracks. There is a pair of
enclosing this pit. The key opens up the locked sunglasses on the counter.”
door near The Stage (area 4). (Women’s Room) “The women's room is in
Creatures. 1d6+2 biker kobolds wait beneath shambles. When you open the door, you can see
the colorful balls for anyone to come into this pit. nothing but chaos. The mirror is completely
When someone reaches for the key, while inside shattered. A small shimmer of lights flickers in
the pit, they will all spring up and attack. They are the corner.”
wearing armor that has been painted in random
bright colors. Because of this, an Investigation Creatures. The women's room is host to a
check (DC 17) is required to discover them before terrible shatterling. If the players step one foot
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into the women's room it will attack relentlessly. It addition, they must make a Constitution saving
will dive into reflective surfaces and pop out again throw (DC 10) or be poisoned until they finish a
to ambush the party if possible. long rest.
Developments. If the characters flee from the Treasure. If the characters scrounge this area
bathrooms, they can attempt to trap the they may find 12 gold pieces, hidden throughout
shatterling back in the hallway. If they fail, it will the Kobold sleeping boxes.
follow them until it has been killed or slain Additional Challenge. There are no Kobolds in
everyone, including any kobolds. this area, but you may rule that a few sleeping
Secrets or Treasure. The sunglasses in the ones can be found. The party could easily sneak
men's room are Sunglasses of Protection . There by, unless someone cries out in pain from a trap.
are also three ornate seashells in one of the stalls
(100gp).
12 – BASEMENT STAIRWELL
This is the first area within the basement.
11 – EMPLOYEE ACCESS
This area connects both the roof and the “As you descend the stairs the air begins to grow
basement. heavy with the smell of yeast. By the time you
reach the bottom, it has become a little more
“This long hallway is filled with cracked crates and difficult to breath. You think that staying in this
useless shiny objects. Many of the large boxes area too long could be deadly. Spores swirl
have been pried open and blankets or clothing around you in a mist. Whatever this basement
stuffed inside as makeshift beds. The floor is used to be, it is now nothing but a den for
covered in debris that cracks and crunches under overgrown dough.”
your feet. There are doors at either end of the “The floor, walls, and ceiling are caked in a thick
hallway. On the north side there is a door with yeast or dough. It is sticky but not dangerous, as
“Roof Access” written on it. “Roof Access” has been long as you don't sink into it. It is pitch black and
scratched over and “Heaven” has been written even those with Darkvision have trouble seeing
over it. It has a series of thin pistons locking it, all anything through the spore dust.”
which lead back to a small glowing panel with the “The path diverges into left, right, and center
outline of a hand on it. The other door is unlocked passageways. You can hear a faint slurping sound
and says “Basement”, which has also been coming from somewhere ahead.”
scratched out and “Hell” has been written over it.”
Dough Walls. The basement has been overrun
Handprint Lock. If the characters try to put with a wild dough. It is not sentient and not
their hand on the scanner to unlock the roof particularly dangerous. If a character sinks into it,
access door, the scanner will flash read and make they must make a Strength check (DC 10) to
a small buzz. It will read “Manager not recognized” escape. The DC for this check increases by 2 for
above the handprint outline. Only Woebone the every turn they fail to escape as they sink deeper
Manager's (area 21) handprint will open this lock. into the walls. After three attempts they are
Traps. The southernmost box has a chained swallowed whole and begin to suffocate. Other
bear trap near it. Because of the debris here it is characters can attempt to help but if they fail the
hard to spot, requiring an Investigation or Survival saving throw by 5 or more, they too are sucked
check (DC 15) to spot and deactivate. If a character into the wall.
steps here, they will activate the trap, taking 10
(3d6) piercing damage. A Strength check (DC 20)
is needed to remove the trap from a trapped
character. While trapped, the character cannot
move away from this spot because of the chain. In

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Yeast Spores. The spores of the dough here are
not dangerous in small amounts. If a character 14 – PIZZA SLIME NEST 1
spends 1 hour or more in this area, they become “The left passageway leads down a short way
diseased. The spores take root in their lungs and before coming to a small cove. The smell of fresh
cause sporadic coughing and sneezing as well as pizza is strong in this place. Two piles of cheese
fever and chills. They are considered poisoned and sauce lie on the floor.”
until the spores pass. A healthy character can
recover naturally from this sickness after 1 week. Soft Breaths. With a good Perception check (DC
Creatures who die while suffering from this 20) the characters will be able to tell that the
disease begin to grow the same dough in their blobs on the ground are slightly moving, as if
chest, growing it out and spreading it much like it breathing.
has spread in the basement. Creatures. This room contains two pizza slimes,
lying in wait to be disturbed by anyone. Their
hunger is insatiable but if injured too greatly they
13 – STICKY CAVERN 1
may retreat into the dough walls. It takes half
“Down a narrow and curving passageway, you their movement to enter the wall but once they
come to a small alcove. A brick wall can be seen do, they are gone and cannot be attacked by
on the far side of this space, with vines of the normal means.
dough growing onto it. There is a dead humanoid Developments. If the pizza slimes are allowed
sitting against the wall, clutching a flail. He is to escape, they may come back to ambush the
wearing a leather jacket and a biker’s helmet. You character in the Pizza Slime Nest 2 (Area 16).
can see vines of the yeast stretching out onto the Added Challenge. For an added challenge, have
mask from underneath the visor.” two pizza slimes waiting on the ceiling. Any
“There is another humanoid biker on the floor to passive perception over 10 will see them. They
the left. Their legs are stuck into the dough up to attack at the same time as the pizza slimes on the
the thighs. The wall appears to be digesting them.” ground. When they drop to the floor they will
attempt to drop onto a player's head, grappling
Drippy Walls. The dough here is a bit wetter and suffocating them.
than in the last area.
Treasure. The flail the biker is holding is a +1
flail. The other biker has a pack of playing cards.
Observant characters using Insight or
Investigation (DC 18) will notice the cards
have been marked so that the
user can cheat.
Added Challenge. For an
added challenge, have the
bikers attack if the
characters get too
close. Use the zombie
stat block for them.

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15 – ANIMATRONICS HALLWAY can all be left alone to finish their meal but will
attack if you return later.
“This long hallway has not been completely
Developments. If the pizza slimes from this
overrun by the dough. You can still see brickwork
room are allowed to escape, they will ambush the
on both sides of the wall. Also, along the walls are
party and the biker kobolds in the Sticky Cavern 2
twelve of the same animatronic mascots from the
(area 18). This includes any that retreated from
stage, six on either wall. They are all hung up by a
the Pizza Slime Den 1 (Area 14).
place behind their neck, their expressionless
Treasure. The half-eaten kobold has a small
heads and arms slouching limply. There are a few
pouch. Inside is 21 gold pieces, 2 Potions of
of the bull and dragon, and a few other animals
Healing, and a roll of red tickets.
including a tiger, and a gorilla. One of the mascots
has been completely stripped of all coverings and
is nothing but a metal skeleton.” 17 – OLD BOILER ROOM
“At the end of the hallway the path diverges left
“The left path led you directly to a door. Opening
and right.”
the door puts you in an abandoned boiler room.
Only two objects of note exist. In the corner is a
Bodies on the Wall. While creepy, none of the
boiler, still running, and still glowing hot. The
mascots here will attack. They will, however,
other is a large pizza cube made of dough and
occasionally shift their heads while they
covered in pizza sauce and cheese. Pineapple
characters are not looking. They can easily be
chunks sprinkle the outside of this monstrosity.”
destroyed while hung up with no ill effects.
“On the north side of this room is a large hole in
Creatures. The animatronic horrors in the
the wall that leads down more yeasty hallways.”
hallway are inert.
Added Challenge. If you choose to do so, any
Boiler. If any player touches the boiler, they
one of these can become active. A fun encounter
take 3 (1d6) fire damage from its surface. If the
would be to cut the party off just as they are
pizza cube can be forced into the boiler, it will
about to walk past this hallway while one blocks
shutter in pain and become immobilized until the
off the way they came. This hallway is designed to
end of its next turn, at which time it will move
build tension for the party, so only break this
away from the boiler and attack the nearest
tension if you absolutely must do so.
target.

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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throw them into the Pizza Cube, even dragging
itself in there with them if it has to. 19 – EMPLOYEE RESTROOMS
“The uppermost left passageway has led you to
“After walking down the hallway offered by the another door. The words “Employee Restroom”
hole in the Boiler Room wall, you come to a fork in can be seen on the door. Opening the door will
the road. You can go left or right from here. The reveal a short hallway with a men's and women's
right path seems to split off into two more paths restroom.”
as well” (Men's room) “This room is quite nice for its age.
The mirror is cracked, and a thick black liquid fills
in the seams. A sloping sound can be heard from
18 – STICKY CAVERN 2 one of the stalls.”
(Women's room) “This bathroom is nearly pristine,
“The left path ends abruptly in another slightly
with the exception of the dust. A grunting can be
moist cavern. Two biker kobolds are in this room,
heard from one of the stalls.”
stuck into the walls, when they see you they beg
for your help.”
Creatures. There is one pizza slime that will
crawl out of a toilet in the men's room. There is a
Helping. Helping the kobolds out of the wall
biker kobold relieving themselves in the Women's
requires a successful Strength check (DC 12). If
Room. The kobold will not immediately attack and
you choose to do this, they will help you with
if they do, they do so with disadvantage because
whatever supplies or information (see What Biker
they do not pull up their shorts before attacking.
Kobolds Know) they have. They are not well
Developments. Both of these encounters can
stocked and only have 2 daggers, 6 arrows, and 1
be avoided if desired. The slime will not be able to
Potion of Healing. If you refuse to help, they will
get through a closed stall quickly enough to
cry out and curse at the characters. Make a
challenge the party.
Strength check for them (DC 17) and if they
Added Challenge. If someone stops to examine
succeed, they will pull themselves out and attack
the black goo coming from the shattered mirror in
the party.
the men's room, they may become transfixed in
Creatures. Two biker kobolds. They will only
their own eyes. If they look in the mirror, they
attack the party if they are not helped.
must succeed on an Intelligence saving throw (DC
Developments. If the kobolds are left and do
20) or become lost in their own gaze. They are
not escape, they will be swallowed into the walls
considered stunned for one minute. If they stare
if you return to this place.
into their own eyes for one minute, the mirror
Aftermath. If you help the kobolds, they will
shatters and a shatterling is summoned, attacking
give you what they can and then head upstairs to
the party immediately.
rest in one of the boxes in the Employee Access
hallway (area 11).
Added Challenge. For an added debate, change
the alignment of one of the biker kobolds to
Chaotic Good and have it appeal to the holiest
member of the party. It is possible that the biker
kobold even serves the same god or patron as
one of the characters.

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business suit with a tie. He is clean cut, his entire
20 – EVALUATION CENTER
demeanor appearing crisp, except for an aura of
“This small alcove has a sign nailed into the floor. corruption around him. His eyes are not solid,
It reads “Evaluation Center.” There are three dead sometimes switching from working pupils to
humanoids in a line here, all of them sitting in hollow static. Around him, a halo of angular
folding chairs. A large Bugbear on the left whose blackness bleeds into reality.”
name tag reads Ozzie. A bony elderly human in When he sees you, he will stand up from the desk
the center whose name tag reads Slash. On the and introduce himself.
right is a petite elf woman whose name tag reads “Ah yes, you must be my new hires! I'm W-w-w-
Flea. All of them are wearing business casual woebone, your manager, and I believe you came
clothing and aprons that say “Drunk-E-Cheezers” here for your o-o-o-orientation? Y-y-y-yes, well,
on the front.” take a seat.” But before you can take a step, he
lunges at you.
Purple Necks. Any character who investigates
the dead bodies will find that they were all Immediate Attack. Unless the characters attack
strangled to death. Their throats have been while Woebone is talking, he will get one full turn
crushed and postmortem bruising can be seen all before returning to initiative order.
around their necks. A more thorough Investigation Wall Scrawl. Woebone may quote the lines
check (DC 15) will reveal that the business casual written on the wall while attacking. The 7 Tenants
clothing and aprons have been fitted over armor, of Highly Effective Cheezers Managers are:
suggesting that someone put this clothing on • Be Aggressive
after they were dead. • Begin with The End of All in Mind
Developments. The bodies are simply dead, • Put Cheezers First
and nothing happens if you move them. • Think Victory-Conquest
Added Challenge. For added challenge, have • Seek First to Dominate, Then to Subjugate.
the yeast spores infect the bodies and bring them • Pizzagize
back to life. Use the zombie stat block for them. • Whet Your Blade
• Bonus Tenant: Sharpen Your Voice. Do Not
Level Up Let Others Speak Against Cheezers
The characters should progress to level 3 before Creatures. Woebone is the primary target in
entering Woebone's office. this fight. The animatronic horrors are only for
show.
Developments. If one of the characters are
21 – WOEBONE VALDEZ’S OFFICE knocked unconscious, and Woebone is not in
“The door reads Manager – Woebone Valdez. combat, he will throttle the character until they
There is a faint heat coming off the door.” are dead. He will then pull out a Cheezers uniform,
“Opening the door, you see a brightly lit office. In donning it on the character, grab a folding chair,
the northeast corner there is a desk. On either side and place the dead character in the Evaluation
of the door stands an animated mascot, a frog Center (area 20).
and a hell hound, both of them in very good If Woebone is completely cured of his
shape. There is a filing cabinet near the desk, and corruption he will immediately fall to the ground,
a small liquor cabinet on the opposite side. A dead.
small stack of folding chairs rest against one If the characters flee the room, Woebone will not
corner wall of the room. Along the wall, written follow.
with precision, are a series of quotes with the Treasure. Underneath Woebone's desk is a +1
heading “The 7 Tenants of Highly Effective Drunk- shredder weapon.
E-Cheezers Mangers.” Additional Challenge. To complicate the battle,
“Sitting at the desk is a red dragonborn, wearing a have the animatronic horrors near the door reach

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out and attempt to grapple the characters. They good shape.”
will be unable to move from their spot and will “In front of the pews you can see a podium, with a
not directly attack. Only bring them into combat kobold priest in mid chant. Directly behind him is a
fully if the encounter is far too easy for the party. shrine of some sort, adorned with burning
candles. From this distance you cannot make out
Aftermath: the specifics of the shrine.”
Once Woebone is dead, read the following to the On the far side of the roof is a massive horse head
players. and hoofs. The head is fifteen feet high, the hoofs
about half that. Its fur blows in a sudden chill
“As Woebone's body falls, the room begins to dim. wind, but it remains still beyond that. That is, until
By the time his body hits the ground, only one of the chanting Kobold Priest finishes his prayer.”
the lights in this room stay on, the rest shattering
with loud pops. Glass flutters down on you like Pews. The pews can be used to gain full or half
acid rain. A small shutter shakes the building, and cover depending on the attack. They have an AC of
you hear the sound of a horse laughing from far 10 and 5 hit point, shattering into splinters when
above you.” destroyed.
Added Challenge. For an added challenge, fill
Woebone's Hand. Woebone's handprint is some of the pews with 1d6+2 live biker kobolds
needed to unlock the door for roof access. You do who join in the priest's chant but immediately
not need his whole body, only his hand. If the attack once it is over.
hands have been destroyed in some way, the
characters will have to discover a new way to fool
23 – SHRINE TO THE DRUNK GOD
the handprint lock to gain roof access. Knowing
what Woebone and his hands look like should give
the players a few options should this happen. “This is a large shrine to their deity Cheezers. Real
When the characters open the roof access door, photos of children posing with Cheezers adorn
read this: this small wall. Kobolds have drawn symbols of
love and reverie all over the collage. Drawings of
“Pistons hiss as several rods holding this door in the kobolds, hugging or drinking with Cheezers,
place spring back. The metal door swings open are mixed in with the other photos. Empty bottles
with a creak and the smell of ozone wafts through of dozens of different liquors stretch underneath
the doorway.” the shrine.”

Shrine Protection. The shrine is too flimsy to be


22 – CONGREGATION SEATING used for cover.
This is the first area of the roof. Please read parts Creatures. A kobold priest is summoning the
22, 23, and 24, before running this part of the power to bring his god to life; the act was costly to
adventure. The kobold priest will finish the the kobold. Once they finish the chant, the kobold
chanting that brings the giant Cheezers head to will fall to the ground. Whether this kills the
life just as the characters reach the top step. kobold or knocks them unconscious is up to the
GM.
Developments. If the characters try to rush the
“From the top of the stairs you can see the whole
kobold priest or stop the chant in any way, they
roof. The sky shines the color of static and the
whole place is bathed in invigoratingly fresh air.”
Several pews sit to your left, empty of life, but
many have dried husks of kobolds sitting in them.
They have hard wooden seats but appear to be in

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Added Challenge. For an added challenge, have
will be too late. The final words will fall right a 1d4 kobolds enter from the stairway every few
before any blow against the kobold strikes. rounds. The party can stop them by blocking off
Added Challenge. For an added challenge, have the doorway.
the kobold priest only drop down to half health Aftermath. When the Cheezers head is
and then begin casting spells at the party from defeated, you can easily retrieve the Wine Glass
behind the Cheezers head. key from its throat. Read this to the players:

“The head, torn and beaten, stutters, uttering one


24 – DRUNK-E-CHEEZERS HEAD
last long and low neigh, and stops moving. Any
This is the final boss of this area.
kobolds still in the building will shrink into dark
corners and avoid your presence. They are more
“As you gaze upon the giant head of Cheezers, its than simply afraid of you; you have killed their
massive bulk begins to move. Spinning on some god, an act that feels somehow nostalgic. With the
unknown swivel, it turns and lets loose a new Wine Glass key, you can finally leave this
thunderous whinny. The hoofs begin to roll on place and make your way back to Warren's Grove,
their four-wheeled platforms, targeting you.” champions of the first challenge.”
“The vacant eyes of Cheezers show you no pity.
Sparks begin collecting around its maw as it
Level Up
charges an attack. For a brief second, while its
The characters should
mouth is open, you see the Wine Glass key resting
progress to level 4 after
at the back of its throat. Then it lets loose a breath
the fight on the roof.
of electricity into the sky.

Hoofs. The hoofs can roll around the roof but


become stuck on difficult terrain, automatically
failing any Dexterity saving throw while on
difficult terrain. If they become stuck, they will
remain stuck until the effect ends or they are
removed from the effect's area. Any remaining
kobolds can use their turn to dislodge the hoofs.
Creatures. Cheezers head and two Cheezers
hoofs. The first breath of electricity that it takes is
done out of combat, should not hit any of the
characters, and does not count against its usages.
Beyond that, it will use this ability as many times
as it can.
Developments. If the characters defeat the
head before defeating the hoofs, then the hoofs
deactivate.
If a character is swallowed by Cheezers, they
may retrieve the Wine Glass key but are still
under the effects of being swallowed and cannot
easily leave.

Treasure. There are gems buried into the


Cheezers head's eyes. A large, cracked opal (500
gp) can be found in both eyes.

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A MOMENTS REST
Coming back into the grove should be a restful
experience. Wyatt will help the party in any way
he can and will act as moral support for the
[TL;DR] Wyatt has been fishing and creating players. Speaking with them should be a chance to
potions while you were gone. He gives you some reflect on the memorable aspects of their
of both before you go to the White Castle. previous adventure. He will offer solace for any
unfortunate events that may have befallen the
NPCs: Wyatt Ferris. party.
Key Items: Wine Glass key The characters should take this chance to rest
Enemies: Karma Chameleon and recover. There are only a few days left for
Warren's Grove, but they will need their strength.
“You brush through the doors of the Yellow Allow them to spend time role playing with each
Castle, hearing them creak closed behind you. The other, spending the whole day in preparation or
beeps and rumblings of the past adventure seem relaxation. They can take a long rest here without
like a bad dream in this beautiful landscape. A fear of being attacked.
light rain spits for a moment and the clouds above
look as though a full storm may be on the
horizon, but it quickly dissipates.”
PROVISIONS
You can hear the burbling of the creek, the pop of Wyatt will provide the party with a few healing
a fire, and the sizzle of meat in a pan. The smell of potions. The exact amount is up to you. He will
freshly cooked fish and vegetables grips your also provide them with any basic food or drink
stomach tight. Wyatt sees all of you and beckons they require. He cannot cure diseases or poisons.
you to his tent.”
“He has prepared a small bounty of fish,
vegetables, eggs, and light ale. He has made more
than enough for everyone, and you are able to eat
until you are full to bursting. He motions over to a
spot under the tree where he has laid several
bedrolls for his friends.”
“He then asks you about your last adventure.”

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KARMA CHAMELEON
It is unlikely that any character has been evil
enough for the karma chameleon to change into
its final form yet. It will not attack the party until it
has reached its final stage, but it will defend itself
if attacked. You may want to drop hints to the
players that they are being followed.
For example:

“You hear a rustling in the large tree and see a


branch fall to the ground. When you go to
investigate there is nothing there, but you get the
distinct impression that you are being watched.”

THE NEXT DAY


After the characters have rested and prepared
themselves, it is time to tackle the White Castle.
They will need to put the Wine Glass key into the
door indentation to open the gates. When they do
so, the doors will swing rapidly open, sucking a
gust of air inwards. A swirling portal of green and
blue is just beyond the doorway. Small bits of light
debris, paper, leaves, etc., will be sucked into the
portal. The players must enter this portal to move
to the second challenge.

“Placing the Wine Glass key into the indentation


will start a series of clicking locks inside the door.
Once the last one opens the doors will rush
inwards. A vacuum of air pressurizes around you,
pulling you forward one step with a hard jerk.
Leaves, grass, papers, blankets, all are pulled
towards the doorway. Just beyond the doors is a
large emerald, ruby, and sapphire swirling portal.
The air equalizes quickly but the portal still has a
small pull, dragging air into itself.”

When they enter read this:

“As you step inside, you feel your body being


pulled into another dimension. Behind you,
thunder rumbles in the grove. As your
consciousness moves to the portal's source you
can hear rain beginning to strike the grass in the
clearing.”

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crashing against the breech that is Castle
Indomitable. This world is dead, with no known
chance for recovery. Only this castle stands in
opposition of that. This is a good chance the really
challenge your characters, put them in dire
situations, and see how they react with
overwhelming odds.
[TL;DR] Castle Indomitable is being overrun by
zombies and corrupted. The world is dead, this
Key Items: Shield key, Castle Indomitable keyring
castle is the last place of the living. A corrupted
(Connor and King have copies)
de-fragger is being tortured with high arcane
Enemies: Zombie, Ape, Octopus, Jetpack Bugbear,
energy, augmenting his Stalwart Shield, making it
Cockat-Rex, Holo-Shark, Chainsawrus, B-dr4, B-
large enough to protect this place. He suffers
du$4, B-4nt, Glass Shadow
from this process, dying every 10 hours. His
All enemies are corrupted. Feel free to add any
particular layers of corruption bring him back to
other corrupted creatures that you think your
life after 1 minute, while he is dead the characters
players would enjoy. Keep in mind that 2 or more
and NPCs must defend the walls from the sea of
layers of corruption can wildly change the nature
death. A key component of the arcane machine
of a creature. All the creatures we have listed are
that is pumping the de-ragger full of energy is a
assumed to have only 1 layer of corruption. It is
crystal shield that is the Shield Key needed for the
possible to cure an enemy of corruption, in which
Black Castle. The third time the shield falls will be
case they will begin to fight for the party but may
the final time, as the castle will be overwhelmed
switch back quickly if corrupted again.
with corrupted creatures of intense strength. The
NPCs: Conner, Alia, Angelica, Piper, Ferris, Jonesy,
characters must discover the source of the shield,
“King,” Russell, Alex, Kubrick.
decide how to handle the situation, and then enact
their plan for escape or make Castle Indomitable
their final resting place. FIRST ACT: THE UNKNOWN
Overview
Castle Indomitable is divided into three acts. It is
In the first act, the characters are dropped into the
heavily focused on roleplay with breaks at the end
world while the castle is being swarmed. They
of each act for deadly combat. The main arc is
must fight off the horde until the shield comes
intended to take the characters through a bleak
back up. Once that happens, the NPCs of this
world, full of tough decisions. It also serves as an
world will find the characters and introduce
introduction to extreme corruption and the
themselves. The players may be met with
possible outcome if it is left unchecked. The act
skepticism at first, but the NPCs are in dire need of
outlines here are to be used as suggestions, not
help.
as rules. Feel free to change them as you see fit.
The characters will have this act to become
familiar with the castle's layout and the NPCs.
CASTLE INDOMITABLE Different NPCs have different ideas on the
Castle Indomitable is sandwiched between the end situation. They are not actively hostile towards the
of a sprawling city and a cliff's edge, the roaring characters but not all of them welcome the
sea behind it and below it by 200 feet. There is a characters with open arms. The seeds of the
large patch of land between the city and the second act will be planted with these moments.
castle, sprinkled with small housings. The grounds About 10 hours will pass in this time frame.
are swarming with undead and corrupted of all The characters will have time to rest and
types. Animals, humans, monsters, beasts, etc. recuperate. Once the 10 hours are up, the shield
They stretch into the city and overrun any building will fall, and the characters must help the NPCs
as far as the eye can see. It is a sea of death, all defend Castle Indomitable until the shield comes

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back up. Usually a single minute, but you may
decide longer for an added challenge. Major Story Beats
During the ending encounter, the castle walls By the end of the first act the characters need to
will be breached by corrupted. The NPCs will fight be left with these questions. What powers the
alongside the characters, but you do not need to shield? Why do people not want to talk about the
roll for them. They act outside of your character's shield source? What happened to the world? Is
combat with only short descriptions to describe there any way out of here? What is the De-Frag
how their fight is going. If the characters are in Wave?
trouble, you may have an NPC swing in with a
helping hand. If the characters are having no Ending Encounter: (All enemies have 1 layer of
trouble at all, you may have an NPC fall, requiring corruption, except the B-du$4) 1 B-du$4, 3 Jetpack
rescue from the characters. The enemies provided Bugbears, 3 Laser Pups and a number of zombies
are the main focus of the adventurers' combat. equal to the number of player characters. For an
added challenge, add 2d4 octopus to the fight,
Roleplay Opportunities they grapple characters and leave them open for
The NPCs will all spend time helping one another attack. Creatures cured of corruption will aid in the
or the characters reinforce the castle. Here are fight but must be specially protected to avoid
some suggestions on what they may be doing being killed.
when not making repairs. This time should be a
little nebulous, allowing characters to be part of Leftover Treasure
multiple conversations unless there is a good Picking up after the battle, Alex will have killed a
reason they cannot be. small battalion of corrupted soldiers. He will
• Alex is arguing with Kubrick about who obtain magical armor (+1 armor), enough to cover
would win in a fight: 10,000 chickens or every player character. There may also be a few
the Tarrasque. Kubrick is on the side of the unique armaments left over.
chickens but doesn't appear to have a said
a word to start, or engage in, this debate. Level Up
• Conner can be seen leaving the Upper East
The characters should progress to level 5 after
Hallway (area 23) and locking the door
the end of the first act.
behind her. She will not explain what she
was doing. She may challenge the
characters to a sparring match, alongside SECOND ACT: REVELATION
several of the NPCs, to test their mettle. In this act the character will receive most of the
• Piper is laughing at a book he is reading answers to their questions from act 1. They will
title “The Hare-Haired Maiden.” learn of the true nature of the shield. The
• King will be helping Ferris in the New corrupted de-fragger, Russell, is stuck in a cycle of
Kitchen (area 18). He will be stealing bits of death. He is being overcharged with arcane
food while they cook. energy, making his Stalwart Shield feature extend
• Jonesy will be found in the General around the entire castle. He lives for 10 hours of
Storage room (area 4) playing inside a box pure agony before finally dying. But this death is
she has decorated to look like a house. not permanent and within a few seconds he is
• Angelica can be found in the Magical raised from the dead and subjected to the same
Research Lab (area 1) pouring over her unbearable energy again.
notes about the De-Frag wave. She likely The characters will also learn that the Crystal
believes the characters are too ignorant to Shield key, the only way to open the portal that
assist her. the characters came through and the key to the
• Alia can be found admiring her soon to be Black Castle, is an integral part of the machine
treasure in the East Trophy Room (area 8). pumping energy into the de-fragger. If they take

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the Crystal Shield from the machine, the shield • Angelica is examining the doorway portal
will permanently fall. the characters came through in the
Certain NPCs hate what must be done to Magical Research Lab (area 1). She has
survive, others view it with impartial apathy. Few already made the connection to the
like it but they will not let their own lives, or the indentation and the Crystal Shield key. She
lives of their loved ones, be jeopardized either. knows she will not likely be able to leave
Some NPCs have alternate ideas on how to stay without help.
safe. The players must decide what to do with all • Piper can be found reading a children's
of this information. Somehow, they also have to story, “If You Give a Dragon a Donut” to
get the portal working again. King and Jonesy. King keeps interrupting to
The characters must use the 10 hours before point out how implausible the story is.
the shield falls to rest and help reinforce the • Ferris is getting drunk on his last bottle of
castle against another attack. The shield will fall cooking rum. He may be found passed out
again, forcing the characters and NPCs to defend on one of the guest bedrooms (area 18).
their walls until the shield comes back online. • Alex can be found sharpening everyone’s
During this act the characters will notice that blades and mending whatever other
the sea of death its surging outside. It has become weapons he can. He is hiding the severe
populated with large and imposing beasts, and wounds he took from the last battle.
they are waiting patiently outside the shield as the • Kubrick can be found on the on the Rear
smaller humanoid corrupted continue to bash Balcony (area 28) watching the horizon.
away. He will ask any characters why they are
During the ending encounter the castle walls here, and if this battle is just another stop
will be breached by corrupted. The NPCs will fight on some grand journey.
alongside the characters, but you do not need to
roll for them. They act outside of your character's Major Story Beats
combat with only short descriptions to describe The size and ferocity of the Corrupted is growing
how their fight is going. If the characters are in outside. Russell is giving his life, again and again,
trouble, you may have and NPC swing in with a to protect these people. The Crystal Shield key is
helping hand. If the characters are having no powering the machine that augments Russell.
trouble, you may have an NPC fall, requiring Angelica will explain the De-Frag wave to any
rescue from the characters. The monsters curious character.
provided are the main focus of the adventurers'
combat. De-Frag Wave
The De-Frag wave is an idea Angelica has. By
Roleplay Opportunities using the same methods used to augment
The NPCs will all spend time helping one another Russell's Stalwart Shield, she thinks she can
or the characters reinforce the castle. Here are augment his Cure Corruption feature to create a
some suggestions on what they may be doing large pulse that will cure all corrupted within a
when not making repairs. This time should be a large area. The only issue is that he will surely die
little nebulous, allowing characters to be part of in the process. Also, it will only cure corruption for
multiple conversations unless there is a good a mile or so. Everyone that is cured will just be
reason they cannot be. overwhelmed by the other corrupted swarming
• Connor, exhausted from days of fighting, them. But if she had more than one De-Fragger to
can be found passed out on the couch in sacrifice...
the Smoking Room (area 6). Someone has
put a blanket over her.
• Alia is tearing down broken boards and
starting a large fire with them.

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What Happened to the World corrupted creatures will smash parts of Castle
Nobody knows exactly what caused the world to Indomitable to bits, letting swarms of smaller
end. Corruption was always a problem, but it corrupted inside. This will be the final stand of the
never caused too much death. One day it began to adventure, regardless of the character's decisions.
spread like fire. That is all anyone knows. Jonesy Make this abundantly clear to your players, this is
thinks it is all her fault. the last chance to escape.

Ending Encounter Roleplay Opportunities


(All enemies have 1 layer of corruption, except the The NPCs will all spend time helping one another
B-4nt.) 1 B-4nt, 5 Holo-Sharks, 3 Chainsawrus and or the characters reinforce the castle. Here are
a number of zombies equal to the number of some suggestions on what they may be doing
party members. For an added challenge, add 2d4 when not making repairs. This time should be a
corrupted apes who will try and pick up the little nebulous, allowing characters to be part of
characters and throw them into a swarm of multiple conversations unless there is a good
zombies. Creatures cured of corruption will aid in reason they cannot be.
the fight but must be specially protected to avoid • Connor can be found on the Guest
being killed. Sleeping Chambers balcony (area 18). She
is deep in thought about the upcoming
Leftover Treasure fight. She points out several larger
shadows beyond the shield wall. She may
Picking up after the battle, you find several shock
also enter the music room and begin
troops of various enforcement houses were part
playing a sad tune on the piano.
of the attack. The party will obtain magical
• Alia is walking around the castle, gathering
weapons (+1 weapons), specifically ones usable by
up every bit of treasure she can find and
the player characters. There may be more unique
stuffing it into whatever container she can
treasures they find as well.
find. If the characters have any of the
treasures from either of the trophy rooms,
Level Up
she will demand they return it.
The characters should progress to level 6 after
• Angelica is watching Russell. Despite his
the end of the second act.
screams she is staring intently at him and
the Arcane Engine machine. She plans to
THIRD ACT: EGRESS make a run for the portal door if no better
solutions are available.
This final act is all about deciding exactly what to
• Piper is finishing the last touches on one
do about this situation. The characters must find a
of his journals. He will give it to the
way to retrieve the Crystal Shield key and activate
characters, believing that they may yet
the portal home. Keep in mind exactly how the
somehow escape. He does not want
NPCs will respond to this. Will they be helpful?
everyone's story to be forgotten.
Have the characters come up with a good
• Ferris is making the best meal he can
solution? Will the NPCs inhibit the characters?
possibly come up with. He has cut large
What sacrifices will the characters have to make?
steaks off of many chainsawrus and now
During this act the characters will notice that
mixes them with some potatoes and
the sea of death its surging outside. It has become
carrots, frying it all in a hearty and filling
populated with large and imposing beasts that
combination.
wait patiently outside the shield as the humanoid
• Jonesy can be found crying in her box
corrupted continue to bash away.
playhouse. She has scratched out all of
If the characters do nothing, the shield will still
the people and her dolls lie in a corner in
go down after 10 hours active. This time though,
the opposition is overwhelming. Devastating
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pieces. She fears the end and hates her acceptable ending, though it should be
part in it. avoided if at all possible.
• King can be found in the Playroom (area • Party Lives: The player characters find a
3), sitting at the end of the table. He will way to make it through the portal door by
offer to play a quick game of Vectors & using the Crystal Shield key. Be sure to
Villains with the characters. His story is explain in detail any sacrifices they had to
bad, full of tropes and has a stand in for make to get to this point.
him that always saves the day. If called • Everyone Lives: It is possible, though
out on this, he will comment that this was unlikely, that everyone, including the NPCs,
his dad's favorite game to play and that he make it through this ordeal. If they go
was much better at running it. After that, through the portal, they will become part
he will not bother finishing the game’s of your world, going about their own lives
story and try to go rest in the Master from there. If the party is able to save
Bedroom (area 19). their world, they will all be remembered
• Alex is lying down by the fireplace. Despite as heroes.
healing he may have received; his wounds • De-Frag Wave: If the De-Frag wave is used
have begun to fester. He is sick but it will only be partially successful. You
attempts to play it off. Challenging anyone may decide that it cures creatures for
who tries to help him to a fight. several miles, or only a few feet. In any
• Kubrick will be helping his brother with case, the world should not be completely
tonics and teas. He will let the players saved by this act. If anything, this will
know that his brother does not have long. allow the world a fighting chance. Or it
only provides enough time for the
Major Story Beats characters to escape as the newly cured
The characters must decide exactly what to do. creatures are overtaken by the sea of
How will they leave? What or who will they have corrupted.
to leave behind? • Angelica Gets Away: If no better solution is
provided, Angelica will steal the Crystal
Ending Encounter Shield key and escape on her own. She
may take a character she likes with her.
(All enemies have 1 layer of corruption, except the
• Russel Saves the Day: It is likely that
B-dr4.) 1 B-dr4, 1 Cockat-Rex, 1 Magnetadon, 1
Russell would have heard any plans of
Gravisaurus, and a number of zombies equal to
escape of salvation. He would have figured
the number of player characters. For an added
the way out, with a little help from
challenge, have a corrupted Cocat-Rex begin to
Angelica, and will come to the rescue in
attack the b-dr4, making a large section of the
the nick of time. He will shove as many
lobby impossible to navigate. The two will fight
characters through the portal as he can
each other and the party, focusing only on
before sacrificing himself one last time in
whoever is closest. Creatures cured of corruption
the line of duty.3
will aid in the fight but must be specially
protected to avoid being killed.
Level Up
Possible Endings The characters should progress to level 7 after
the end of the third act.
These are not the only possible endings, just some
of the most likely ones. Feel free to ignore them if
your story does not take this path.
• Everyone Dies: It is possible that this story
end in a total party kill. This is an

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ROLEPLAYING THE NPCS Roleplaying Connor: She is blunt but not harsh
This is a very story heavy mission, and it will rely with those in her charge. The last lives on this
greatly on NPC interaction. We suggest you planet are at stake and she will not lose more. If
familiarize yourself with the NPCs here but feel someone puts others in danger due to stupidity or
free to go outside of the narrative given. Add or selfishness, she will warn them first with her
remove characters and traits as you see fit. As words. Next time it is a whip. There is no time for
long as the players can relate to the suffering and games, no time for mistakes, no time for patience
turmoil the NPCs are experiencing, then this quest and compassion. It hurts her to be like this, but it
is being done properly. is the only way.
During combat, don't feel pressured to keep
everyone's stats running. Make a roll (or don’t)
and keep the action moving. Focus on key
elements of the fights, instead of what each and
every NPC is doing every single turn. Every NPC's
stat block is provided for reference in this chapter.

Connor, Human Female:


In a blind furious fight for survival, Connor found
Castle Indomitable. She was not the first here, but
she was the only one who took charge. She
operates under the lie that she had always been
here, a master of the guards. The truth is that she
has no idea where she was before the world
ended, just that she is a good leader and fighter. In
her blitz for life, she gained a layer of corruption
and lost a large swath of her memories. Though it
could be easily cured she would never allow it,
thinking that any painful memories she may have
to relive will distract her from the need at hand. If
asked about her past she will dodge questions or
flat out lie.
She is an extreme pragmatist. Always thinking
ahead, even if the future is bleak. She knows what
terrible thing they do to keep the castle safe and
bears the burden herself. She has all of the keys Alia, Dwarven Female:
to Castle Indomitable, rarely letting go of the An excellent craftswoman, she is responsible for
Arcane Engine room key, hiding the truth from the survival of Castle Indomitable when the shield
anyone who might object. When she can, she tests is down. Her fortifications come at a cost though.
the mettle of those within the castle, so that she She has claimed every scrap of gold and treasure
may better know their limits. in this castle to be hers when they get out of this.
During Combat: Connor takes her time to She is likely to break a finger if she sees anyone
strategize before a fight. She knows her limits pawing at the numerous trophies, gems, and
well, and the limits of those around her. She will heirlooms scattered around the keep.
never knowingly put someone into a situation She has a heavy dislike with dragons and their
they cannot handle. If put in a situation where it is cousins. In the brief snippets of pain, she has let
saving the many or saving the few, she will show, one could gather that she lost her mother
choose to save the many. to a dragon attack, though in what regard she will
never say. She typically refuses to speak to

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dragonborn but the sacrifice that Russell is
making has made her question her stubborn pain.
During Combat: Alia would rather her traps and
defenses do the fighting for her. She can be seen
before a battle rigging quick contraptions that
unleash devastating effects on the battlefield.
When that fails, she turns into a hailstorm of
hammers. She seems to have a limitless supply of
work hammers that she can use to nail a foe from
across the room with.
Roleplaying Alia: Alia cares for those around
her and will do all that she can to protect them.
She will not suffer people taking what is hers but
will gladly give all she can to help. Her
mannerisms may be a bit curt to those who don't
know her. She stands by Connor in her decisions,
though she may question them in private later.

Angelica, Elven Female:


Angelica is not well liked at Castle Indomitable,
and she wants it that way. She exudes an air of
cold logic, but it is just a mask that hides selfish
sadism underneath. It was her brilliant mind that
set up the shield around the castle. She offered
the idea as a necessary evil, and it is, to an extent.
The joy she receives from Russell's pain is
unsettling. She bears the burden of responsibility
for his suffering like a badge of honor.
Her past is full of blood and tears. Whenever
she is asked about it, she will always twist the
situation to make it seem like she had no other
choice. She manipulates people into believing that
she is the victim in every circumstance. Castle
Indomitable may be the first time that was
actually true.
She has some ideas on what she calls a “De-
Frag Wave”, but no one here is “smart enough” to
understand her vision. The wave, if strong enough,
could cure corruption for miles around, but it
would require massive energy, and a massive
sacrifice.

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In Combat: Dirty hands are for the weak
minded. Angelica prefers to take an advantageous
view of the battlefield. She will throw powerful
spells into the fray, doing her best to avoid hurting
her acquaintances. A few scars on her back from
Connor’s lashes have seen to this behavior.
Roleplaying Angelica: Angelica will try and
convince all around that she is a victim. Twisting
words and intentions to better suit her needs. She
understands that she has to get along to survive
but that doesn't mean she can't have some fun
watching people squabble. She may drop hints to
the players about her De-Frag Wave, but she
doesn't quite know how to accomplish it.

Piper, Half-Orc Male:


A solemn disposition finds him spending more
time in books than in the real world. He has lost
his animal companion, a beautiful tiger named
Maw, and wears her pelt to keep her spirit close;
her head resting its mouth like a crown. He keeps
a bookcase filled and in pristine order, refusing to
let “the most precious stories” serve as kindling.
Several of the books are his journals. When he is
not helping to fortify the castle or making arrows,
he can be found rereading the same books, living
in stories or his own past.
In Combat: Piper will stand in the sidelines,
assisting Alia with her traps and firing arrows for
as long as he can. If the battle is too fierce, he will is able to cast a great deal more cantrips than an
resort to his battleaxes and is a fearsome sight to average low-level wizard. He uses these to
behold. As soon as combat is over her can be seen augment his cooking and has become quite the
writing and sketching the details into his journal. talented chef, despite his intentions otherwise.
Roleplaying Piper: Piper is solemn, but not He has served at Castle Indomitable for many
always quiet. He loves a good story and will open years. He credits his long life to the heavy spices
up to anyone that is willing to share a riveting tale he spends all day testing. That and, if he died, then
with him. Before the party leaves, or as he is who would feed everyone? He also knows that
dying, he will give the party his final notebook “So Connor didn't serve here before the world’s death.
that our stories will not be lost.” He could reveal this information, but knows they
need a strong leader, so he chooses not to.
Ferris, Human Male: In Combat: His many years around a kitchen
have made him extremely deadly with a blade. He
A portly and jovial man. Ferris serves as the cook
can toss knives and skewer enemies like an edged
for the survivors of Castle Indomitable. His
wind. He will mix his blade work with his lesser
passion is not in cooking though, it is in magic. He
arcane tricks. Knowing that he is not nearly as
had always wanted to be a mage but could never
powerful as other mages, he relies on creativity
quite get the hang of it. He has tried for so many
and improvisation to get the most he can out of
years but it still unable to cast more than a
his magic.
cantrip. Because of his extensive study though, he

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Roleplaying Ferris: Ferris loves a good swear. In Combat: The children are kept in the back
The more he can string together, the better. He whenever the castle must be defended. Jonesy
tries not to think about the doom that waits has had to kill, and she sobs every time. She
outside. He instead focuses on his cooking, doing believes that she has already killed them and
his best to deliver the best meal he possibly can, doing so again is unbearable.
even with limited supplies. He may come off as Roleplaying Jonesy: Jonesy is looking for any
abrasive at first but will only heckle the sort of outlet for her pain. She gives all her effort
characters because he expects them to do it back to helping Ferris and Alia. She ends every
to him. sentence with “sorry” as if it were a period. If she
trusts a character enough, she may reveal her
terrible secret to them; but only if she knows that
the character will not kill her for causing the end
to come.

“King”, Human Male Child:


The actual heir to Castle Indomitable. He demands
Jonesy, Human Female Child: that everyone call him King, and nobody actually
Jonesy is meek and quiet. She believes that the knows his true name (except Ferris) and so they
fall of the world is her fault. A someone excitable oblige. A loud and selfish child. He does not
child, her mother paid off an oracle to try and understand why people do not just listen to him.
straighten Jonesy up. The oracle told her that He was trained in combat and in literature; he has
Jonesy's bad behavior would bring about the end read all the books on the subject, so he should be
of the world. She did not believe it and continued in charge! He refused to help with the castle
to live a child's carefree life. Then everyone died. repairs for a time, but after being threatened with
She feels the burden of the world on her time outside, he now begrudgingly helps.
shoulders. She obviously had no bearing on the He never paid any attention to his castle’s
outcome of life here, but it has been cemented in subjects before the fall. Because of this, he does
her mind that she is solely to blame for the fate of not know that Connor never actually served his
millions. She has not told anyone this. family. Were he to learn it, he would likely try to
start a mutiny, with the intention of appointing
himself leader after usurping her.

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He has a key to every room in the castle but Despite his lofty ideals of purity and justice, he
does not let others know that he has it. does grow weary of his undeath cycle. A layer of
In Combat: King has been trained is royal corruption will not allow him to stay dead,
combat. Not the blood and guts of the arena, but reviving him shortly after he expires. In the last
with refined weapons for gentlemen. He is handy moments before his death, he begs for release. He
with a rapier and little else. The few times he has will deny any accusations of this weakness.
been forced to defend himself, he has done quite During Combat: Most combat encounters that
well, against corrupted living enemies. Undead are happen are because Russell died. In the event that
an enigma to his classically trained mind, and so he is alive and fighting, he will curse anyone who
he will run from them instead. would take such a great risk. He can rival Alex in
Roleplaying King: It is never what King says his destructive force. He will go for whatever the
that is the problem, it is how he says it. He exudes most ferocious enemy is at the time, gladly
an air of superiority, even when he needs help. No sacrificing his “life” to save those in his care.
amount of heart to hearts or close encounters can Roleplaying Russell: Russell is the last beacon
unwrite the conditioning that created this attitude. of righteousness in the world, and he knows it. He
Whenever he speaks to someone it is with an air does not scold others for their failings. He simply
of mock authority. His chest puffs, his nostrils refuses to believe that they could be happy being
flair, and he does his best to keep his voice from lesser versions of their potential selves. He is
cracking. encouraging and compassionate, if a little stiff.

Alex, Human Male:


Brother to Kubrick. He believes that he was born
without a soul, and that whoever stole it replaced
it with an inferno. He is happy to help prepare the
castle but believes that a sharp blade is the best
preparation. He scans the horizon, looking for the
next great challenge that will attack his walls. He
has a running count on every foe he has killed and
keeps track of everyone else's as well. He is up to
272 and makes sure everybody knows when his
“high score” goes up.
In Combat: He is not completely wrong about
his soul; it is imbued with fire. During combat he is
a blur of death and blood. He cuts down foes with
a jovial cackle and rigid sneer. The few times he
has been injured during combat, he has always
bounced back, the foes around him reacting to
some unseen flame. His weapons become
Russell, Dragonborn Male: wreathed in purples and blues before becoming
Russell thinks of himself as a full silver dragon. He red hot.
is the protector, the knight in shining armor. Roleplaying Alex: Alex is a braggart and
Despite his constant agony keeping the castle in aggressive. He may challenge people to a fight
his bubble, he believes that he is doing the right just for fun. He is the only one that can best
thing. He volunteered for this, believing that no Connor in a duel and had to be held back the last
one else could bear the responsibility. If asked time they sparred. If you can't match his strength,
why he will respond “No one can match my then you need to stand aside and watch. Whatever
strength, no one could take my place.” you do, don't steal his kill.

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Kubrick, Human Male:
Alex's brother is nearly mute and eternally stoic.
He is the only one that Alex will not challenge. He CASTLE INDOMITABLE INTERIOR
has a fierce gaze that is stern and compassionate [TL;DR] The castle is big and a wreck. It has been
all at once. The only true healer within the group, fortified but supplies are low.
he serves his role to the best of his ability. He
looks after his brother above all others but knows General description: Castle Indomitable is a
that he cannot protect Alex from himself. medium size castle. It was never meant to be
Kubrick has given up on this world. The people defensible and was built as a symbol of wealth
within his care now are the only thing of and prestige. The castle is covered in windows,
importance. Saving the world is simply not a both clear and stained glass. Though they have
priority for him. almost all be shattered, they were once quite
During Combat: Kubrick knows how important beautiful. The designers also paid no mind to
he is to the survival of the group. He will not put space economy, and very little to heating. The
himself in unnecessary danger, except to save main rooms can be quite warm, when the firers
Alex. He stands as a wall against death when it are roaring, but wood is a precious commodity
comes for his friends. He has had to make hard now. The entire place is in shambles, with
choices before and now considers every spell he splintered wood shavings mixed with glass and
casts with great care. offal in the corners. Blood stains cover nearly
Roleplaying Kubrick: Speech should be every inch of the upper and lower halls. Bodies are
reserved for when it is truly needed. He does not thrown off the back balcony and burned
command during battle and does not speak during occasionally. It is constantly dark and dreary, with
rest. Questions are usually responded to with a light rain that seems to never let up.
grunts and gestures. When he does speak, all
around listen, for it is always words of extreme
wisdom.

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Castle Indomitable 1st Floor

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Castle Indomitable 2 nd Floor

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1 – MAGICAL RESEARCH LAB
This is the first area the characters will come into.

When first entering the room from the portal,


read this::
“You are transported into bedlam. A swarm of
zombies, several exuding an air of corruption, are
bursting rapidly through a doorway on your right,
the doors being trampled on the floor. All around,
in places of this building you cannot see, there are Connor: “Where did they come from?”
the sounds of combat. Under it all, you think you Piper: “Not sure but I bet it's a good story.”
can hear a muffled but prolonged scream of Connor: “Hello, I'm Connor, this is Piper, and you
agony. are?”
This room appears to be a magical research room,
with sparse bookshelves lining the walls and a Added Challenge. To increase the challenge in
magic circle in front of you on the ground. There this first encounter, add one powerful corrupted
are tables and chairs stacked around and behind enemy, such as a glass shadow into the mix.
the massive set of doors you just walked through.
Behind you the portal dies, and the giant doors When this room is inspected later:
slam shut. Their massive closing boom attracting “This room was used for magical research. The
the attention of the zombies. They skid along the little books left on the walls confirm it just as
ground, changing their momentum to attack you.” much as what else remains here. In one corner an
L shaped table stands on its side, its alchemical
Wrecked. There are piles of book and rubble all bottles and liquids spilled all over the floor. The
over the floor. Any character that is proficient with magical circle appears to be waxed into the floor.
improvised weapons will have no trouble finding It is marred but still in good condition. Three lines
something to fight the zombies with. Remember mark it into thirds and a square of elvish runes
to keep in mind corruption rolls for the characters surround the whole thing. The doors you came in
here. still stand, large testaments to your world. A
Creatures. 2d6+2 zombies run through the small indentation of a shield can be seen on it.
door; all are corrupted. The corruption makes it Behind the doors a pile of rubble guards two thick
difficult to tell if these are actually zombies or glass pipes. The glass pipes go deep into the
simply corrupted humanoids. You may want to lay ground and a thick red energy flows through them
this moral quandary at the party’s feet, after the into the floor above.”
combat is finished.
Developments. If the characters are defeated, Act Changes. This room will not undergo
or near defeat, during the battle, several NPCs will drastic changes throughout the acts unless you
fight their way downstairs and save the want it to.
characters from death.
Aftermath. If all the zombies are killed, Connor
and Piper will make their way through their own 2 – LOWER EAST HALLWAY
enemies and enter the lab. After a pause they will “A short dusty hallway with rubble piled to the
introduce themselves. sides. Tapestries of knights and weddings adorn
the sides. Cool air comes in through one shattered
window, fresh blood staining the glass shards.
There is a set of double doors on the west, and
single doors to the north and south.”

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Developments. If the characters decide to take
some of the tapestries, they will gain the ire of 4 – GENERAL STORAGE
Alia until they return them and apologize. “This small room is used for storage, but there is
Treasure. There are three tapestries, all worth not much to store in here anymore. Mostly empty
100 gp each. They are bulky and difficult to carry, crates hold light linens and toiletries. A few spare
impossible while in combat. One is of a large ring blankets can be found as well. One box is full of
in space, another of an elven wedding, and board games. Another box is laid on its side, the
another of a beefy armored figure standing atop a inside drawn on with tiny people and windows.”
mountain of imps.
Act Changes. This room will not undergo Jonesy's Secret Place. After a battle, Jonesy can
drastic changes throughout the acts, unless you be found here, decompressing from the attack.
want it to. She likes to hide in a box full of linens, the walls
drawn to look like a little house.
Treasure. With an Investigation check (DC 20) a
3 – PLAYROOM
character can discover a small golden broach with
“This room was intended for children to play in. a chipped ruby inside (500gp).
There is a crate of stuffed animals and wooden Act Changes. Between acts, Jonesy will draw
toys against one wall. A short minibar on one side more chaos and destruction inside of her box
of the room has empty bottles of grape juice and house. Eventually she will smash it. This room will
moldy finger foods sitting atop it. There is a stool also become emptier, as what little wood is left is
in one corner that spins. Crammed in here is a repurposed for fires and fortifications.
long table that seems undisturbed. It has a few
small chairs around it and papers all over its
surface. Bits of brightly colored candy are mixed 5 – GRAND HALL
with brightly colored dice. The head of the table This is the main hall for Castle Indomitable. It
has a tower of books sitting beside a small connects everything together.
wooden barrier. You can feel deep inset pain
coming from this end of the table, as if this was a “A massive open space with doors on every wall.
place of great suffering. There are doors to the In the center is a mural of a large orange dragon
north and south.” painted into the floor. A charge of energy runs
down its spine, ending in a red flame protruding
Treasure. There are 2 d20 dice at the head of from its tail. It has seen some wear but is still
the table. An Arcana check (DC 10) will reveal that wonderfully done. Blood stains mar its beauty and
they have great power. Using the power in the rubble covers more than should be allowed for a
dice, as a bonus action, destroys the dice but gives work of this magnitude. There is a grand set of
a creature one inspiration dice or the use of a double stairs that lead to the second floor. Small
cliché. dead fireplaces are pushed into the corners of the
Traps. If a creature tries to remove any papers room, near the doors to the smoking and music
from the table, they take 1d8 psychic damage. rooms.”
Act Changes. This room will not undergo “The north and south entrance doors are
drastic changes throughout the acts, unless you barricaded with heavy furniture. The east and
want it to. west hallways are unlocked. There are two sets of
double doors on the north side, flanking the front
doors, that are locked. On either side of the stars
there are single doors that are unlocked.”

Doorways. The doors to the Smoking Room


(area 6) and the Music Room (area 7) are locked.
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The North entrance is blocked, and the doors are
kept in place by nailed in planks. The south 6 – SMOKING ROOM
entrance doors are locked and blocked off with “The north side of this room is covered in broken
heavy furniture barricades. The doors to the east windows and piles of glass. A few chairs and a
and west hallways are closed but unlocked. The couch have been clawed into and destroyed. On
doors to the east and west trophy rooms are the west wall is a completely empty bookshelf. On
closed but unlocked. They both have a sign on this the right is a large table with several drawers
which reads “Keep Your Mitts Off! -Alia”. hanging on the underside. Pipes and other
Battles. Most of the combat in this mission will smoking accoutrements can be found littering the
take place in this area and in the Upper Hall (area table. Inside the drawers you can find fresh
15). The characters can spend time adding smoking herbs as well as some other additive
defenses and setting traps before the battle powders.”
occurs.
Act Changes. In Act 1 this area is relatively Pipes. Characters who want to can take the
uncluttered, offering a huge space to fight in. In pipes and use them to smoke. There are only a
Act 2 This area will become a bit more few selections of herbs: Daegon Dark, Ronan's
constrained. You may decide to make parts of it Battle, and Angel's Kiss. Daegon Dark has a copper
difficult terrain because of the battles. By Act 3 taste that leaves you wanting more. Ronan's
the entire floor should be Battle is light and fluffy, with a pinch of apple
wrecked and covered in flavor. Angel's Kiss is a smooth and sweet blend
debris. Unless the characters that smells like sugar. The herbs do not provide
spend time cleaning up, any benefit to the characters that smoke them.
the whole area will be Treasure. In one of the drawers a solid silver
considered difficult terrain. pipe can be found (50gp). Additionally, a Nature
check (DC 10) will reveal that one pack of smoking
herbs can be used as healing herbs.
Act Changes. This room will not undergo
drastic changes throughout the acts, unless you
want it to.

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.”

Instruments. The instruments in this room are


all in good shape and work fine.
Developments. If the characters begin playing
music in this room during a restful time, several
NPCs will join them. The NPCs may play with
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them, or sing, or simply enjoy the music. For a players to try and roleplay this situation to a
miraculous melodious moment, there will be resolution if they encounter it.
peace in Castle Indomitable. It does not matter if Treasure. There are 22 trophies of various
the characters play the instrument well or not. sizes in the glass shelves( 10 gp each). The
Treasure. In the instrument cabinet, locked with “Consumer's Teeth” are all magical items with the
the same set of keys that Connor has, there is a following stats.
golden fiddle. The placard below it reads “Devil's • Emerald Sword: A +2 Longsword with a
Wager”. It plays like a normal fiddle and is worth beautiful emerald blade. Once per day the
1,000 gp. Alia does not know about it but will be wielder can cast the Shield spell.
irate if she finds out a character has taken it. • Ruby Axes: Two +1 Hand axes with edges
Act Changes. This room will not undergo made of ruby. Once per day the wielder
drastic changes throughout the acts, unless you can cast Fire Bolt from either axe once.
want it to. Each axe has a charge and so you can use
this spell twice in a day by using both axes.
The damage does not scale with your
8 – EAST TROPHY ROOM level.
“This room was used to display trophies and • Pearl Arrow: A +1 Arrow with a head made
treasures of the family of House Indomitable. A of shaved pearl. When this arrow makes
glass covered shelf on the west wall is filled with contact with a target, you have two
generations of trophies for varying sports. Small options. As a bonus action you can either
paintings are pinned to the wall behind some of recall the arrow to your hand or use a
them.” bonus action to have the arrow cast
“The table on the opposite side of the room has Shocking Grasp on whatever target it hit.
four glass boxes on it. Above the table is a plaque You can only use the Shocking Grasp
with the words “Consumer's Teeth” written on it. option once per day. The power of the
The four boxes each have a weapon in them and a arrow is in the arrowhead. So long as the
name on them.” arrowhead can be recovered, the arrow
“They are: shaft can be replaced with no ill effects.
• Emerald Sword • Sapphire Trident: A silver and steel +1
• Ruby Axes Trident with three sharp sapphires on the
• Pearl Arrow points. Once per day the wielder can use it
• Sapphire Trident” to be engulfed in a Water Elemental. You
gain all of its abilities, except Water Form
Traps. Each glass box is set to its own trap dart as you pilot it around. Its hit points are
within the walls. The traps have a DC 20 to be equal to its natural hit points or yours,
discovered. The trap can easily be blocked or whichever is lower. It takes all damage for
avoided once it is discovered. Any character that you, except piercing damage, for which
tries to remove or smash the glass on these you both take half. The elemental will
boxes must make a Dexterity saving throw (DC remain on this plane of existence for a
20) or be hit with a poison dart from a small hole maximum of 1 minute, or until you dismiss
in the wall. They take 1 piercing damage and must it as a bonus action.
succeed on a Constitution saving throw (DC 15) or Act Changes. By the third act Alia has taken
fall unconscious for 1d4 hours. everything off the shelves and table and stuffed it
Developments. Unless the characters have into sacks or boxes. The traps have been sprung
made a prior agreement, Alia will challenge them or deactivated.
over ownership of the items within this room if
the characters take them. She will have the full
support of the NPCs in this castle. Encourage your

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9 – WEST TROPHY ROOM • Hannah's Tinted Shades: Grants the wearer
+1 to their Charisma modifier but causes
“This room was used to display trophies and
them to see others as nicer than they are.
treasures of the family of House Indomitable. A
Any Persuasion checks or Deception
glass covered shelf on the east wall is filled with
checks made against the wearer have
political awards and accolades. Plaques denoting
advantage.
huge charitable donations or benefit dinners line
• Mahon's Arrow: A small ornamental
the shelves. Small paintings are pinned to the wall
arrow, unfit for combat. Once per day, you
behind some, most depict two people shaking
tell the arrow something you are looking
hands and smiling.”
for and toss it in the air. When it lands, it
“The table on the opposite side of the room has
will be pointing in the direction of the thing
four glass boxes on it. Above the table is a plaque
you seek. There is a 1 in 10 chance that the
with the words “Bird's Gifts” written on it. The four
arrow will be pointing in the exact
boxes each have an item in them and a name on
opposite direction. The GM rolls a d10, on a
them.”
1 the arrow is facing the wrong way.
“They are:
• Mask of Dumpstat: An ugly mask of a
• Phyrehawk's Clear Scale
ferocious monster. Once worn, cannot be
• Hannah's Tinted Shades
removed except by a remove curse spell.
• Mahon's Arrow
Grants the wearer advantage on all
• Mask of Dumpstat
Intimidation checks but disadvantage on
every other Charisma based check,
Traps. Each glass box is set to its own trap dart
including saving throws. People may also
within the walls. The traps have a DC 20 to be
attack unbidden, regarding you as a
discovered. The trap can easily be blocked or
monster.
avoided once it is discovered. Any character that
Act Changes. By the third act Alia has taken
tries to remove or smash the glass on these
everything off the shelves and table and stuffed it
boxes must make a Dexterity saving throw (DC
into sacks or boxes. The traps have been sprung
20) or be hit with a poison dart from a small hole
or deactivated.
in the wall. They take 1 piercing damage and must
make a Constitution saving throw (DC 15) or fall
unconscious for 1d4 hours. 10 – BACK ENTRANCE AND STAIRWELL
Developments. Unless the characters have Taking these stairs will lead the characters to the
made a prior agreement, Alia will challenge them second floor.
over ownership of the items within this room, if
the characters take them. She will have the full
“A massive set of stairs arch around in a lazy
support of the NPCs in this castle. Encourage your
curve, ending on the second floor. Their railing and
players to try and roleplay this situation to a
rugs are in shambles or nonexistent. Under and
resolution if they encounter it.
slightly behind their apex is a barricaded doorway
Treasure. There are 30 plaques on the glass
leading outside. The doors are locked, boarded,
shelves (5 gp each). The “Bird's Gifts” are all
and blocked with furniture, but not broken. At the
magical items with the following stats.
top of the sitars there is a sun-stained spot on the
• Phyrehawk's Clear Scale: A translucent
wall. A large rectangle in the shadow implies that
dragon's scale. It grants the wielder
a massive painting once hung there.”
resistance to psychic damage. Once it has
absorbed 25 hit points worth of damage it
becomes inert. The scale then begins swirl
with opalescent colors and becomes
worth 200 gp.

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Sniping. Many long-ranged NPCs will post at Rotten Food. The food in this room is in no way
the top of the stairs when the shield falls. They edible, even to the strongest of stomachs. Rather
will pick off enemies as they start to climb the than deal with the rot, the room was simply
stairways closed off.
Developments. The stairs are painted wood can Creatures. The rats in this room will not attack
be destroyed with great effort. Every NPC will unless they are backed into a corner. Abandoning
advise against this because it would trap them on their nest before attacking the characters.
the second floor. Curiously, they are not corrupted.
Act Changes. This area may suffer extreme Treasure. There are ten sets of pure silver
damage between the acts. The stairs are utensils on the table and floors (1 gp per set).
susceptible to flame and may catch on fire if Act Changes. This room will not undergo
people use fire magic around them. Any repairs drastic changes throughout the acts, unless you
will take away from other fortifications the party want it to. It is possible for a corrupted creature to
may want to do. hide away in here, attacking during the normal
rest time.

11 – LOWER WEST HALLWAY


“The west hallway has a slight tinge of rot in the 13 – OLD KITCHEN
air. Flies buzz around, making small piles in the “A wall of flies assaults you when you open the
corners. Half-eaten tapestries are on the wall, door. The mass of bugs is so dense that almost no
their beautiful landscapes having become a light can protrude through it. Their combined
maggot filled hellscape. A shattered window is buzzing is a low roar as they speed past you,
caked in bloodstains. From the southern door you thousands escaping out the hallway window, and
can hear a faint buzzing.” thousands more plastering the wall of the
hallway.”
Flies. The flies in this room are a pain to deal “The room is rank with the stench of millions of fly
with and will find their way into the character's corpses. How long was this door shut? Ovens on
clothing and packs. They are not harmful but can the walls are teeming with life, all collected
be used to make the players uneasy. around writing masses of pearly maggots.
Act Changes. This room will not undergo Occasionally the ovens “burp” expelling gas and
drastic changes throughout the acts, unless you new flies into the surrounding air. There are two
want it to. sinks, covered in a half-inch layer of dead flies.
There is one window, still closed and solid, on the
west wall. There is another door on the south wall.
12 – DINING HALL
“This room greets you with a rancid stench. A long Fly Swarm. Whichever character opens the
table in the middle of the room is filled with door must succeed a Dexterity saving throw (DC
rotten food. The food is crawling with flies, 10) or be assaulted by a wall of flies. They crawl
maggots, and rats. Chairs line the table with a into the character's mouth, swarm in their nose.
large, padded bench at the head of the table. The character takes 9 (2d8) necrotic damage as
Behind the bench is an ornate and dead fireplace; they wretch up dozens of insects.
it serves as a new home to a family of rats. The Oven Meat. The dinners left in the oven when
rats are fat and scurry away when you get close this place was abandoned have contracted their
to them.” own form of corruption. They regrow devoured
part of themselves, very slowly. Because of this,
the flies never run out of a food source. They will
continue to fester here as long as they are able.

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Developments. If the window is opened, the pushed into the corners. To the north you can see
flies will stream out like billowing smoke. The piles and piles of furniture in front of shattered
room will clear a bit but will always have windows. The heat from the fire is small but it
hundreds of flies in it, unless it is cleaned up warms you physically and mentally. ”
considerably. Leaving the doors or window open
will cause flies to inhabit the rest of the castle.
Double Fireplaces. In the center of this room
Act Changes. This room will not undergo
are huge fireplaces, facing opposite directions.
drastic changes throughout the acts, unless you
Large metal pipes extend out the top and into the
want it to. Like the previous room, it could serve
ceiling. They are meant for much larger fires than
as a great place for a corrupted creature,
they are currently housing. Old burnt-out logs,
especially a b-ug, to hide.
coals, and ash still fill them.
NPCs. This is where almost all of the NPCs rest.
14 – MAIN FOOD STORAGE Sleeping rolls, worn but of good quality, are
scattered through the floor. Some NPCs may try
“A heavy metal door swings away to reveal a
and sleep in the Guest Bedrooms (area 18), but
nearly abandoned pantry. The air is stagnant and, these are not especially safe. Connor sleeps in the
until you opened the door, free of flies. A few Officer's Room (area 24).
barren hooks and drying ropes hang from the
Piper's Books. Near the wall to the Upper East
ceiling. The shelves on the walls are empty except
Hallway (area 23) is a solid bookshelf still
for a few small sacks and bits of old boxes. The
standing against the wall. Piper's bedroll and a
sacks contain powder that might have been
small chair are next to it. This shelf contains all
spices, but it now more dust than anything else. the books that Piper has deemed too precious to
Undisturbed dust on the floor tells you that no destroy. He will gladly let anyone read them and
one has been in this room for a long time.”
will actually encourage everyone, the young ones
especially, to read.
Lock. The latch on the door is a bar that you Battles. Most of the combat in this mission will
pull back on. It has a small hole for a lock to be take place in this area and in the Grand Hall (area
slipped through. If someone is locked inside, they 5). The characters can spend time adding
must succeed on a Strength check (DC 20) to defenses and setting traps before the battle
break the door latch and escape. If they need to occurs.
breath, they can survive for 10 hours before Act Changes. As the acts progress, this area
beginning to suffocate. This closet could easily will become more and more cluttered with broken
serve as a holding area for a creature overcome defenses. The burnable bits will be used in the
with corruption, while the party sorts out a way to fireplace.
help them.
Act Changes. This room will not undergo
drastic changes throughout the acts, unless you 16 – UPPER HALL WINDOWS
want it to. “A large wall of windows, once used to gaze upon
a beautiful run of land, are now a series of sharp
holes in the wall. Bits of flesh can be seen, caught
15 – UPPER HALL
by the thousands of glass edges. Large stacks of
The stairwell will lead you to this area.
long wooden planks are on either wall.
Bookshelves, chairs, tables, couches, desks,
“Reaching the top of the stairs you see signs of dressers, bed frames, and myriad other objects
life. Bedrolls rest beside a massive fireplace. The clutter the boarded windows. Their protection
fireplace is holding a small fire, unworthy of such from the horde seems minimal. Looking through
grandeur. The doors to your left and right are the planks that poorly cover the windows, you can
barricades or locked. There is trash and refuse see a translucent sphere of blue surrounding this
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castle. Beyond it, hundreds of shadowy humanoid Treasure. There are three tapestries, all worth
figures, and some larger non-humanoids, throw 100 gp each. They are bulky and difficult to carry,
themselves against the field. Small cracks and impossible while in combat.
splinters in its skin grow larger with every impact. Act Changes. This room will not undergo
It holds against the death ocean, but for how drastic changes throughout the acts, unless you
long?” want it to.

Window Fortifications. This section of the 18 – GUEST SLEEPING CHAMBERS /


castle, as the largest open hole, requires the most NEW KITCHEN
effort to fix during the rests.
“A long L shaped hallway is clogged with pots,
Battles. Most of the combat in this mission will
plates, and utensils by a clean fireplace. The
take place in this area and in the Grand Hall (area
hallway grants access to four bedrooms. They are
5). The characters can spend time adding
all identical, except that the last has a full-sized
defenses and setting traps before the battle
bed, instead of the smaller beds within the other
occurs.
rooms. Opposite the bedroom doors, a door to the
Developments. If time is not spent to rebuild
balcony has been ripped off. Standing on the
the window fortifications, this room will be
balcony you can see the door on the ground
swarmed before any other within the castle.
below. Listening carefully, you can hear the ocean
Treasure. At your discretion, the players may
crash behind you, a faint smell of salt in the air.
find bits of gold or jewels inside of the furniture
Large sections of the railing have been torn away,
(50 gp total).
leaving jagged wood in their place. The balcony is
Act Changes. The wooden planks used to
stable, but creaks loudly underfoot.”
rebuild the defenses from the attack in the 1 st act
will use nearly all of the wooden planks available.
The attack that happens in the 2 nd act will use up New Kitchen. Ferris has appropriated this area
all of the wood planks. The NPCs will comment to be used a kitchen, since the original kitchen is
that this is the last of their wood, and they might unusable for cooking. He has his pots and pans
not be able to survive another attack. strewn about the entrance to the hallway.
Sniping Spot. The characters have a very clear
view of the front yard from here. They could
17 – UPPER WEST HALLWAY easily make ranged attacks at an oncoming horde
The doors to this area are barricaded, though not from here.
very well. Too Heavy. Though the balcony is stable, it is
not in the condition is once was. If 4 characters
“Another short hallway with two doors to the stand on it at once, there is a 10% chance it will
north and south but missing the window of the break, dropping them all 20 feet. This chance
others. Three tapestries hang on the walls. One of increases by 10% for every character over 4 that
Castle Indomitable, sun shining behind it in radiant is standing on the balcony. The balcony will creak
glory. Another depicts a field of trees growing loudly and sway slightly as a warning when 3 or
black apples. The last is a bird’s eye view of a less characters stand on it at the same time.
ringed city, 7 stone walls, filled in with indistinct Act Changes. This area will not undergo drastic
buildings.” changes throughout the acts, unless you want it
to.

Not Blocked. This hallway is not blocked


because some of the NPCs like to try and sleep 19 – MASTER BEDROOM
the Guest Sleeping Chambers (area 18).
“A large room, once clearly the bedroom of the
lords of this house. It has been stripped of all

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things except a large mattress. Some blankets 21 – GUEST RESTROOMS 1
and a small stuffed dog are piled loosely on the “A large bathroom with two sinks and three stalls.
bed. There is a locked door to the south. This room One of the stalls has a nice large shower, the
is considerably cold, bringing a chill to anyone water still works and can come out heated. The
who steps inside.” other stalls are simple baby Gelatinous Cube
toilets. A small translucent cube, sitting in the
Mr. Snoofuls. This small stuffed dog belongs to bottom of the seat bucket, collects any waste and
King. He will be furious at the characters if they dissolves it.”
take it.
King. Despite the cold, King refuses to sleep in Waste Cubes. They are not harmful to living
the Upper Hall (area 15) and sleeps under massive creatures as they are too small to do any damage.
blankets in this room. Creatures. Baby gelatinous cubes
Treasure. The characters can discover a small Developments. If the characters decide to feed
cut in the mattress with an Investigation check (DC the baby gelatinous cubes, the cubes will grow
15). Inside is a Deed to Castle Indomitable, a ruby slightly and may begin to become a hazard.
(5,000 gp), and a portrait of King and his mother Act Changes. This room will not undergo
and father. The portrait portrays them all as jovial. drastic changes throughout the acts, unless you
On the back of the portrait three names can be want it to.
seen: Anthony, Jade, and a third that has been
scratched out and replaced with the word King.
King will attempt to murder anyone he discovers 22 – GUEST RESTROOMS 2
has stolen any of these things. The door to this room is locked. The NPCs will
Act Changes. This area will not undergo drastic advise against opening it.
changes throughout the acts, unless you want it
to. “Looking inside this room you can see bits of
porcelain and metal floating in midair. Bits of gold
sparkle in the light as they spin. Everything seems
20 – MASTER BATHROOM
to be moving in slow motion. The toilets and
The door to this room is locked.
shower in the back seem to waver, as if by heat.”

“The stale stench of death and the sea fill this


Enemies. A massive gelatinous cube has
room. A toilet is to your left, dingy and damp. To
swollen to the full size of this room. If the NPCs
your right is an empty sink. Taking the main stage
have not already warned the characters, they will
in this room is a large tub. It is dry, and the bottom
need to make an Insight or Investigation check (DC
is brown with old blood. There is no body in the
10) to comprehend what they are seeing. The cube
tub, but it seems like there was one recently.”
is heavily corrupted.
Doorway. The gelatinous cube cannot escape
Windows. The windows in this room are open the doorway due to its size. If the characters
but it does not appear that any of the horde have decide to attack the cube, they are constrained by
tried to break into this room. the size of the doorway. Only one character can
Act Changes. A corrupted creature should have attack the cube through the doorway before
somehow made its way into here between act 2 making room for the next to attack.
and three, attacking King at night. King will shout
for help and defend themselves long enough for
the party to intervene.

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Explanation. If a character asks any NPC, or if
the NPC sees the characters open the door, they 24 – CAPTAIN'S QUARTERS
will offer an explanation. They had originally “A meager bed rests near the east wall. Beside it is
thought to let the cube from one of the toilets a desk covered in plans, maps, and used or torn
feast on the bodies of the dead, getting rid of magical scrolls. Near the south door there is a
them with no mess. The cube began to grow dresser with neatly folded clothing on top. A full
rapidly though. After just a few days it had grown suit of plate armor stands in the corner, its metal
beyond their control and so they just shut and polished to a mirror finish.”
locked the door.
Treasure. If the gelatinous cube is killed, 32 Captain Connor. Connor sleeps in this room
gold pieces can be retrieved. most often. She does this, not to set herself above
Act Changes. If not killed, the cube will the others, but to be close to Russell and the
occasionally be seen with corrupted creatures Arcane Engine. She does not want anyone else to
within it. Who is putting these creatures in the bear the responsibility or to hear his screaming.
cube, and why, is a mystery. Armor. Standing in the corner is a wooden
mannequin, fitted with a set of Chrome Armor.
Connor will offer it freely in the 3 rd act to anyone
23 – UPPER EAST HALLWAY
who has proven themselves great leaders or
The double doors to this hallway are locked.
warriors. If none are worthy, she will wear it for
the 3rd act. The armor is plate mail and makes the
“A short hallway, barren of any art. A door to the wearer resistant to damage from 3 rd level spells
north and south present themselves to you. You or lower.
can hear electrical buzzing and a muffled scream Keys. Connor’s desk holds the keys while she is
coming from the north. A tiny single pane window sleeping. The drawer that has the keys in it is set
lets you see into the northern room. There is a with an Alarm spell that will ring out for all to
dragonborn with four arms, chained in place, hear.
while multicolored electrical arcs consume his Developments. If the characters break in here
body. He is crying out in pain.” and steal the armor or keys, Connor may try and
rally the NPCs against the characters.
Door and Window. The tiny window is too small Act Changes. This room will become
for any creatures larger than Tiny sized to crawl increasingly disorganized as the acts progress,
through. The door is reinforced heavy metal and mirroring Connors deteriorating mental state.
nearly impossible to open with brute force.
Act Changes. This room will not undergo
drastic changes throughout the acts, unless you
want it to.

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remain here for the shield covering the castle to
25 – NEW FOOD STORAGE remain active.
“This storage area is neatly organized, though it's Traps. If a character attempts to touch Russel,
not hard to organize five boxes. Four empty boxes without extra protection beyond their armor, will
sit against different walls, all empty. The last box be zapped with the same energy, ever so briefly.
is full of bread, hard cheese, and a few links of They will take 21 (6d6) force damage.
dried meat. This is all the food in the entire castle Explanation. If the characters discover Russell
and it’s not likely to last much longer.” on their own Connor (or another important NPC of
your choice) will flank them at the door.
Food. There is only enough food in this room to Explaining the situation and why they have to do
last another day. Maybe two if it is rationed this to survive. They will explain that Russell
heavily. willingly chose this, which is the truth.
Developments. If the characters take all the Developments. If Russel or the Crystal Shield
food Connor will accuse the “newcomers” of key are removed, the machine will shut down and
stealing (even if she doesn't know for sure that it the shield will drop. Russell will be at half health
was them) and try to have the other NPCs team with all of his abilities. He will thank the
up against them. characters, while also berating them for being so
Act Changes. The food will run out between act foolish.
2 and act 3. Levers. Turning several of the levers down will
cause the machine to stop and the shield to drop.
Only Angelica knows exactly which ones will do
26 – ARCANE ENGINE ROOM this. Turning them down randomly may get the
The door to this room is locked. desired result or it may have unintended
consequences.
“Screams leak from this room like water. The air Treasure. On the top right of the Arcane Engine
holds an electrical and arcane charge to it. Near there is the Crystal Shield Key. It is the size of a
the center, in a magical circle, stands a buckler shield, though shaped like a kite shield.
dragonborn de-fragger. Two skeletal arms Rainbows of energy pulse through it while it is on
protrude from his back, all four of his arms are the machine. If it is removed before shutting down
chained to poles outside the magical circle. He the machine, without protection beyond armor,
screams in agony as pulsating rainbows of energy the character that removed it will take 35 (10d6)
are pumped into his body, arching down his force damage. It cannot be used as a normal
chains.” shield.
“A wave of thick cables connects the circle to a Act Changes. This room will change only
large machine on the east side of the room. through character influence.
Levers, dials, and gauges all flicker in a horrible
chorus, driven by the screams of their terrible
orchestral conductor. On the right side of the
machine, glowing with bolts of power, is a small
crystal shield. Behind the machine, pipes coming
from the first floor are pumped into its back.”

Russell. Russell is in this room, four posts


linked to his four arms with chains. His body is
overflowing with arcane energy. He screams,
sometimes soundlessly as he runs out of breath.
He will not respond to the characters. He must

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Act Changes. The pile will grow larger and larger
27 – BODY PILE as the bodies from each challenge are mounted
This area is outside Castle Indomitable further.

“Twisted and melted bodies meld together here in


an abominable mass. Cinders of charred remains 28 – REAR BALCONY
keep the pile of death warm to the touch. A sickly “A wooden balcony runs around the south side of
muck of blood and mud has gathered around the the building. It overlooks the cliff side. The sea far
mass and has begun to mold. The smells are below looks almost tranquil. This space is calm,
beyond comparison and will stay locked in your the sound of the waves crashing against the reef
memory until death. It is a wretched, horrible drown out any sound from the horde. A bitter chill
sight.” grips the air here, but it is well worth the view. The
lulling sense of security is only marred by the pile
Diseased Treasure. A truly vile character could try of bodies shortly below.”
and search for valuables within the mass of death.
An Investigation check will give them 20 gp for Quiet. This place is quiet and peaceful.
every multiple of 5 they roll. For example, if they Characters may come here to watch the ocean. If
roll a 17, they will receive 60 gp. They must then so, several NPCs will join them, spending a few
succeed on a Constitution saving throw (DC 25) or moments in mutual reflection.
become diseased. Developments. If the balcony is destroyed the
Added Challenge. You may decide that some of NPCs will unlock the back door and take bodies
the dead here are not actually dead. They may try out that way. It is more time consuming, leaving
and attack anyone that comes too close; less time to develop defenses and traps.
shambling out of the pile to reap chaos. Act Changes. At the start of the 3rd act, several
NPCs will come out here to enjoy some fresh air
and think about what they want their last stand to
be like. They will talk with the party, asking them
what they might want their final moments to be
like.

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days and that the entire grove is on the verge of
collapsing on itself and going elsewhere. He
insists they rest one last time, providing them
with rather strong healing potions and one last
cooked meal, apparently made with whatever
[Tl;DR] The clearing is a mess. It is storming and rations he had left and some meat of
windy. Wyatt has used some magic to make a questionable texture.
small dry area for the party to rest in. He provides
food and healing potions.
KARMA CHAMELEON
NPCs: Wyatt Ferris, any surviving members of At this point, some characters may be convinced
Castle Indomitable they are being followed by something. You may
Key Items: Crystal Shield key use this opportunity to strike, replacing a
Enemies: Karma Chameleon character with the chameleon but we suggest you
do so within the Black Castle instead.
“You are ejected from Castle Indomitable, belched
onto the wet grass of Warren’s Grove. Wyatt
beckons you over to his tent, which he has DOORS TO GREATNESS
modified to cling to the tree. A cold drizzle runs “The beginning of the end, the final challenge of
over the entire grove and dark storm clouds Warren’s Grove stands before you. The Crystal
rumble above you. Shield Key recess beckons, a frightful final step on
the way to greatness.”

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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exactly what is coming next. A few common
themes can be found throughout, and we have
worked in places to tinker with character
backstories. The Black Castle is a personal
“As you push open the massive doors, the experience for each adventurer going through it. It
storm behind you swells. You know only a few is constantly changing at the whims of Jay-Reth so
feel free to mix and match rooms or even supplant
have been here before you and almost none of
areas, even if they have already been explored,
them have returned. Beyond the doors is only
with completely new areas the next time a
darkness, with the faintest glimmer of light far
character goes through them.
off in the distance. The final challenge in your
adventure through Warren’s Grove awaits.
Wreathed in darkness, pushed forward by an CROSS-DIMENSIONAL
unnatural storm, an inner voice screaming at Though the version of Warren’s Grove the
you to turn away, you step into the long dark. characters entered through is the only one from
Welcome to the Black Castle. their reality, it is not the only one in existence.
Many creatures and adventuring parties from other
realities have made it to the Black Castle as well,
[TL;DR] The characters must traverse through the
through their own version of the Grove, and may
immense dungeon that is the Black Castle. It is
be encountered here.
filled with traps and rooms that do not make any
immediate sense. At the end is the god Jay-Reth,
presiding over the entire castle and slightly KARMA CHAMELEON
changing it as the adventure progresses. The
The Karma Chameleon will strike in this area,
characters must find a yellow, red, green, and blue
keycard to unlock the final challenge, facing Jay- waiting for the most opportune moment to kill and
Reth themselves in a final confrontation. The replace their target. Once they have been replaced,
let the player continue playing the character and
winners will be given the choice of splendor and
let them know (preferably in secret) they have
riches, or assuming Jay-Reth’s power for
themselves. been replaced and to role play their character in
that way.
NPCs: Jay-Reth, KA-Ram, Nillrik, Jessica, Ketchup,
Hidima, Koll, Wave, Sarge, Zoppi, Veronica, Octtana,
CHARACTER DEATH
Skulk, Blue, Bud, Marcilius, Hugh, Theodrax,
Cimt’rry, Railbin, Stickypaw, Eromderf, Wraith, In the Black Castle, death is always just around the
Deep, Grub, Crackleroobbern, Zero Hour Hero, Chad, corner. There are many ways to revive a character,
Jacques, Wolf, Buisnesstron, Pit, The Overseers but character death may also be a good chance to
Key Items: Red Keycard, Blue Keycard, Yellow let a player explore something new. Due to the
Keycard, Green Keycard, Automap Screen, Black nature of the Retroverse, and of Warren’s Grove, it
Castle Credit Card, Portal Tokens, Pahku Portal is entirely possible for a new character to meet up
Token with the party, having come from a similar or
Enemies: Everything and a kitchen sink mimic. totally new dimension.

RUNNING THE ADVENTURE


The Black Castle is designed to represent the
mishmash that is present throughout the entirety
of the Retroverse. As such, rooms do not always
naturally transition into one another. Sometimes
the transitions are subtle, time having melded
some of the older areas together, while other
times it is jarring and can leave explorers with
mental whiplash. This aspect should be played up,
impressing on the players that they never know
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JAY-RETH’S STORY characters leave, they appear outside of Warren’s
During this adventure, the characters will slowly Grove and will never be able to find it again.
unravel the mystery of the Black Castle and of Jay-
ROAMING MONSTERS
Reth. The stated intention of Warren’s Grove is to
find a worthy heir to receive the power of Jay-Reth, Throughout the castle there are roaming monsters.
taking the mantle of that god. The true intention is They can be found in nearly every room but should
to create powerful warriors so that their life force be used more sparingly when the characters
can be drained to keep the current Jay-Reth in investigate new areas. If the party decides to
power. Please see the Campfire Trial rooms (areas backtrack to a previous area, roll on this table to
41-47) for a retelling of the god’s past. The find out what may greet them on their way. When
underlying idea is that Jay-Reth’s power has been adding a roaming creature to a room, consider how
passed from creature to creature for eons. All Jay- it may impact the puzzles or challenges of that
Reths protect the universe from dying from room. Roll a d12 and a d8 for the table below.
entropy, injecting chaos and energy into the Some of these monsters flicker out of reality when
system to prevent heat death. Noble heroes who killed, dropping gold equal to 5 times their CR and
have become the next incarnation of Jay-Reth have potions, depending on the needs of the party.
used all their life force to accomplish this, passing
on the godhood to the next in line whenever they
become too weak to hold entropy at bay. The most Result Monster
recent incarnation of Jay-Reth has not done so and 2 A Tallblin
instead steals the life force of other powerful 3 An Animatronic Nightmare
heroes to continue their reign. This is the true
4 1d6 Chainawrus
reason behind the Warren’s Grove and the ultimate
goal of Jay-Reth, despite everything else they may 5 A Miditaur
say. 6 1d4 Animatronic Horrors
7 1d4 Cyblight (CR total 2d12)

LEVELING UP 8 1d6 Muddies

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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d20 Items in the Machine
Result
1-10 All common adventuring supplies. 2d6
Potions of Healing. 1d6 Stickers of
Enchantment. 1d6 Packs of Slap Bracelets.
2d6 Hyper Water.
11-16 All Items from 1-10. All common supplies,
including specialized gear. 2d12 Potions of
Healing. 1d6 Potions of Uncommon or
Common rarity. Glitched Equipment, sold
for suspiciously cheap prices. 1d6
Boostshroom. A single 1-UP.
17-19 All items from the previous machines and
6d6 potions of very rare or less rarity. 1 El-
Chip of every variety. One of almost any
Rare or lesser rarity magical item,
including weapons. Every Retroverse
Consumable magical item, except b-ug
VENDING MACHINES cores. 1d6 1-UPs. 1 Scroll of the Checkpoint
There are vending machines scattered throughout spell. Any items that may have been lost
this castle. Most of them feature basic adventuring within the castle.
supplies, such as ropes, torches, rations, and
20 Everything is available in this machine but
weapons. Some of them can even feature
the words “FLASH SALE” appear
legendary items, though this is quite rare. A few
somewhere on it. While there does not
machines have specific circumstances surrounding
seem to be a limit on the rarity in this
them, detailed in the room description. The vending
machine, only 1d6+2 items can be
machines cannot be stolen from, with any
purchased before the special sale ends and
attempts simply repelling the attack or magic. The
the machine shuts down. After 24 hours,
characters can use their gold to purchase things or
reroll for this machine.
the Black Castle Credit Card (found in area 26). The
items appear as small digital representations on
the machine and appear as fully sized items in the 1 - LOBBY
bottom receptacle, which is always just big enough
to get the item out. A large room, rimmed with somewhat
The machines are restocked regularly. You may comfortable cushioned chairs comes into view.
choose to have certain items be harder to find or Behind you, a hallway of utter darkness extends
increase their price, based on the tension of your into seeming infinity. There is a vending machine
game. The price of most items follows its normal sitting beside a reception window. A very bored
price in game, with magical items the same unless synthetic strums their fingers and eyes you
their limited number has increased the price. lazily.
Use these machines as a way to reward your
players or supply them items they may need in the KA-ram. The synthetic sitting in the reception
future. An easy reward for any combat encounter window is named KA-ram. Her appearance is that
is a Vending Machine Coupon, giving the characters of a large and old personal computer, complete
a reason to backtrack to one of these machines with a CRT monitor face, that has been bolted onto
beyond resupplying. over time with arms and legs. She is disinterested
When encountering a Vending machine, roll a in the party and any of the trials they have gone
d20. Unless otherwise stated, the vending through. She has no interest in joining the party,
machines will follow these general guidelines. escaping, or bartering. She has a dry sass to her
Machines may change from time to time, speech and mannerisms, giving the party the
completely at the GM’s discretion. impression they are interrupting her from
something more important. She will give a brief
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rundown of the castle and the challenges that them outside Warren’s Grove, into a nearby forest
await and will only answer a handful of questions or street alley, with the characters unable to
before she closes the reception window, and it return.
fades from existence.
Behind her, there is a large and low-quality
sticker on the wall, giving a poor impression of a 2 - DARK PASSAGES.
large office behind her. In reality, the reception Long, dark hallways twist in abrupt turns. They
window she serves in is just big enough for her to are patrolled by humanoids made of jagged
stand and sass the players in. edges and peculiar, staccato movements. Every
If pressed, KA-ram will give a very brief hallway you see fills you with the sense of being
rundown of the following topics: watched.
• The general location of the arena (area 37).
• How the vending machines and portals Security. These hallways are patrolled by Low-
work. Poly Guards who will relentlessly attack the
• The four key cards, their color, and what players if they are discovered. They follow a set
they are used for. path, walking slowly up and down each track,
• The challenges they may face in the nearby always seeming to always get in front of a player
rooms. at the most inconvenient time.
• Any NPCs she may have come across, Tactical Stealth. Whatever creatures end their
mentioning that many others may be in turn within this area must succeed on a Stealth
here, based on the nature of the Black check (DC 5) at the end of each of their turns or be
Castle. discovered by a guard or an unseen camera on the
• The fact that the black castle is a walls. The DC for this check increases by +1 for
mishmash of idea, other castles, and time. each turn spent in the area. It resets to 5 again if all
Window Dressing. The room has several chairs guards are destroyed or the characters can
lined against the wall or each other. There is art on successfully run or hide from the guards for 1
the walls, depicting different versions of challenges minute. The guards will not stray from this area
in Warren’s Grove. A few pictures are recent, unless chasing a discovered character.
showing the current characters in times of
triumphs or great failures from this adventure, all
in varying art styles. 2A. 2B. 2C. - HIDDEN RESPAWNERS
Vending Machine. There is a vending machine A small closet-like room with nothing but flat
beside KA-ram’s window. See the vending machine walls and no light source.
rules for determining its content.
Locked Door. To the right of the entrance is a False Wall. The walls into these rooms are very
locked door that says “Employees Only” on it and is simple illusions, falling to fool an observer after
locked tight with a strange cube shaped knob. Any being touched or by succeeding on an Investigation
attempts to open the door or subvert its magic will check (DC 12).
fail. A strangely shaped key must be obtained Monster Closet. If one of the guards within area
somewhere in the castle (area 58 and 67) and 2 is killed, it will disintegrate and respawn within
placed into the knob to open this door. this room after 1 minute. Each room can be
Sound. There is soft music playing in the room, deactivated by a button in its corresponding
coming from no distinct place. An Investigation Security Room (Area 3a, 3b, 3c).
check (DC 15) will reveal the music to be a jazzy 2b. There are skeletal remains in 2b. The spirit
rendition of music from the investigator’s of the remains speaks to the characters, explaining
childhood, rotating between character’s pasts at they are an adventurer named Nillrik. The spirit
random. begs for a 1-UP from the vending machine. If
Leaving. It is possible for the characters to turn revived, they will help you in the dungeon as much
around and leave, walking down the black hallway as they can, though they are devoid of any
they came through. Ka-ram will explain that doing equipment beyond basic clothing and never made
so will be considered a forfeit of Warren’s Grove it farther than this room.
challenge, but nothing of value will be lost in the Nillrik. A rather short Restless adventurer that
process, they will simply lose. The hallway will lead has a chipper spirit but often gets themselves into
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trouble. They tend to be somewhat cowardly as
their powers cannot match the threats within the 4 - RGB ROOMS (A,B,C)
Black Castle. They do not remember how they When you enter this room, light is condensed
originally died or even how they got into the castle. down to a single color. The barren stone room is
They talk about powerful friends they remember well-lit, but everything is reduced down to
having but cannot remember their names. Nillrik shades of the single color. The light stops like a
will help the party as best they can but will avoid hard line at the room’s borders.
conflict if at all possible. While traveling with the
party, they will ingratiate themselves, serving as an Extravision. Any type of vision beyond average
earnest cheerleader for the party. They use the is effectively useless here, including true sight.
stats of an acolyte. Because everything is lit, just in a single color,
there is nothing extra to see and things like
Darkvision will not be triggered.
3 - SECURITY ROOMS (A,B,C) Lights. 4a is red and fire-based abilities, effects,
A room thrumming with electric energy and and magics are completely nullified in this room;
brightly colored buttons. A strange figure stands red items exposed to the light within the room
in the center, bathed in blue light from a large begin to vanish and will fizzle into nothing if in the
monitor on the wall. room for more than 1 minute at a time. 4b is blue
and cold based abilities, effects, and magics are
Same Design. Each of these rooms is completely nullified in this room; blue items
functionally the same, with knobs, switches, and exposed to the light within the room begin to
buttons that mostly seem to serve no purpose vanish and will fizzle into nothing if in the room for
beyond being entertaining to fiddle with. more than 1 minute at a time. 4c is green and acid-
Animatronic Horrors. Each security room has an based abilities, effects, and magics are completely
animatronic horror in it, each of which appears to nullified in this room; green items exposed to the
be covered in degraded latex and fabric “skin” light within the room begin to vanish and will fizzle
designed to look like one of the adventurers. They into nothing if in the room for more than 1 minute
are inactive but will spring into action after the de- at a time. Items that disappear in this way will
secure buttons are pressed. They will attempt to appear in the vending machines, for 1d6+1 times
reactivate the buttons if given the chance. their normal price. The magic in this place will
De-Secure Buttons. Each of these rooms has a attempt to take the full item if it can do so but may
large, red “De-Secure” button which turns off the also take only the pieces on the item with the
corresponding Hidden Respwaner (Area 2a, 2b, 2c). corresponding color.
Security Monitors. Each room has a large Enemies. An assortment of b-ugz will spawn in
security monitor that flashes between different this room, notably being sheer black. They will not
rooms in the castle, giving a brief view of what may move from one room to the other and will be
be coming next. An Investigations check (DC 20) completely invisible to creature’s standing in a
will allow a character to influence which rooms different room. The type of b-ugz is up to the DM,
come up but the screens will only stay on a given though their total CR should match that of the total
room for a maximum of 1 minute before flashing party’s level. Each one that is killed will cause a
to another room. thrumming to occur in the Monochrome Room
Vending Machine. There is a vending machine in (Area 5).
room 3c.

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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that room as well. When all of the b-ugz from each 8 - PORTAL ROOM A1
room have been cleared, the room will appear with
A room of flat metal walls slapped with banners
normal, if somewhat vibrant, color.
and ads for seemingly random products from
Chest. In the center of the stark room is the
throughout the multiverse. A small gateway
outline of a chest. It is impossible to touch until all
stands in one corner, completely inert. You see a
color has been restored to the room. After this
bandit observing it.
time, it can be interacted with. It is a mimic and
killing it will cause it to drop an Auto-Compass. This
Portal. Standing in a single corner is a
item always points towards the nearest unobtained
rectangular gateway. It has a coin slot on one side.
keycard in this dungeon.
Inserting a Portal Token will open it, creating a
gateway between this area and Portal Room A2
6 - TERROR HALLWAY (area 114). The portal will stay open for one minute,
freely allowing any creatures or objects through it.
Turning the corner, you’re assaulted with Over Their Head. The neo bandit (clan racket) is
magical darkness. No light can pass more than a named Jessica and will give the players her two
few feet ahead of you into the swirling, Portal Tokens, in exchange for safely transporting
undulating blackness. her back to the entrance. They have had enough of
this adventure and wish to leave. They will pay one
Darkness. This long hallway is coated in magical token upfront and the other when you make it back
darkness. to the lobby (area 1) safely.
Lost. Any creature who is alone and gets more Jessica was originally part of a small team that
than 5 feet away from another ally is attacked by a just happened to luck their way into another
shadow. If they kill their assailant, another one will version of this castle. The other members of her
appear to attack the character at the beginning of team have long since vanished, presumed dead by
the next round. The attacks stop when they are Jessica, and she has no desire to speak on them or
within 5 feet on an ally again. If several creatures find out their true fates. If the party decides not to
are moving in a line, the creature in the lead and help or takes too much time going back to the
rear must succeed on a Perception check (DC 15) or Lobby (area 1), Jessica will strike out on their own.
get turned around in the darkness, ending up 15 They will not likely survive and will be found far
feet away from the nearest ally. deeper than would ever have seemed possible.

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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can be found is cursed. If a creature spends a long characters to make a Corruption Saving Throw
rest in the bed, they will be unable to wake when they walk into the hallway.
themselves, becoming paralyzed and unable to Gems. The “doorway” to area 14 does not exist,
respond or understand outside stimuli. Only being only a black outline of a doorway with 5
shaking them will rouse them. If they are left gems embedded in it. These gems light up, staying
asleep, they lose 1d6 hit points every 10 minutes lit between cycles, each time the creature in the
beyond 8 hours in the bed. If they drop to 0 hit Living Room (area 12) is killed. Once all are lit, the
points, they become a dried husk. Despite this, door becomes real and can be opened.
creatures who sleep in the bed report feeling very
rested and often insist on staying for just a few
more minutes when roused. 12 - LIVING ROOM
Toys. This room is filled with toys, featuring an A cozy living room with several comfy chairs, a
inordinate number of goblins. An Investigation large couch, and a table with finger foods and a
check (DC 22) in the toy’s chests will reveal badly large picture book on it.
beaten action figures based on the party.
Repeat. This room is under the same influence
as the Repeating Hallway (area 11) and is part of it.
10 - BROOM CLOSET After the first cycle, b-ugz will begin appearing in
The door seems jammed at first but pushing this room.
open reveals a room stuffed with wooden Table Tops. There are two tables in this room,
brooms. Floor, walls, ceiling, all of it is covered in one with bits of fresh food, such as cheese slices,
brooms. apples, and crackers, and another book on it. The
book has pictures of previous adventuring parties
Brooms. After 1 minute of the door being open, that have made it to the Black Castle, giving a brief
a single broom will begin moving, attacking the synopsis of their adventure and always featuring a
party as an animated object. At the start of each picture of their gruesome death. Because of the
subsequent round, another broom will animate. changeable nature of Warren’s Grove, feel free to
Closing the door will cause them to become inert describe previous adventures you may have had to
again. No matter how many brooms are destroyed, fill in the details, even including adventures from
there will always be more. disparate game genres, so long as they end in
horrible failure, even if that’s not how the game
went. The idea is to unsettle the players with
11 - REPEATING HALLWAY distorted timelines.
Opening the door reveals a cozy hallway with Monsters. B-ugz begin appearing in this room,
soft light bulbs casting a warm glow over starting with a CR 1 creature. Each time the enemy
everything. There are photos on the wall of is killed, it causes one of the gems to the Silent
smiling families, and you can hear rain pattering Room (area 13) to glow and grow stronger the next
on a roof above you. time the hallway cycle is repeated. It begins as CR 1
and increases in CR by 1d4 each time, to a
Repeat. Whichever doorway the party entered maximum of CR 15 b-ugz.
this hallway through becomes the “origin door,”
creating a loop where opening either door at the
end of the hallway causes it to go back to this door. 13 - SILENT ROOM
If the party finds a magical way to exit the loop, the A strange room, overflowing with knobs and
next doorway they open (regardless of its location switches; a large monitor watching the hallway
inside or outside the castle) will lead back to this behind you. Several goblins operate the controls,
hallway unless the switch in the Silent Room (area leaping from their stations when they see you. It
13) is flipped. Each cycle through this hallway after is oddly quiet here.
the first causes it to become more degraded, with
glitches and unnerving shadows filling the area Silence. No sound can be made in this room,
while the lights begin to fade, and the walls begin negating speech and spells that have a verbal
to melt. Each of these new cycles forces the component.

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Goblins. There are 2d4 regular goblins in this
room and 1d4 goblinoids of the GMs choice here as 14 - SNAKE PIT ROOM
well. In addition, there is an energy wo’nari named A brightly colored ball pit covers the entire floor.
Hidima ordering the goblins to orchestrate the The balls seem to glisten with an almost
terrible events of the previous rooms. Hidima will pearlescent luster. There is a single transparent
attack without a second thought. The wo’nari is ball in the center, with what appears to be a
under the effects of dominate person and, if coupon in it.
released from it, will offer to help the party. They
are somewhat distant, lost in a perpetual daze of Pit. This room is 10 feet deep, causing creatures
trying to remember exactly what happened to inside to sink to the bottom. Creatures who move
them. They had an adventuring party they came into the pit must succeed on an Acrobatics or
into the castle with but lost them somewhere Athletics check (DC 12) or fall into the balls.
along the way. They’re not exactly sure how long Creatures who fail the check by 5 or more sink to
they have been in the castle, but it must have been the bottom, taking 2d6 piercing damage from the
a few years at least. bones littering the bottom of the trap. Creatures
Repeat Switch. Almost all of the knobs and can assist others by making an Athletics check (DC
switches seem to serve no purpose, except for a 12), falling in themselves if they fail by 5 or more,
large switch labeled “REPEAT”. It is set to the ON though this does not immediately subject them to
position and turning it to OFF allows the doorways the damage from the bones.
out of this loop to become usable again. On Snakes. After 1d4 rounds, the balls will begin to
occasion, roaming creatures may flip the switch unravel, revealing themselves to be snakes. Any
again, causing the loop to begin again, though no creatures in the pit then begin to take 1d4 piercing
work must be done to reopen this room. Any and 1d4 poison damage at the start of their turns
creature can flip the switch back off again, though until they leave the pit.
they will be Coupon. The transparent ball can be easily
transported to this broken and contains 2 coupons. One is a for free
section of the pizza from Drunk-E-Cheezers and the other is a
Black Castle 50% off coupon for one item at any vending
in doing so. machine.
Switch. At the bottom of the pit is a lever that
can be found on
one wall. When
flipped, it causes a
stone slab to slide across
the top of the pit, creating a
solid floor and trapping the snakes and
any creatures in there with them. It can be flipped
back to open the pit back up.
Smell. The air in this area is somewhat pungent,
with a hint of rot giving some idea that the pit is
not what it seems.

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17 - ART PRODUCTION
15 - EXCALI-CHAIR’S REST
A small and messy room, complete with dozens
Lights shine on you as you enter this room, of unused paintings stacked on the floor and
quickly followed by cheers and jeers from an walls. An emaciated rai sits in front of an easel,
unseen crowd. In the center of the room is a chained to the wall.
wrestling ring, with a metal folding chair stuck in
the middle of it. Painter. The rai painter will introduce
themselves as Koll Mada-Ahthram Crono-Joy-Aba-
The Ring. Only a single creature can enter the Peach and will be immediately thankful for the
ring at once, with all others pushed by unseen company. They ask the party to free them, offering
forces and repelled if they attempt to force their to paint them and help them escape if they break
way in by physical or magical means. Once they the chains that bind them. The chains break easily
step in the ring, they can attempt to withdraw the if attacked. The painter has no interest in
chair from the ring with a Strength check (DC 40) continuing adventuring and will run from the party
as an action. If they fail, they are assaulted by 1d6 for the exit as soon as they can. If questioned, they
muddies who jump into the ring from high above will warn the party of Jay-reth and their offers,
the ring lights. Each time a Muddie is defeated, the explaining the deal they made with the god for
DC for the chair is reduced by 1 (to a minimum of amazing painting skill. After being given the skill,
22) and another muddie replaces the defeated one they were left in this room, forced to paint only
at the start of the next round. Once the chair is pictures of the god being wonderful. They were
withdrawn, any remaining muddies disappear. If paid for their work but had to work continually not
the challenger is defeated by the muddies, they will to die from starvation.
toss the unconscious challenger out of the ring and Koll uses the stats of an acolyte. In combat, they
then disappear, causing the DC for the chair to will stay on the sidelines and heal the party, rather
reset. A creature can only enter the ring once than dive into the fray.
before finishing a long rest, powerful wrestling
energy keeping them out until then.
Excali-Chair. Only the creature who pulls the 18 - MINIATURE BATHROOM
Excali-Chair out of the ring can attune to it, though A small bathroom, with a toilet crammed next to
others can still use it as an improvised weapon or
a vending machine and a shower stall.
furniture.
Bathroom. The utilities in this area are heavily
16 - ART ROOM run down, with the water smelling of sulfur.
Vending Machine. The vending machine in this
Dozens of paintings line the walls in this brightly room sells things at a strange price, with food and
lit room. Each painting features the same most potions being sold normally but everything
smiling figure. that would have helped Koll escape being sold at
ludicrous prices. If asked, Koll will explain this as
Paintings. Each painting in this room revolves part of Jay-Reth’s twisted sense of humor, allowing
around a central figure, Jay-reth. He is painted to the rai to see their salvation but never paying them
be a generous and kind character, in scenes that enough to do more than merely survive.
depict him giving to the needy, helping the hurt,
and brokering goodwill between nations. Keen eyes
will see that, although each figure in the paintings 19 - ROCK FALLWAY
is smiling, many of the smiles of the other figures
An immaculate hallway that is a stark contrast
seem strained and somewhat fearful. The paintings
to everything else around it. The stone is a
are masterful work and worth at least 500 gp,
brilliant marble, with pillars that rise high above
based on their craftsmanship.
you, supporting arches in the hallway, with
Secret Door. Behind a painting of Jay-Reth
beautiful art on the ceiling between them.
guiding the hand of a smiling rai painter, there is a
Banners of the household, both powerful and
switch that reveals a secret door right next to it
old, are draped on the walls between the pillars,
(area 17) An Investigation check (DC 18) will reveal
adding to the air of regal pomp here.
the switch embedded between bricks.
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Rocks Fall. About midway through the hall, the
entire place shakes and the ceiling falls in on the 21A - RUNWAY
characters. Each creature must succeed on a You see a long fashion runway, surrounded by
Dexterity saving throw (DC 18) or be crushed by the chairs and dimly lit. The curtains shuffle as you
rocks, taking 6d6 bludgeoning damage. Creatures enter the room and the low shadows play tricks
who fail the roll by 5 or more are buried under the on you, making it seem as though the chairs
rocks, being restrained, prone, and beginning to might be filled.
suffocate. They can be dug out by other creatures
with a Strength check (DC 14) or can get Patrons. Many empty chairs line the floor, all
themselves out with the same check, made with pointing at the stage. The outlines of people of all
disadvantage. shapes and sizes can be seen, but only by
Rocks Rise. Rocks fall at an impossible rate, peripheral vision or with true sight. The people are
refilling spaces quickly and preventing any still, staring directly at the stage. They cannot be
substantial clearing of the rocks, making passage interacted with but will react to any performances
through the hall impossible by normal means. on stage.
However, if all creatures are standing at either end VIP Area. In the bottom of the room is a roped
of the hall, they can see the rocks rise back into the off area with chairs that are slightly nicer than the
ceiling. This process is gradual and, if a character ones in the rest of the room. There are the letters
turns to look while walking away from the center “VIP” written on the back wall.
of the hall, they may see the rocks rise and fall as Curtains. Slight murmuring can be heard
they get farther or closer to the center. Any coming from behind the curtains (area 21b).
creature who does so will be able to hear an
audible cackle in the air, as Jay-Reth enjoys their
troubles. 21B - BACKSTAGE
Vending Machine. There is a vending machine A thin back room, stuffed with clothing and
near the entrance to door to the runway (Ara 21a). cobwebs. A nervous half-orc paces to and fro,
It is filled with an unusual number of stickers and muttering to themselves. They are draped in
cosmetic items. strips of cloth, and dozens of accessories.
Secret Doors. There are two sections of the wall,
on opposite ends of the hall that appear different Fashion Sense. Once the half-orc discovers the
from the rest, being made of cheap red bricks that party in this area, they will beg for their help. She
have been painted a similar white to the marble will first introduce herself as Wave then explain
walls. A Perception check (DC 14) is required to they have become trapped in this place, their fate
discover and use either one. tied to those that expect the next show. All of the
patrons in the chairs are expecting the most
amazing fashion show and cannot be released
20 - BRICKED DOORWAY from this place until they see it. The immense
Beyond the brick wall you see a vending machine pressure has caused Wave to stall here for longer
and a set of plate mail, slumped on the floor. than they can remember, just making more and
more clothing in hopes that someone could help
Vending Machine. There is a regular vending them put on the show. They ask for the character's
machine in this room, though it is devoid of all life assistance, ushering them to the Dressing Room
extending and healing items. (area 23) if they agree and shooing them away if
Armor. The set of human-sized plate armor will they do not.
rise, attacking the characters as an animated Wave will join the party and help them
armor. Once defeated, two Booblins will escape throughout the entire castle if the party puts on a
and attack the party. If the armor is inspected, successful show. They will caution trusting Jay-
there are two goblin skulls and far too many bones Reth, as the deals they make always seem to have
found inside. a sinister edge. Wave made their way into the
castle to try and gather extravagant designs and
linens, or at least the gold to acquire those things.
When Jay-Reth offered some of these things to
Wave, she accepted readily but did not anticipate
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the impossible standards the clothing she made be the adventuring party, mimicking movements
would be held up to. and mannerisms. They will give the items back
In combat they use the stats of a noble. when asked to do so, having done no harm to the
Fashion Show. Each character who wants to, items.
will be able to walk on stage and strut their stuff. Additional Challenge. Though the mannequins
On the runway, each character must make a are not a threat, one of them may decide to take up
Performance check (DC 20). A successful the adventuring idea and steal some of the armor
Performance check by any character will cause and weapons left to them. They will leave this area
uproarious applause, allowing the ghostly and can then be found roaming the castle, using
apparitions to vanish once each character has the “borrowed” equipment. If found shortly
made an appearance. Jay-Reth will be sitting in the afterwards, they will give it back without protest. If
VIP area, somewhat obscured by the lights but not several days have passed, they will defend
difficult to see. Each time a character reaches the themselves, having developed a stronger sense of
end of the runway they are met with cheers and self. They are a muddie, modified only by the
applause, regardless of their Performance check. equipment they are using.
Whichever character had the highest check will
feel their bag or pocket grow slightly heavier after
the show. They will discover a unique portal token 23 - SECRET HALLWAY
in the shape of a Pahku-Pahku holy symbol in their This hallway is lined with sparkling lights, giving
pocket, attached to a note. The note reads: off the appearance of a starry sky.

“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.

22 - DRESSING ROOM 24A - MAX-ROOM


A room jam packed with clothing for anybody or Walking into this room, something seems
any occasion. Mannequins are scattered immediately off. You are over double your
throughout and wave at you once you enter the normal size, all of your equipment matching
room. It smells like mothballs and heavy dust. your new size. A smattering of goblins and
animatronic horrors look up at you and then
Clothing. The characters can find any type of flee.
clothing they want in here. Use this as a chance to
let the characters use their creativity to express Creatures. There are 2d10 goblinoids (the exact
themselves. Wave will gladly help them make any type is the GM’s choice) and 2d6 animatronic
alterations needed. horrors in this room, though all of them are half
Mannequins. The mannequins in here range their normal size. They appear quite small to the
from simple busts to fully articulated humanoids. party, dealing half damage (before applying
They are non-hostile and gladly help the weakness and resistances) and taking double
characters, though often move in unsettling damage. They will try to flank the party, climbing
staccato motions. They will take any armor and on them or using the two pillars in the room to
equipment the characters need to take off in order dodge attacks.
to participate in the show. When the characters Size. Any spells that affect or change size are
return from the show, the mannequins will be useless in this room. After walking in, the
wearing some of the equipment and pretending to characters are twice their normal size and too big
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to get through any doors except the set into the 26 - HOLO-MAP ROOM
Min-Room (area 24b).
Blue light emanates from this room, collected in
the center of the room above a raised metal,
24B - MIN-ROOM circle-shaped platform. Small projectors
assemble a holographic representation of this
Moving past the giant room and opening the room above the platform. Two machines hum,
huge, though not to you, doors, your perspective flanking the back wall.
changes. Suddenly, everything looms above you,
including the smiling face of the goblins in this Holographic Map. In the center of this room is a
room. holographic map, which expands as the characters
explore the areas while carrying an Automap
Creatures. There are 1d6 goblinoids in this room Screen. The screens fit in the palm of your hand
(the exact type is the GM’s choice), though all of and show a rough outline of the dungeon around
them are double their size, dealing twice as much you while looking at them. They also record high
damage and taking half damage (before applying detailed rendering of each room you explore, which
weakness and resistance). They will attempt to can then be viewed in this room. The holographic
squash the party, forgoing cunning tactics in favor map allows a character to view the basic
of brute force. information of rooms they have visited with the
Size. Any spells that affect or change size are automap screens as well as set notes and
useless in this room. After walking in, the waypoints which can be viewed on the screens. If a
characters are half their normal size and too small room changes and a character has not explored it,
to open the doors they came in. One goblin in this the map will not reflect those changes until
room has a switch that controls the size distortions investigated.
of these rooms, that has a simple on-off function Vending Machine. There is a vending machine
and nothing else. It can be taken from the dead on the right side of the room. It appears to have
goblin, or the creature may be convinced to flip it been heavily used and is covered in graffiti and
themselves, with the right incentive. stickers. You can buy an Automap Screen from this
machine, for 50gp each.
Coin Dispenser. A machine with a large hatch
25 - PORTAL ROOM C1
sits against one wall. It has a single button that
A plus-shaped hallway, smashed with ads for says “convert” on it and a card slot. Putting any
faraway kingdoms and strange beverages from item in the hatch and pushing the button will cause
beyond this world. The place hums with the machine to either dispense coins based on the
fluorescent lights and latent portal energy, value of the item or to deposit the value into a
drawing the eye to a portal gateway in one Black Castle Credit Card. Items put in this machine
alcove. may or may not wind up back in a vending machine
(for a higher price) or may be refused outright
Portal. Standing against a wall is a rectangular (such as key items or creatures being put in). The
gateway. It has a coin slot on one side. Inserting a machine will give around 75% the value of an item
Portal Token will open it, creating a gateway if the value is placed on a Credit Card (which can
between this area and Portal Room C2 (area 51). only be used in this castle) and about 50% of the
The portal will stay open for 1 minute, freely item’s value if turned to gold.
allowing any creatures or objects through it. The first time this machine is used, it will eject a
Long Hall. The hallway near the portal is credit card alongside the gold. The name of the
brightly lit and eerily quiet, save for the sound of character will be on the card and will sometimes
buzzing lights. It is an ideal area to ambush the receive funds, regardless of how they are used. A
characters with one (or more) roaming enemies. character can have a negative balance of -2,500 gp
Additional Challenge. For an added surprise, on the card and must repay the balance or strange
have two portals exist in this area, with one being magic will keep them locked in the castle. There is
clearly out of place. The out of place one is a large no upper limit to the positive amount you can have
sized mimic. on the card.

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27 - SPLIT THE PARTY HALLWAY 28 - BATTLE ROOM (CONFLICT)
Three doors surround this hallway, on either side A small pedestal in the center of the room is
and in the middle, all marked with a strange surrounded by glowing blue triangles. As you
rune. Corresponding marks are circled on the step towards it, a series of lasers scan you and
floor, faintly glowing with magical energy. heal you. The triangles begin to spin, smashing
into one another and eventually creating a
Runes. Each mark on the floor corresponds to a glowing blue, low-poly replica of you. You hear
single door within the hallway (area 28, area 29, the door behind you lock.
area 30) and can only be opened by a creature that
stands on that rune for a few seconds. The symbol Battle. The opponent(s) in this room is a near-
will float above their head, allowing them to open perfect replica of the creature(s) who walk in via
the door with the corresponding rune. The runes the Linked Shadow spell). They have the same
will force the party to split as evenly as possible, stats and abilities, except their attacks are tinged
disallowing creatures from entering a room with corruption, forcing a Corruption Saving Throw
without a rune or with the incorrect rune. None of whenever they harm another creature. The copy
the doors will open until at least 3 characters have creature will spend the fight recounting painful
different runes above their heads. If there are not memories from the past of the creature they are
enough characters, an NPC in the castle may be mimicking; not with any malice but in the same
convinced to help the characters with this puzzle. voice as reading a history book. The creature(s)
The intent is to split up the party, giving each an who walk in the room are healed to their full
unknown challenge with little to no assistance. If capacity before the battle, as if they had taken a
there are enough characters, several can enter a long rest. If they win the battle, the door opens and
room at once, though the distribution must be as the rune is activated, opening the corresponding
equal as possible. The runes roughly translate to slab door in the hallway. If they lose the battle,
“Conflict” (Battle Room, area 28), “Agony” (Karaoke they are thrown out of the room with 1 hit point.
Room, area 29), and “Loss” (Sacrifice Room, area NPCs will avoid doing this room, failing
30). automatically if they attempt it alone.
Hallway Beyond. The hallways leading to the
Tiger Cage Room (area 112) and the Nexus of Doors
(area 111) are blocked by three 1-foot thick, heavy
metal slabs, all featuring the same runes on the
floor, and all being set 5 feet beyond the other.
They are magically charged barriers, resisting
attempts to move through them by magical or
physical force. Each one will slide into the floor as
its corresponding challenge is completed.

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room stark naked. NPCs who enter unaccompanied
29 - KARAOKE ROOM (AGONY) will not leave the room at all, though the trial will
A pitch-black room with a single glowing be considered complete.
rectangle hanging in the back. As the door shuts,
a menu appears on the screen and a microphone
descends from the ceiling. Though you cannot 31 - BREAK ROOM 1
see them, you can feel eyes watching and A large room with several plastic tables and
waiting on you. metal chairs. There are scraps of food left on the
table and a hairy bugbear rests with their feet up
Singing. The menu on the screen lists off soulful on a table, seemingly napping. A slightly chill
love ballads and songs of loss, from any and every breeze comes in from the north.
genre. The creature(s) who enter the room must
choose a song to sing, putting their entire soul into Oddly Calm. This room feels strangely quiet,
it, literally. After choosing a song, they must with the only sound being the thrum of the vending
complete every verse and chorus with a machine, the overhead lights, and the gentle
Constitution saving throw (DC 18), losing 2d6 hit snoring of the one creature in this room.
points on a failed save or half as much on a Lunch Break. If awoken, the bugbear will come
successful one as the pain in their song is pulled out of their rest swinging, attempting to make
from them. A Performance check (DC 20) done weak and ill-targeted hits at the creature who woke
before the Constitution saving throw will reduce them. Once calm, they will give their name as
the hit points lost to 1d6. If a creature drops to 0 hit Sarge and explain that they have found good work
points, they are ejected from the room and regain 1 in the castle, doing minor repairs and generally
hit point. Multiple creatures may do a song working as a handyman under Jay-Reth. They will
separately or choose a song to do together. The gladly give information about puzzles and traps
exact song is up to the creatures in the room, but it the characters have already encountered but are
should likely be a heartfelt ballad of some sort and tight lipped about upcoming challenges. They will
should force enough saves to be a challenge. If the offer a Portal Token to the characters in exchange
song is too short, the GM can increase the damage for not telling anyone about finding them napping,
done or insist on another song. Once the room is then will proceed to continue their nap. If the
satisfied with the song, the rune outside will characters are insistent about not letting them nap,
activate, and the exit door will open. Sarge will sigh, read a note from their pocket
(which is a scroll of teleportation), and teleport to
another part of the map to continue napping (the
30 - SACRIFICE ROOM (LOSS) exact area is up to the GM).
A single pedestal, with a large slot at the top of Secret Bathroom. An Investigation check (DC 18)
it, sits in the center of this room, beckoning and will reveal a secret space behind a poster of a cat
pulling at you as soon as you enter. hanging off a branch. It is a tiny restroom, clean
except for a wastebasket full of food wrappers.
Sacrifice. This room only requires 500gp, or an
item equivalent, as a sacrifice for it to be
completed. However, each time a character
attempts to subvert the sacrifice, by magical
means or clever cheating, the amount needed
doubles, rising to impossible levels quickly. If
multiple characters enter the room, they each
must sacrifice 500gp or equivalent, with their
values increasing individually. It will reject blood or
bodily sacrifice, being simply useless. All the items
sacrificed will be available in various vending
machines in the castle but are sold at multiple
times their normal value. NPCs who enter the room
with a player character will likely try and cheat the
sacrifice, so much so that they end up leaving the
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32A - ICE MONSTER TAMER ROOM completely negate the cold damage of a single
attack, destroying the pin in the process.
A chill wind greets you upon entering this room.
Getting Through. The party is welcome to leave
On one side, a chair rests and looms above you.
this room without completing the challenge but
A white dragonborn rests in the chair, wearing
cannot pass through the door into room 32b (from
clothing ill befitting the environment. They stand,
32a) unless they have succeeded in the battle in
spin their hat backwards, and white light begins
that room already.
to swirl in three spots before them.
Additional Challenge. Have each character who
is fighting (or has a creature fighting) roll a d4,
Battle. The white dragonborn will introduce
adding that to the possible CR for a single b-ug
themselves as Zoppi, offering a hearty battle in
they fight. Do not add this to the cumulative total,
return for gold and something called an Ice Pin.
only to a single creature.
They will not fight directly unless forced to, using
Secret Door. A secret door rests behind the
their creatures for the battle. If the party has
character’s side of the arena, being somewhat iced
animal companions or otherwise, they are
over. It requires an Investigation check (DC 14) to
encouraged to enter them into the fight but can
discover and a Strength check (DC 18) to open the
battle themselves if they want. The tamer will
first time. The hallway is full of bones but is
comment on this irregular behavior but will not
otherwise safe.
stop it. Though preparatory actions, such as buffing
the party, are allowed, only three creatures can
participate in the fight, with any more entering 32B - FIRE MONSTER TAMER ROOM
causing Zoppi to withdraw their b-ugz and consider
the battle a forfeit. Attacking or killing Zoppi will A fiery heat pushes back against you, emanating
also result in a forfeit, with only the Ice Pin being from flames lining the walls. On one side, a tall
an item worth note on the body. If the party is chair of metal sits. A red dragonborn rests in the
defeated, the tamer will cast cure/cause cuts to chair, wearing comfortable shorts and nothing
revive any creatures who fell to 0 hit points, doing else. They stand, smile beautifully white teeth,
their best not to allow the creatures under their and red light begins to swirl in three spots
control to outright kill any opponents. before them.
B-ugz. The creatures summoned to fight depend
upon who or what is chosen to fight. It should be 3 Battle. This battle is essentially the same as the
b-ugz (or other creatures at the GMs discretion), Ice Tamer Room (area 32a), with the only change
whose combined CR is equal to the combined level being the fire theme and winning the Fire Pin. The
or CR of those participating. They also deal ice creatures chosen should be different from those in
damage, instead of their normal damage, unless the other room, or at least a different combination
their attacks deal multiple damage types, in which of creatures.
case the extra damage is ice damage. Dragonborn. The red dragonborn in this room is
Winnings. Before the battle, the participating named Veronica. They seem obsessed with talking
players must place half of their current gold (or about their shorts and seem incapable of talking
equivalent) on a pedestal beside the doors. about anything else.
Characters who have other creatures fighting in B-ugz. The creatures summoned to fight depend
their stead must also do this, though only once, upon who or what is chosen to fight. There should
even if they have multiple creatures fighting. This be three b-ugz (or other creatures at the GM’s
money is lost if the party loses this fight but is discretion), whose combined CR is equal to the
returned in full, with the other winnings if they win. combined level or CR of those participating. They
Upon defeat, the tamer will congratulate the party, also deal fire damage, instead of their normal
giving them 3,000gp, an Ice Pin, and b-ug cores damage, unless their attacks deal multiple damage
corresponding to the creatures they used in battle. types, in which case the extra damage is fire
Ice Pin. Creatures who wear the Ice Pin damage.
somewhere on their clothing can use their reaction Winnings. Before the battle, the participating
to reduce the damage taken by cold damage by players must place half of their current gold (or
half (before applying weakness or resistance). equivalent) on a pedestal beside the doors.
Alternatively, they can use their reaction to Characters who have other creatures fighting in
their stead must also do this, though only once,

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even if they have multiple creatures fighting. This Creatures who die to the trap have their likeness
money is lost if the party loses this fight but is added to the trap.
returned in full, with the other winnings, if they win.
Upon defeat, the tamer will congratulate the party,
giving them 3,000gp, a Fire Pin, and b-ug cores 34 - SPLIT HALLWAY
corresponding to the creatures they used in battle. This hallway splits into two, coming back
Fire Pin. Creatures who wear the Fire Pin can together quite quickly. Each hallway is lined with
use their reaction to reduce the damage taken by mirrors, etched with murals of epic battles. As
fire damage by half (before applying weakness or you stare at them, the murals seem to slightly
resistance). Alternatively, they can use their morph, depicting different scenes of triumph and
reaction to completely negate the fire damage of a failure.
single attack, destroying the pin in the process.
Getting Through. The party is welcome to leave The Run Up. This hallway leads to Jay-Reth’s
this room without completing the challenge but Arena (area 36) and is intended to broadcast the
cannot pass through the doors into room 32a blood sport of that place in as epic a way possible.
(from 32b) unless they have succeeded in the Use this as an opportunity to build up epic battles
battle in that room already. from other worlds, giving a chance for backstory of
Additional Challenge. Have each character who ancient heroes and, even possibly, future battles.
is fighting (or has a creature fighting) roll a d4, As the party walks the halls, the murals on the
adding that to the possible CR for a single b-ug mirrors should occasionally shift to other
they fight. Do not add this to the cumulative total, depictions, both of triumph and terror.
only to a single creature.

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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lobby. Either way, they will eventually revive their show, not necessarily to win the battle. Though
entire party and will collect them to be the final winning is the obvious objective, Jay-Reth may
battle in the arena. declare a winner based on their performance,
Vending Machine. There is a vending machine, rather than who actually won the fight. In some
fully stocked with powerful artifacts and multiple 1- cases this may happen near the end of a battle,
ups. midway through, or even just as the battle has
Entry. Each time the party wishes to enter the begun. What “winning” means is ultimately up to
arena, they must buy a ticket. The ticket is 1,000gp the GM to decide.
(or equivalent treasure) and goes up by 1,000gp
more each time they win a fight. To a maximum of 1st battle
10,000gp per entry. The intent of the entry cost is The battlefield changes to a dense forest of
to make sure the characters come back multiple brightly lit palm trees and buzzing energy. The
times and have to decide whether they are ready foliage is disorienting and characters must succeed
for the next challenge, or if they should go explore on a Perception check (DC 10) each time they move
some more and come back when they are away from other characters by more than 15 feet,
stronger. As such, the cost is scalable, depending or completely lose track of the other players. A
on the party you are guiding through this number of Neo Bandits equal to the party, each
adventure. from different clans, hunt the party in the woods.
Each time they use a ticket to enter the arena, There is also an Ankylobuto, three Chainsawrus,
they are fully healed as if they had taken a long three Veloscilisk, and a Cocat-rex somewhere in
rest. the forest. The dinosaurs are hostile to all other
creatures, including other dinosaurs of a different
type, but defeating them is not required to finish
36 - JAY-RETH ARENA the battle. Killing the dinosaurs or using them
Electronic cheers and jeers boom in this creatively will cause Jay-Reth to notice the
absolutely massive arena. Lining the seats are creatures who do so, including if the Neo Bandits
holographic projections of people from across do so.
multiple universes watching the battles here.
Drones buzz around you, getting dynamic shots 2nd battle
and multiple announcers in multiple languages The colosseum changes to a dirt arena with
herald your arrival. Far on the other side, Jay- randomly placed massive spires of black rock,
Reth sits atop a gaudy throne, a duck on a pillow ranging from 10 feet to 60 feet high, and from 5
at their side. feet wide to 20 feet wide, sticking out all over.
Characters can use the rocks to make a Stealth
Jay-Reth. Both the god and their duck are not check against the massive Zoromin’s Beast (Bear)
really there, just well-made illusions that seem that claws its way out of the sky, into the stadium.
real, even if you can tell they aren’t real. Trying to The beast can use an action to smash one of the
interact with them in any way beyond speech is spires of rock, making it harder to hide. Characters
completely ineffective. The god will mostly sit, can attempt to climb the spires with a successful
passively watching the combat until near the end. Athletics or Acrobatics check (DC 15-25) to get a
Their goal is to create an entertaining show, better shot or attempt to jump onto the beast.
watching for any creatures who exemplify the Subduing the creature, by combat or other means,
ability to mix combat and cunning, to create a is all that is required to complete the battle.
beautiful display. They will pay special attention to
these characters, selecting them as possible
successors to their godhood and occasionally
granting boons throughout the battle, at their
whim. Use these boons to create dramatic tension
based on how the battle is going.
Battles. Each battle has its own special
environment and arena. The colosseum changes
for each round, providing wildly different
environments to battle in. The goal is to put on a

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3rd battle throws are only made once and are made with
The floor becomes lava, with small stones, ranging disadvantage. Two muddies are subjected to a spell
from 5 to 10 feet wide, peeking above the floor to or effect for every 5 feet the spell extends. The
give just enough room to jump from one to the design of the battle should be such that the players
other. The floor is considered difficult terrain, feel overwhelmed but are not simply destroyed by
though creatures can attempt to skip the penalty hundreds of Muddies attacking on a single turn.
to their movement by making a successful Only loose track should be kept of each enemy,
Acrobatics check (DC 18) at the start of each of with the overall battle being more like that of a
their turns. Failure on this check, or falling in the turning tide than a hard numbers affair.
lava in other ways, will result in 6d6 fire damage,
as the characters scramble to move to another 5th battle
safe spot. All the while, a number of Jetpack The flat dirt shakes and breaks as several
Bugbears equal to the party total plus 1d4, will elementals begin to create mini biomes in the
attack the party. The bugbears will attempt to arena. A Fire Elemental, Water Elemental, Earth
throw or push the party into the lava, rather than Elemental, Air Elemental, Beat Elemental, Bee
face them directly. Elemental, Corruption Elemental, Laser Elemental,
and Neon Elemental, all appear, at least 20 feet
4th battle away from each other. The elementals all create
An army of Muddies rise from the flat clay ground, small areas of their element around them,
surrounding the party as far as they can see. This extending 15 feet from them, which follows them
ocean of fists and feet attack relentlessly but are as they move. Any creature who enters the area
so compacted that only three can ever attack a for the first time on their turn, or who ends their
single creature at once. Each Muddie has their own turn there, takes 1d4 damage of the type
stats but the army has a hit point pool of 10d10 x associated with the elemental. The elementals will
10, with only straggling Muddies being left over attempt to avoid each other, only letting their
after this hit point pool is depleted. Any damage areas cross without themselves getting directly
done to a Muddie depletes the overall pool, into another’s manufactured biome. An example of
including any excess damage. Dexterity saving these biomes would be the fire elemental creating

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flaming winds or lava floor, the air elemental
creating a miniature storm, or the corruption Roll Encounter
elemental glitching the appearance of the area 2-5: Nothing
surrounding them. Overlapping biomes will create
6-7: 1d4 Cyblight Drones and 1d4 Cyblight
clashing or melding effects, dealing 1d4 damage of
Warrior
each damage type within the overlapping areas.
When an elemental is killed, their biome stops in 8-9: 1d6 Cyblight Infected and 1d6 Cyblight
the place they died and becomes more intense, Drones
dealing 2d6 damage instead. 10-13: 1d4 Cyblight Drones and 1 Cyblight Warrior
Key. At this point, the GM may choose to reward 14-18: 2d4 Cyblight Infected and 1d4 Cyblight
the party with the Red Keycard instead of making Drones
them continue through any more battles in the
19-20: 2d4 Cyblight Warriors
arena. The GM should use their discretion in this as
not every party will be as apt to go through a 21-22: 3d6 Cyblight Infected 2d6 Cyblight Drones
series of increasing challenges. Feel free to give 23-24: 2d6 Cyblight Warriors
the key as a reward at any point going forward, 25+: 1d4+1 Cyblight Elites
depending on if the players enjoy combat heavy
games or more roleplay focused ones. Do consider
7th battle
adding the Duck Dragon to whichever encounter
A dense and dark forest, with grasping vines and
you use for the last one, as well as some aspects
horrific trees, is bathed in a false moonlight. The
of Jay-Reth’s speech and desires.
forest itself attempts to separate party members,
with Tree Blights and Twig Blights attempting to
6th battle scare, distract, and abduct characters. The two
A dark maze of flashing colored light and
main enemies that must be destroyed or trapped
biomechanical horror surrounds the entire arena.
are an Undying Slasher and a B-R1pp3R (the latter
The maze is only 5 feet wide and 10 feet high. It
being themed after a classic horror monster). The
regularly shifts, requiring an Investigation check
main monsters will stalk the party, waiting for the
(DC 15) every few turns to keep from becoming
right time to attack in order to do the most
lost. The objective is to find and destroy the small
damage and strike the most fear into the party.
energy core, which can be done by simply stabbing
it. Each turn the party is not in combat and
8th battle
exploring, roll a d8 and a d12. The total determines
The entire arena begins to buzz, in an incredibly
what they encounter (if anything). The total on the
literal sense. Octogonal pools of honey rest
roll increases by 1 each time the encounter dice are
dangerously, with a majority covered in a thick wax.
rolled, giving a ramp up to harder encounters until
The party finds themselves inside a giant bee-rex
they reach the core.
hive, though something seems off. The entire place
There is no true path to the core, as the walls
reeks and the honey appears to be dying. The
and hallways do not behave normally. They should
octagons are 15 feet across and the ones covered
find twists and turns that they get lost in easily as
in wax can be stepped on but may erupt and
there is nothing terribly recognizable. They should
release a Bee-Rex Drone or Bee-Rex Soldier
find the core anytime you deem climatic, after
(depending on the GM’s discretion). The main foe is
rolling a 22 or higher on the encounter table.
an Empress Husk who stands at the center of the
In addition, a Miditaur sculks this fight, killing the
arena. There is almost no cover, except for the
party and Cyblight with the same fury.
large wax blocks from a broken octagon or the
Regardless of the outcome of this fight, some
dead corpses of bee-rex. Any area of effect attacks,
Cyblight should be seen exiting the arena and
including spells and effects, that deal more than 20
presumably into the Black Castle proper.
damage to an octagon in a single attack will cause
the octagon to break, turning it into a 10 foot pool
of thick honey. Creatures caught in the honey are
considered restrained (escape DC 14), except the
bee-rex or the husk.

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9th battle
A group of henshin fighters teleport in a
multicolored rainbow into the center of what
appears to be a destroyed city. They pose
triumphantly and their hero theme song begins to
play (GM discretion, we suggest something
annoying). Their leader points to you dramatically,
blaming you for the fate of their beloved city and
vowing vengeance. They cannot be talked down
from this. However, the leader is the only primary
target and the only one required to take down, if
the other remaining henshin can be turned against
their leader.
The henshin team is:
Red Henshin Leader: Skulk. Skulk is a brash
leader of the team but not its original. They are
often overcompensating for the flaws they believe
they have. They have been chosen to replace the
last leader of the team and do not think they are
truly worthy of the mantle. Because of this, they
have adopted a zealous attitude towards good and
evil, believing that any kind of evil, no matter how
small, must be eradicated. They cannot see the
shades of gray the world functions in and have had
a lot of trouble leading their party. Their intense
devotion to righteous action has blinded them to
the fact that their team has been captured and
replaced. Whether this blindness is intentional or
not is unknown.
When the battle is nearing its end, one of the
power henshin will call on the other two, reviving
them with a bust of energy from the Henshin
Network if necessary, and combine their Xords into
a Ultra Xord. Their final gambit will have them
abandoning all shadows of justice, seeking only to
eliminate the party with extreme prejudice.
In a dramatic twist, all but the lead henshin are
muddies in costume. The henshin armor prevents
them from being destroyed in a single critical hit
but they act much the same as other muddies. The
leader of the group seems incapable of seeing this,
despite the rest of their team being inadequate in
battle.
After this battle Skulk may be encountered
within the Black Castle, seeking redemption or
resurrection for their comrades. The blinders have
been lifted and they realize they may have lost
their team long, long ago and in a universe far, far
from here.

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10th battle
At this point, Jay-Reth will have taken notice of one
particular party member. They will offer to have
them sit the next battle out, if they so choose. This
in itself is a trap as any character who takes them
up on this offer will not be chosen to be Jay-Reth’s
successor, though they will be able to sit the battle
out and rest in the right-hand seat of Jay-Reth’s
projection. Regardless of the cheater's choice, Jay-
Reth will speak to the party directly.
“You have conquered my challenges, traversed
my traps and tribulations, all to come to rescue
this odd relic. A duck, delicious and decadent,
demure but quite demanding. Since you have
searched so far, I dare not disappoint. Here, then,
your fantastic fowl awaits the final… frolic?
Duck, descend! Demolish the daring do-gooders
and do-badders!”

As his speech ends, the duck flies down to the


stadium, growing in size and ferocity to become
the dreaded Duck Dragon. They are flanked by a
few Dominating Duck Neo Bandits, who jump from
the stands.
Key. If they have not already received it, reward
the party with the Red Keycard after finishing this
battle.
The Duck. This is the duck, Wyatt’s duck, the
special duck, the entire reason for this adventure.
Once the Duck Dragon has been defeated, the duck
will go back to its normal size, unharmed and
seemingly unaware of the battle that has just
transpired. It will stick with the party for the rest of
the adventure and may occasionally help distract
enemies or even administer a potion.

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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Roll Room Inside
1 The vacuum of space. Any creatures within 20 feet of the door must succeed on a Dexterity saving throw
(DC 18) or be pulled in. Creatures in space begin to suffocate and lose 7 (2d6) hit points at the end of each
of their turns. The doors automatically shut at the start of the next round and can only be opened from
the arena side.
2 A chest containing 2d4 potions of healing.
3 A random enemy from the current battle.
4 Empty.
5 Any number of b-ugz with a CR totaling 1d8.
6 A massive explosion of arcane energy of any type, hitting any creatures within 10 feet of the door. Any
creatures in this space must make a Dexterity saving throw (DC 15), taking 6d6 damage of any type on a
failed save, or half as much on a successful one.
7 A portal leading to outside the arena, to a random location in the castle. Characters who take it have 1
minute to reenter the portal to resume the fight, otherwise it closes, and those characters are considered
to have forfeited the match.
8 A vending machine mimic (Large sized).
9 A fully functional bathroom, complete with a shower and amenities.
10 A room full of computers and 2d4 goblins. Killing the goblins and destroying the computers will have the
main enemy in the arena collapse, resulting in a victory for the party.
11 A trapped NPC, fully equipped, chosen from any within the castle or a character’s backstory.
12 The skeletons of previous adventurers. They each have a bag of 2d20x10 gp, a potion of healing, and
weapons similar to the current party’s loadout. Use this room as a chance to give the characters an extra
edge with a new weapon, special potion, or useful scroll.
13 A swarm of insects that attack any creatures near the door. Alternatively, the insects may be harmless,
such as butterflies.
14 A walk-in cooler and freezer, full of fresh food.
15 A brick wall, painted to look like a set of doors.
16 A completely black void. Leaving this door open will release 1d4 shadows which will attack anything
within the arena. Stepping inside leads a creature to fall indefinitely.
17 A vending machine.
18 A trapped chest (DC 18) containing 2d4 potions of healing.
19 A pedestal containing a +1 or +2 version of a weapon used by the creature who opened the door.
20 A mirrored arena where a similar battle with a different party is taking place. Completing the main
objective in this arena still counts as a win, though leaving the arena will cause the mirrored realities to
separate and all creatures to return to their original one. It is possible for a mirror dimension party to do
this to the main party as well, saving them from certain defeat before returning to their world.

Enemy creatures may also attempt to open the


doors, though this should be somewhat rare.
Enemies opening these doors can give the GM an
opportunity to balance out the battle by granting
the enemies a boon or reducing their numbers.

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within 10 feet of it can use their reaction to expend
38 - RESTFIRE ROOM a hit dice to restart the fire, if no creature does so,
A somber darkness surrounds you as you walk the fire dies at the start of the next round. The
this hallway. Ahead a small glimmer turns into a neon creatures seem to have some semblance of
pulsating, multicolored fire. A heavily scarred their position as a part of a trial and will never
knight sits on a stone bench, their somber face attempt to snuff out the fire more times in a round
searching the flames for a question they can’t than the party can use reactions to maintain it,
put into words. even if there are more enemies than members of
the party. In any case where a hit dice can be
Despondent Champion. The character by the fire expended, a creature with 0 hit dice remaining can
is a celestial rai named Blue. They are a morose expend hit points equal to their maximum hit dice
knight who has seen far too many battles and lost number in order to maintain the flame. Once all the
too much to the castle. If asked, they will inform neon creatures have been defeated, the flame
the party of the challenge in the coming rooms. maintains itself in that room and can be used to
They will speak in somber tones, telling of a transfer the flames into the next room by the
legendary reward at the end, treasure beyond same means as the last.
comprehension. They will refuse to go on the trip,
saying it cost them too much already. They will not
explain what they have lost. 39 - ESCAPE TUNNELS
Blue speaks as though they know more than A sizable stack of rocks poorly attempts to
they actually do. Any concrete details, beyond the conceal a pathway in the castle walls. The dark
basic details of the campfire trials, are hard to pull hallway is ominous and has a slow breeze that
out of them as just when they seem on the verge smells of death flowing from it.
of giving you useful information, they trail off with
a sober chuckling. They will gladly share a place at Blue. They will warn the party that none who go
the fire and offer what minor help they have, which in that tunnel have returned. They will make no
is essentially basic rations and small bits of attempt beyond this to stop anyone from entering.
adventuring gear. Conversion. These hallways were dug into the
They are non-hostile but will defend themselves walls of the castle and are in the process of
if needed. They use the stat block of the Knight. becoming part of the castle’s basic structure. The
The Challenge. Rooms 41-45 and 47 all feature a deeper the characters go in, the more sporadic the
similar challenge. The fire in the center of this bricks and floor become, giving way to somewhat
room is sustained by life energy. While it is a fresh dirt. No matter how deep they go through, a
vibrant warmth in this room, it is draining to take it few bricks will still be found scattered into the
beyond this place. Creatures must take the fire, by walls around them, as the castle attempts to
mundane means such as a torch or by magical absorb this new area.
ones such as fire spells, to each consecutive room. Curse. This hallway appears to be an attempt
In the center of the following rooms is a long made by previous challengers to escape the castle
fluorescent bulb, sticking out of a pile of bones. by different means. Creatures who walk down it
These monuments can only be lit by the will feel as though they are walking a mostly
multicolored fire from the original room and must straight pathway, with light creeping just around
be defended from the attacks of the creatures the next small bend (which are actually harsh
within each room. The fire will burn a single color corners). The light is an illusion that leads each
or multiple colors, based on the desires and creature further and further in, imitating the
personality of the creature wielding it. Whatever rapturous light at the end of the tunnel. Any
creature is wielding the fire must use their reaction creature who spends more than 1 minute in the
at the end of their turn to expend a hit dice to keep tunnel must make a Wisdom saving throw (DC 20)
the fire going until the end of their next turn. If they or be convinced that something of great value (an
do not, the fire will die out immediately and the escape, a room of treasure, a way to save
challenge of the room is reset. Once the fire has themselves or others) is at the end of the tunnel.
been moved to the fluorescent monument, it can They will become obsessed with this concept,
be sustained as long as no neon creatures snuff it doing all they can to dig further into the winding
out. If a creature snuffs the fire, any other creature tunnels. They will think of nothing else, not even

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food or sleep, and will literally work themselves to 40 - TORCH CLOSET
death. They can repeat the saving throw every 6
This random room seems incredibly out of place
hours or can make the saving throw again if they
for the somber mood of the room preceding it.
are outside the tunnel. If they fail the initial save
The knight is somewhat amazed at your
but succeed on a later one, the curse on their mind
discovery but remains in place, both physically
is mostly broken, though thoughts of the tunnel
and mentally.
and its potential will remain in the back of their
minds until death.
Secret. A creature must succeed on an
Investigation check (DC 18) to see through the
illusion of the seemingly obvious “supply closet”
door hidden on the wall.
Torches. This room is full of dozens and dozens
of torches, all piled on shelves and in a heap on the
floor.

41 - CAMPFIRE TRAIL 1
Darkness extends all around you, broken only by
a flickering fluorescent tube just a few steps
ahead of you.

Doorway. The way between each challenge


room is a small arch doorway made of swirling
darkness. Pushing through it is fairly easy but must
be done with intense intent, the darkness only lets
those who seek to challenge it through.
The Darkness. In each trial room there is a
seemingly endless expanse of darkness beyond the
light in the center. Once the trial has ended, by
defeating all of the shadow creatures inside, the
room’s true dimension will come into place,
Remains. The remains of many adventurers will
snapping the characters to relative positions within
be here, with decayed bodies that are slightly
the new space, as if they had always been standing
fresher the deeper into the tunnel the characters
there.
explore. The exact amount is up to the GM, though
Encounter. 2d4 Animatronic Horrors made of
no single creature will have anything more than
bright neon light step into the room. They will
500gp worth of gold or gemstones, a +1 piece of
attempt to use their action to snuff out the
armor or weapons, and 1d4 potions of healing. Use
campfire tube in the center of the room. If they do
this as an opportunity to both entice the characters
so, the room will plunge into darkness until the
into the trap and to help them resupply.
flame is restored. The creatures are immune to
Treasure. At the farthest end of the tunnel is a
radiant damage but are otherwise, functionally the
pickaxe that has a +3 magical bonus when used as
same.
a weapon. It is just as effective as a regular pickaxe
Mural. After the battle is finished, the flame will
when used for its intended purpose but does not
burn intensely, shining its light on a story painted
take any wear and tear, except when striking other
on the room’s new walls. This room features a
magical objects. It cannot be destroyed except by
black nothingness which is then broken by an
magical means. For each hour spent digging into
explosion. The picture collects, turning into galaxies
this tunnel, a gemstone of 1d20 x 10gp will be
which shine brightly but then begin to fade. As the
found. Though a creature may feel as though they
lights go out, there is a sense of desperation in the
have made great progress digging, after 24 hours
mural, of breaking down, before it begins to fade
the tunnel will have only been deepened by 1d4-1
back into the black void at the beginning of the
feet.
mural.

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Additional Challenge. Inserts an Animatronic mural zooms in, melding into tiny and mixed
Nightmare, made of shadow and immune to vignettes of creatures enjoying their lives, unaware
necrotic damage, to bring more feat to this of what has happened to the universe.
encounter. It can use its Shadow Warp ability to Additional Challenge. The glass from these
appear to be anywhere in this room at any given creatures could easily transform into a few
time. Chrome Ooze enemies that confuse and dazzle the
party.

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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in a grassy field, followed by a small montage of with a Passive Perception of 15 or higher will notice
the god wordlessly explaining the decay of the the off-color bricks, slightly disrupting the mural.
universe. The mural ends with the two linking An Investigation check (DC 20) of the spot will
hands and the power of the god transferring into reveal small cracks in the masonry, giving away a
the new champion. The transformation leaves dark tunnel, with a few minor flashes somewhere
them glowing in a halo of light, their eyes changed further in. It leads to area 47.
to a brilliant green while the previous god fades
into nothing. The fading god wears a gentle smile
of a life well lived. 47 - CAMPFIRE TRIAL 6
Additional Challenge. For an interesting A familiar darkness grips you in the small
encounter, have a neon Tallblin make an passage, interrupted by intermittent flashing
appearance midway through and begin to harry from a buzzing, fluorescent tube. The tube is
both the party and the dragon. sticking out of and being gripped by a skeleton.
Small piles of gold coins can be seen scattered
on the floor.
46 - MIRROR ROOM
The shadows have vanished, and light bathes Encounter. Grabbing some of the neon flame
this room from unknown sources. A mural runs from previous rooms will allow the party to light
the walls, showing united hands and a transfer this fire in the same way. However, the light is
of power to dozens of silhouettes. It ends with within a skeleton’s ribcage and lighting the bulb
an entity reaching out to a giant mirror on the will awaken the skeleton, which will begin to glow
far wall. brightly, with a bright white body and green eyes,
and the skeleton will attack the party. It will not
Mirror. A large mirror stands at one end of the snuff out its own flame during combat. It will fall
room, showing the characters within it. The dead, the light still intact, once it hits zero hit points
reflection is not perfect, showing a more idealized and the light will illuminate massive piles of gold,
version of each character, as they see themselves. extending out to the walls. Except for a small 5-
Each creature looking into the mirror is affected, foot circle in the center of the room, the floor is
seeing their compatriots as they imagine difficult terrain where the gold is. The skeleton is
themselves to be. immune to all physical damage but is otherwise
Treasure. There is no treasure in this room, the functionally the same.
reward appearing to be the ability to gain the Mural. A shocking mural covers the walls, done
power of Jay-Reth for one deserving adventurer. Or in a completely different style than the rest. It
the reward could also be the friends made along appears to be carved into the walls with rocks,
the way? Maybe there was no treasure to begin blunt instruments, and even bone. It portrays the
with? The exact message of this room is somewhat most recent incarnation of Jay-Reth offering their
unclear and poorly explained The characters power to a successor, only to steal the
should be left questioning what the message of “successor’s” life force. The cycle continues,
this room really is. degrading until the scratching becomes impossible
Mural. A series of humanoid silhouettes, some to discern.
recognizable as legendary heroes by their stature Skeleton. The skeleton’s remaining clothing
alone, move in succession along the wall. Each has vaguely resembles the styles of one character in
their hands linked, one to the next. They all share a the murals. They have a +3 pickaxe like the one
similar detail among each one, glowing green eyes, found in the Escape Tunnels (area 39), which is
each pair uniquely their own but each brimming how they seemed to have made their way into the
with the untold power of a god. The final creature place.
is fully detailed, recognizable as the current Jay- Treasure. Once the battle is finished, 50,000 gp
Reth, and is extending their open hand towards the can be found. They are minted with Jay-Reth’s face,
mirror, suggesting a transfer of power to those making them potentially hard to use or exchange.
who see themselves in it. If a creature has drawn the eye of Jay-Reth, a coin
Secret Door. A tunnel has been dug into this or a number of coins, will wink at them. This can be
room and sealed up by a series of bricks that do noticed by creatures with a Passive Perception of
not quite match the rest of the room. Creatures 15 or higher.

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Additional Challenge. Other
skeletons may pop from the
gold, each with glowing green
eyes. These skeletons are
immune to spells, magical effects, and damage
from magical weapons. Only mundane weapons or Power Core. At the far end of the top claw is a
raw strength can be used to kill them. These glowing apparatus that radiates energy. It is
skeletons represent some of the husks left over guarded by an oddly still henshin. It has a clear
after Jay-Reth steals their life force. They fall when “on/off” switch and an Investigation check (DC 14)
the neon lanturn skeleton dies. makes it clear the Robolins are being powered by
the radiating energy it is giving off. An Investigation
check (DC 18) will reveal that this is only an
48 - ROBOT CRAB CLAW HALLWAY auxiliary power station for this mech, having been
You step into a completely different room, filled somehow augmented to keep its power increased
with a light haze of smoke and coated in and sustained for an unknowable amount of time.
sparking wires. Through the smoke, you can Attempting to shut down the core will result in
detect quick movement. every Robolin attacking the offending characters.
Missing Henshin. The henshin standing in front
Ultra-Arm. This entire area is the inside of a of the core does not move. Attempting to attack
gigantic crab robot’s arm that has been removed them will result in every Robolin attacking.
and ended up as a makeshift hallway. There are Removing the helmet will reveal a desecrated
some bits of the original castle jutting up through corpse of a laser dragonborn inside. An Arcana
the metal “floor” of the arm, suggesting this arm check (DC 18) will reveal that the henshin has
fell and replaced a previous section of the castle. infused their life energy and utilized their
Henshin feel a particularly strong connection to the connection to the Hanshin Network to keep the
Henshin Network in this area and make ability power core charged. In essence, they are trapped,
checks with advantage. their spirit still powering a failed attempt to repair
Robolins. Moving throughout the arm are 2d6 part of their mech. Unfortunately, their spirit is too
Robolins, making repairs to the severed arm in an degraded, making any attempt to recover or speak
unending dance. They never seem to be done and to the spirit impossible. Shutting down the core and
an Investigation check (DC 14) will reveal that some taking their recaster out of the area will allow
of them are undoing the work of others to manage them to finally rest.
their own repairs. They take no notice of the party, Their recaster seems to have a spider theme,
deftly dodging out of the way, unless attacked, hinting that this place was not their original mecha
directly interrupted from their repairs, or if the and that there was some larger story behind
missing henshin or power core are disrupted. If the everything that happened here.
core is still active, defeated Robolin’s in this area Doorways. The doorways in this area are a mix
will be completely revived and reassembled, even of large holes and makeshift hatches, further
pulling parts from the surrounding area, after 1d10 leading into the theory that this arm was not part
minutes. Revived Robolins will return to repairing, of the original hallway.
ignoring other characters unless they are triggered
to attack again by the same sorts of disruptions as
before.

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49 - PORTAL ROOM D1 Cracked Wall. There is a crack on the north wall,
requiring a Passive Perception of 14 or higher to
Shopping mall music greets you as you enter
notice. It can be destroyed with a Strength check
this area. This room appears to be in dire need of
(DC 18) or by any explosion. It leads to the Secret
upkeep, with piles of food containers and such
Stash (area 59) and can be seen through before
littering the floor and graffiti covering the walls.
destroying the wall.
Multiple ads cover the walls, all for
unrecognizable products or realms you have 51 - PORTAL ROOM C2
never heard of; all of the ads are vandalized in
one way or another. As you step into the somewhat familiar and
sterile environment of a portal room, you are
Portal. Standing in the far corner is a immediately accosted by a glitching aberration, a
rectangular gateway. It has a coin slot on one side. powerful B-ug has been harassing the portal
Inserting a Portal Token will open it, creating a apparatus and now turns on you.
gateway between this area and Portal Room D2
(area 108). The portal will stay open for 1 minute, Portal. In the corner is a badly damaged portal
freely allowing any creatures or objects through it. gateway. It must be repaired, using a Patented
Activating this portal will cause a bit of the garbage Portal Repair Package that will become available in
in the room to be sucked into the portal. vending machines after entering this room for the
Garbage. Because of the piles of garbage on the first time. An Investigation check (DC 25) or any
floor, this area is considered difficult terrain. NPC or creature who resides within the castle can
tell the characters how to use the repair package.
When repaired, it has a coin slot on one side.
50 - BROKEN DANCE PUZZLE ROOM Inserting a Portal Token will open it, creating a
gateway between this area and Portal Room C2
Stepping out of the door you see a room that
(area 25). The portal will stay open for 1 minute,
looks to have been much larger at one point.
freely allowing any creatures or objects through it.
There are four pedestals, with two of them
Encounter. A B-4N3t4R (CR 16) has made this
having human statues posing in what seems like
room its residence and can be found smashing into
mid dance and the other two being reduced to
the portal. It appears to be attempting to enter the
rubble on the ground. One wall has a small
portal, though its reason for doing so is impossible
mural of dancing silhouettes on it.
to discern. If it can enter an open portal, it will
duplicate itself, splitting into two near identical
Locked. The doorway into Portal C2 (area 51) is
copies with half the remaining health of the
locked by the puzzle mechanism in this room.
original. It can do this as many times as it would
Puzzle. It is clear that this room originally had a
like but the copies cannot be recombined.
puzzle designed around rotating statues that were
Additional Challenge. If the characters enter this
posing in different ways and facing in different
room through the portal, you can create an
directions. Unfortunately, two of the four needed
additional challenge by having the portal shut
were smashed by the crab claw of the previous
down when only half of the party has gone
room. The puzzle is incredibly easy to figure out,
through, splitting the party. Be cautious, as this
with four silhouettes of different poses etched into
could trap the party in a room with a very difficult
the wall above the doorway. (The exact poses are
enemy. If they enter the room in this way, ensure
up to the GM but we recommend they be silly.) A
they have the ability to leave somehow, either
creature could rotate the pedestals and statues
through the portal allowing some characters
easily to match the silhouettes. However, to solve it
through, an NPC coming through the portal with
now, two humanoid creatures must get on the two
some extra tokens or a repair kit, or by giving them
broken pedestals and be turned by their comrades
a scroll of teleportation or similar magic.
to the appropriate position. There are indentations
Roaming Threat. It is possible the b-ug escapes
in the pedestals, forcing the characters taking a
this room and begins seeking out other portals. In
statue’s place to stand within them and then be
this case, several B-4N3t4R, with very low
rotated to activate and open the door to Portal
maximum hit points, may begin roaming the castle.
Room C2 (area 51). It cannot be opened from the
They will attack characters and interrupt
other side.
challenges indiscriminately.

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52 - LINK ROOM 53 - COLD HALLWAY
Stepping through a USB shaped door, you notice Dingy plastic flaps hang from the ceiling and a
an immediate change in reality. The walls are cold wind wafts through this hallway. It’s
covered in falling green symbols and your body impossible to see beyond the second set of
has changed. plastic drapes. Ice has built up on the walls and
floor.
Doorways. The doorways into and out of this
room look like large USB ports with metal doors Freezer Strips. Several sets of long, freezer
haphazardly welded around them. curtain strips are in this hallway. Each time a
Data Transfer. This area has black walls, character steps through one, the temperature
covered in glowing and descending green zeros changes to be colder if heading towards the
and ones. After entering this room, each creature Snowball Hallway (area 54) or warmer if towards
becomes represented by flat textured, low-poly the Break Room (area 31). There will be slight snow
representations of themselves. Each turn they end in these areas, getting to about three inches by the
spent in this room requires them to make a last set of curtains right before the Snowball
Corruption Saving Throw. The exit doors are non- Hallway.
existent until the encounter is finished. Snow Silhouettes. The characters will likely
Encounter. Inside the center of the room are notice interesting shapes in the snow, many of
1d4+1 B-ugzw3r3 (CR 5), all of whom are them representing snow angels or snow devils.
represented in the same low-poly fashion as the Random footprints in the snow will lead between
other characters. They serve as a wall against any them but don’t seem to go anywhere or come from
creatures going through this area. They will attack anywhere in particular, tracking in confusing
but will prioritize stalling and corrupting creatures, spirals. These shapes and designs serve as a
doing their best to drag out a confrontation. distraction for the Disco Assassin who is hiding in
Lingering Effects. If a creature gains a layer of ambush on the ceiling. It will dart between the
corruption in this area, you can choose for that different areas, using the snow and the freezer
layer to be the low-poly version of themselves to strips to confuse and hide. It will not chase
be permanent. This will impose disadvantage on all characters beyond this area but will ruthlessly
Charisma based ability checks until the layer of attack them anytime they go into the hallway. If it
corruption is removed. is more than 15 feet away from the characters, it is
not visible and is considered to have full cover.

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54 - SNOWBALL HALLWAY
The hallway before you stretches about the
length of a football field, sloping upwards to a
precipice that is forty or so feet above the lowest
level. It is snowing heavily in this room though
there is no wind, causing a remarkably calm
blizzard and soft edges of snow reaching up the
walls of the space. Strange snow sculptures
adorn the area. They will attempt to grapple or otherwise engage
as many characters as they can, keeping them in
Snow. As the characters get closer to the the path of the Snowlder. Another 1d4 will spawn
Snowlder at the far end of the room the snow on Initiative count 20 (after the Snowlder moves)
becomes deeper and harder to navigate. Halfway appearing in inconvenient spots for the characters.
into this hallway the ground becomes difficult They are immune to cold damage and vulnerable
terrain. Within 20 feet of the Snowlder, the ground to fire damage but are otherwise functionally the
is impossible to navigate without a successful same.
Athletics or Acrobatics check (DC 16).
Key. A glowing Yellow Keycard sits on a raised
dais, right before the Snowlder. The dais is not 55 - T-CURSE HALLWAY
completely free of snow but seems to only be A mannequin stands in the center of this t-
lightly dusted. Any attempt to remove the key will shaped intersection, their arms outstretched to
result in the Snowlder trap activating. the side in a pose reminiscent of the hallway’s
Secret Doors. The secret doors in this area are design. Faint magic can be felt in the air by any
just covered by snow. Unless a creature has extra accustomed to the arcane.
senses that allow it to know about the doors, a
creature must be within 15 feet of the door and The Curse. Creatures who make an Arcana
have a Passive Perception of 18 or higher or make check (DC 18) will recognize that the mannequin is
an Investigation check (DC 20) within this space. cursed, though any creatures proficient with
Opening the doors from either side requires the Arcana will recognize some sort of magic on it. If a
character to displace around 24 cubic feet of creature comes within 5 feet of the mannequin
snow. (something nearly impossible not to do if traveling
The Snoulder. The Snowlder is a 10-foot down the hallway) they must make a Constitution
diameter snowball. It is tightly packed though will saving throw (DC 16) or be afflicted with a T-pose
pick up snow or other creatures as it rolls forward. Curse until they finish a long rest or are cured by
Attempting to disturb it or the key in any way will magical means. Creatures with Corruption make
result in the Snowlder trap activating. It will begin the saving throw with disadvantage. If a creature
moving towards the other end of the hallway at 20 touches the mannequin, they automatically fail the
feet every round, on Initiative Turn 20 if in combat. saving throw. The mannequin cannot move or be
If it rolls over a character, they take 33 (6d10) moved. A creature afflicted with this curse loses
bludgeoning damage and 14 (4d6) cold damage. the ability to move their body directly, being
Characters can choose to run, taking no damage if formed into a rigid t-pose. They can still move,
they escape into another room, or they can try to though they appear to be gliding along the floor or
dodge it with a Dexterity saving throw (DC 22), turning at odd angles to perform simple actions
taking half the damage on a successful save or full (such as attacking, opening doors, drinking potions,
damage on a successful one. The Snowlder will somatic components of spells, etc.) All attack rolls,
carry creatures it rolls over to the end of its path, Acrobatics checks, and Athletics checks are made
dealing an additional 66 (12d10) bludgeoning with disadvantage. In addition, most “simple”
damage at the end of its route. It will not collect actions require a DC check (DC 10) to succeed at.
the key in its rolling. The full extent of actions that require this check is
Snowmen. When the Snowlder trap is activated, up to the GM. The creature can still speak, their
several snowmen will attack or rise from the snow, face being unaffected by the curse. If the creature
they use the Muddie stat block.

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passes the saving throw or the curse is removed, tree near the exit trail if they desire to head back.
the creature is immune to this curse for 24 hours. All creatures have advantage on Stealth checks
within this room.
56 - GREENHOUSE SPACE Black Apples. Much like Bud, black apple tree
The smell of fresh air and healthy plant life may appear sinister at first, but it is quite mundane.
greets you as soon as you step through the The black apples are a novelty, looking strange but
foggy glass doorway. The air is heavy with tasting delicious. They are a perfect mixture of
moisture and plants of all kinds thrive and crunchy, juicy, sweet, and sour and creatures will
bloom along the walls, floor, and ceiling. remember and crave the taste all the way to the
Diffused light radiates down from opaque glass grave. Keen characters may remember seeing
all around you. A large tree with shining black black apples elsewhere; this is their origin. Bud will
apples dominates the scene. explain that this has been their life’s work and they
are simply reveling in completing the task of
Groundskeepers. Somewhere inside this area is making a perfect apple.
a bee hiveborn named Bud, who tends the Glass Walls. Although the walls and ceiling are
greenhouse. They are assisted by a few friendly made of glass, there is no way to escape the castle
dryads and blights of various kinds. These helpers this way. The panels appear to be nearly
are rarely seen unless the plants are threatened. indestructible and close inspection of the obscured
Bud will gladly offer anything within the area, be it outside area will reveal sinister dark figures darting
food or flowers, without any desire for coin. They around. Staring too long at these shadows will
will ask the party to stay for a while though, cause a creature to be filled with dread, their
requesting stories and company as the best form imagination creating fearsome creatures out of the
of payment. They have no interest in leaving the shadows.
castle, having found their ideal place here.
Bud is a kind groundskeeper and gentle to an
almost troubling degree. Their passive demeanor 57 - REVERSAL HALLWAY
should at first come across as somewhat aloof or The floors and walls transform into a dazzling
even sinister. The party should discover somewhat checkered pattern that makes you feel dizzy just
quickly that Bud is simply doing their best to listen, by looking at it.
without any attempt to interject. They leave large
holes in conversations without the need to fill Gravity Reversal. This hallway twists around
them in, letting the words hang where they were itself, reversing gravity for any creatures who walk
left. They will do all they can to help the party but all the way through it. Any objects and effects the
prefers to let the party learn how to care for creature may use or cause also act as if gravity has
themselves. been reversed for them. While walking through the
Bud cannot explain exactly how long they have hallway it is impossible to tell this is happening.
been here, as they lost track many ages ago. They Walking back through the hallway will reverse the
are aware they have lived far longer than any of effect, regardless of which way they entered. If
their kind, suspended by some sort of magic in this gravity is reversed for a creature, they walk on the
place. They have accepted their potential ceiling, which may or may not result in danger or
immortality with quiet grace, seeing it as an hijinks. In most cases, the ceiling is stable but if a
opportunity to grow more life around them. creature falls through, they will continue into the
Bud is non-hostile but will get defensive over air a maximum of 100 feet, at which point the
unwarranted damage to the plants. If attacked, effect will end, causing them to come crashing
they will disappear into the foliage and rely on the back from that height.
blights to defend the greenhouse. Moving walls at the entrance ensure a creature
Food. There seems to be almost every type of can only take one path when moving through this
vegetable and fruit imaginable in this area, with area, shifting the effect on the creature each time.
everything being “just around the corner,” even if Quirky Encounters. For a little extra humor or
the dimensions of the area wouldn't normally challenge, consider that some creatures in the
accommodate for that. Walking through, one can castle may have already gone through this
become easily lost, if they wish to do so, but will hallway. They may have even built nests or homes
always find their way back to a central black apple in places of the castle based on their reversed

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gravity. Use this as a chance to place important Extra Guards. Hidden in and among the piles of
items or difficult creatures in hard-to-reach places. collectables are several more Laser Kobolds, the
exact amount being enough to dissuade the party
from simply taking all the treasure here, at least
58 - LASER DRAGON TREASURE ROOM without a fight. Other defenses can also be called
You are greeted by several purple-hued kobolds upon by the kobolds, including 2d4 Chrome Ooze, a
upon entering this room. They are friendly and reprogrammed Cyblight Elite, and a Disco Assassin
immediately dive into explaining the vast piles of (which will follow the party instead of directly
junk you see before you. interfering).
Easter Egg Key. Hidden deep within the piles of
Treasure. This tiny room is jam packed with items is one-half of the Easter Egg Room key. It is a
seemingly useless junk and guarded by 2d4+2 bee-shaped figurine with a hole going from where
Laser Kobolds. The total value of the items in the it’s head should bee and extending to its wingless
room exceeds 100,000gp but a History check (DC back. When combined with the other half of the
10) must be passed to recognize any singular item key, by placing the brush inside the bee, the key to
as more than junk, though the exact value would the Easter Egg Room (area 123) is complete.
require appraisal by an expert on such items. The Secret Door. This “secret” door is a normal
kobolds, though not experts, will happily share wooden door, painted to look like the bricks of the
what they know about the items, almost in a castle. Any creature with a Passive Perception of 10
bragging manner, but will guard the items or more will notice it.
jealously for their “master.” Their Master is the
Laser Dragon (Cimt’rry) that runs the Inner Castle
(area 65). 59 - “SECRET” STASH
Example Items. This room should be filled with Within seconds you realize this room should not
a mixture of items from the player’s world and be. It looks more like a rounded burrow, a literal
table in-jokes. Here is a list of some items that may hole in the wall that something has filled with
or may not be in the room, based on your flashy items.
campaign’s needs. A holographic red dragon card
(100gp), a signed brutalball ball (500gp), a box of Un-valuable. This poorly hidden room has about
48 records from various artists (worth 50gp each, 5,000gp worth of stolen collectables from the
2,400gp total), bedazzled shoes belonging to a Laser Dragon’s horde (area 58). It appears the
long dead god (1000gp), a complete set of actions kobolds have not been as loyal to their master as
figures from the 9th arena battle (area 36, 100gp they say they are. The room is mostly filled with
each, 1000gp as a set), a pack of discontinued gaudy and expensive looking collectables that,
hyper-water flavors (100gp), an overdue video while flashy, only have value as a sum total.
cassette that radiates a threatening aura (500gp), Secret “Door”. There is a small crack in the south
2d4 Dire Gems of varying colors (250-500gp each), wall, requiring a Passive Perception of 14 or higher
1 Kai Sphere (10,000gp but hard to sell), 3 distinct to see. It has made the wall weak, allowing it to be
Kaiju Scales (5,000 each), Woebone’s nametag destroyed with a strength check (DC 18) to access
(50gp), several dozen unopened packs of slap the Broken Dance Puzzle Room (area 50).
bracelets (150gp per pack), holo-vids of pasts and
futures that never came (10-100gp).
Cubetroller. The most prized item in the room is 60 - BUS STOP
a Cubetroller, prominently floating above a A full cement room with walls painted to look
pedestal made just for it. The kobolds in this room like a city and sky surrounding a bus stop. A
will not let any characters within 3 feet of it. The vending machine in the corner looks weather-
controller is in a magically sealed, transparent, beaten and is seated in vining plants. There are a
graded container. The credentials on the container few long blue benches with a “bus stop” sign
confirm its validity and A+ condition. The Neon next to them and mundane ads plastered on the
Dragon in the Inner Castle (area 65) has the only glass walls that surround them.
key, and the container cannot be forced opened
with anything less than a wish spell. Rest Area. This room is surprisingly cool with a
pleasant wind blowing in from an unknown source.
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Characters can choose to rest here, without fear of long that any information they have for nearby
being accosted by anything not already hostile to rooms is several years old and the rooms they
them. Light seems to radiate from far away, describe may no longer exist.
shifting as if clouds are covering the sun on a cool They are non-hostile, except to those who
summer afternoon. There is a slight murmur and disrespect this place. They use the berserker stat
occasional horns can be heard in the distance but block; except they use weights that deal 2d8
are never close. (versatile 2d10) bludgeoning damage. They have
Vending Machine. There is a well-stocked only a passing interest in leaving this area and will
vending machine in this room, though it has a eventually return to their beloved gym after only a
tendency to get jammed, requiring a Strength day or so of adventuring.
check (DC 16) to make the items drop. Everything Clunk Guard. The equipment in this room is
inside looks sun-bleached. watched over by sensors that detect abuse of the
Secret Door. An Investigation check (DC 18) will equipment, including attempted theft. Once the
reveal a secret door, painted to look like a faraway alarm is set, it will ring for 30 seconds, summoning
building. It leads to a long, dim hallway that leads 1d6 holo-beasts (which ones are up to the GM) to
to Break Room 2 (area 80a). subdue the offender. These creatures last only as
long as the alarm is sounding and serve only as a
deterrent, often choosing to push or move the
61 - OMNI-GYM offenders towards the exit and only attacking
Artificially cooled air hits you as you walk into directly to get towards that goal.
this space. Strange equipment lines the walls
and large mirrors make the place appear larger
than it actually is. A single elf sits on a bench, 62 - ORIGINAL STONE HALLWAYS
pulling and dropping weights in a rhythmic Walking these halls, you feel the age of
pattern, completely oblivious to your entrance. millennia all around you. The bricks are charcoal
black, absorbing almost all the light that hits
Gym Equipment. There is a plethora of gym them. Unlike the rest of the mishmash that is
equipment in this room, most of it modular and this castle, this hallway seems like it belongs
many things that seem to defy understanding. If a here.
character needs to find a specific type of machine
or weight, they will almost always magically find it Age. This small loop of a hallway is tight,
nearby. Any equipment that leaves the room constricted in ways the rest of the castle does not
dissolves and reappears in the room within 1 appear to be. The walls, though 5 feet apart, feel
minute of it leaving. much closer just by their size and black bricks.
Spotter. The elf in this room is named Marcilius There is clutter in the hallway, such as chairs,
and they are incredibly absorbed in their workout. desks, old armor, and more than a few skeletons.
Until directly disturbed, they will ignore the party, These are one of the few remaining pieces of
even looking right past them if they move from original architecture from the first inception of the
machine to machine. If disturbed, they will be Black Castle. An Investigation check (DC 22) will
slightly irritated at first but will quickly change to reveal etchings in the stone that have been almost
being excited about having other people here. They completely polished away by time. It tells the
will offer anyone who spends an hour exercising incomplete story of a war between reptile-like
with them a set of Black Castle Fitness tank tops, humanoids, featuring a few dragons, and ape-like
which can be worn over or under armor and grant humanoids, their ranks bolstered by a giant
a +2 to any Athletics checks made while wearing cybernetic entity. The story appears to end with a
them. meteor striking a battlefield between the two but
Marcilius is a bit intense and full of energy. They there are some allusions to a cyclic nature in the
have been bodybuilding for several hundred years conflict. The story on the walls can be embellished
and are incredibly picky about the character’s form. as needed and only serves the GM to express the
They will gladly offer to teach battle techniques time that has passed since the original Black Castle
and share any information they have about the was created, with such a conflict having long
castle to those willing to pump some iron. passed into legend or quite possibly never having
Unfortunately, they have been in this area for so happened.

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Living Armor. A pair of goblins have taken up
residence inside a set of armor, attempting to pass 64 - PADDLE GAME ROOM
themselves off as an adventurer named Hugh As you enter this room, triumphant and
Maughn. Their only major goals are keeping up the compressed music loops from an unknown
charade and finding a way out of the castle. They place. A pixelated team stands across from you,
are terrified of Jey-Reth and will do all they can to guarding a flat white rectangle that stands in
help the party, so long as their goal is exiting the stark contrast to the flat black walls and simple
castle. If they feel like they cannot exit with the neon blue outline of the room. A low-poly
current party, they will strike out on their own, dragon head with a scroll in its mouth floats and
attempting to find another party to align rotates an indiscernible and permanent height
themselves with. They use the stat block of the above you. A small glowing ball drops to the
Two Goblins in Armor. They are aware that they center of the room and a buzzer sounds.
are not the first to attempt this kind of escape but,
as they’ve never seen anyone who tried it fail, they The Game. A team of Neo-Bandits equal to the
suppose it must work. party’s number + 1d4 stands on the opposing side
of the field. The game plays like a version of
soccer, where catching the ball is acceptable, and
63 - PADDLE GAME CONVERSION ROOM the entire back wall of either side is a “goal.” There
This room is almost empty except for a set of is also a large paddle on either side, slowly moving
glowing, slightly raised, circular platforms. The in an attempt to block the goals. The objective of
entire place thrums with a bizarre energy. the game is to score three points by getting the
ball past the opposing team’s paddle to touch the
Pixelation. The door into the Paddle Game Room back walls. The ball moves somewhat slowly,
(area 64) will not open (and does not actually exist) flipping between each side of the field on
until each creature in a given party steps on one of alternating rounds, unless acted upon by another
the platforms and becomes pixelated. A creature creature. The ball cannot be destroyed but can be
can step on and off the platform, entering or acted upon by magic and will respond to damage
reversing the pixelated state, though non-pixelated by bouncing against the direction it was hit. A
creatures cannot enter the Paddle Game Room. creature can use its action to attempt to grab and
While pixelated, you take double damage from throw the ball, making an Athletics or Acrobatics
non-pixelated creatures, appear flat but always check (DC 10 minimum to catch). Any creature in
seem to be facing the observer, and deal half the line of the ball can make an opposing check to
damage (before applying weakness and catch or deflect the ball. Each time the ball is
resistances) to non-pixelated creatures. thrown at the back wall, the paddle rolls a d20,
Leaving. After you have been pixelated, the door blocking the ball if it rolls higher than the throw.
into the Paddle Game Room (area 64) appears and Damaging the ball, through spells or attacks, in an
opens and the door to the Original Stone Hallways attempt to push it towards the other goal, grants
(area 62) disappears. To open each door, the advantage on the rectangle’s roll. Creatures who
characters simply have to become pixelated or touch the rectangle take 7 (2d6) lightning damage.
reverse the pixelation. No doors exist if there is a Creatures who enter the side of the field that is not
mix of pixelated and non-pixelated characters. their own take 7 (2d6) force damage when they
enter and at the start of each of their turns until
they return to their side of the field. Attacking
other players and warping the ball through magic
is allowed.
Prize. The winner of the game will receive the
dragon’s head, which features a scroll. The scroll is
an invitation from Cimt’rry the Laser Dragon,
offering a “most wonderful dinner and entertaining
evening” to the reader. Once the scroll has been
read, it flashes into light and vanishes, granting the
party access to the Inner Castle (area 65).

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65 - INNER CASTLE (GROUNDS) Quest Outline. To obtain the Blue Keycard the
characters must obtain it from the Laser Dragon,
As you walk through the locked door you are
Cimt’rry, something they can easily do simply by
taken aback by the abrupt change in scenery.
asking them. The dragon is a gracious host,
You are on well-maintained manor grounds, with
offering the party nearly anything they could ask
trees flanking your sides and leading on a path
for but will not allow them to leave. They are
directly to a manor. The sun is setting impossibly
considered part of the dragon’s horde, collectables
to the west. A laser kobold in a butler’s uniform
that must be maintained and kept in pristine
bows at your entrance.
condition. Part of this collection process is an
inability to “let you go soft” and the dragon will
Entrance. This area cannot be entered without
subject the party to regular fights against different
permission, gained by winning the invitation scroll
groups of monsters every evening. Over a short
in the Paddle Game room (area 64). No attempts to
period, the dragon’s control over the character’s
open the door, magic or mundane, will work.
lives will grow more intense, including choosing
Kobold. The laser kobold in this area will
foods, leisure activities, and sleep patterns, all in an
introduce themselves as Theodrax and offer
effort to keep their “collectables'' in mint condition
refreshments to the party. Theodrax is a male
(the extra battle scars from fights are either healed
kobold who wears a tuxedo, styled like a secret
quickly or considered to make the characters more
agent, with a few extra pockets that hide fun but
valuable). The characters may attempt to end the
useless gadgets. They are kind, though their speech
containment by killing the dragon, reasoning with
is direct and abrupt, ending without extra
the dragon, or by bargaining something that is
explanations unless requested. They will attempt
more valuable than they are. The last option can
to lead the characters into the manor and to
prove to be quite difficult because the characters
relieve them of their equipment, though they will
are far more valuable to Cimt’rry than any piles of
only insist with words, never resorting to violence.
gold.
Manor Grounds. This large space completely
Checkout Anytime. The players also find
encompasses the manor and is remarkably
themselves trapped here by magical means, with
beautiful. It is comfortably cool, and the air feels
any attempt to leave, either through the entrance
fresher than anything else in the Black Castle.
to the plaza or by magical means, simply leading
There are small gardens of varying flowers
them right back into the plaza. This effect ends if
scattered all over and a long row of them against
the dragon dies or if it is convinced to let the
the manor. It appears to always be night or dusk in
characters go.
this area, with just enough light to see but not
Kobolds. Throughout this area are many Laser
enough to disperse tricky shadows. Looking in the
Kobolds, some of which are directly named NPCs.
“sky” will reveal stars or a recently set sun, all of
The characters may run into more throughout and
which is a powerful illusion, requiring a Wisdom
there always seems to be one more than they
saving throw (DC 24) to see through. In reality, this
recognize throughout their stay. These kobolds are
is just a huge room within the Black Castle.
mostly loyal to Cimt’rry but do engage in small
The Master. The owner of this castle is an
acts of rebellion, sometimes as harmless pranks,
Ancient Laser Dragon named Cimt’rry. They
sometimes as dangerous acts of spite. They will
attempt to come across as soft spoken, but the veil
treat the party as honored guests and, if instigated
slips often and their somewhat capricious and even
into combat, will attempt to capture the party or
sometimes cruel nature comes out. They often
flee, instead of killing them as they know the
contradict themselves and enjoy spinning tales
consequences of harming Cimt’rry’s treasures.
that are more fiction than fact. Their jealous nature
only extends so far as controlling others and any
attempt to hold them accountable for their own
actions sends them into a rage. They are just as
vicious with their words as they are with their laser
breath. They spend a lot of time in other forms,
mostly humanoid but sometimes bestial, only
relaxing as a dragon when in the castle grounds or
their own bedroom.

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66 - ENTRANCE PLAZA not in this area, these cleaning kobolds will do their
best to explain the treasures inside but have
Another kobold greets you at the door,
limited knowledge of each item’s history and
introducing themselves as Railbin and expresses
relevance.
how glad they are to see you and how pleased
Treasure. There are shiny baubles and encased
the “Master” will be too. The room they are
treasures all over the room. For some added
standing in is large, with a few items and
impact, make one of the items in this room an item
paintings on display as well as seats and chairs
of great value from one of the character’s
of various generational designs scattered about.
backstories. Here are a few items they may find
inside: Weekend at Merlin’s 4 Holo-disc (2,500gp),
Precious Oddities. The treasures on display
A sealed box of Oops All Bones (500gp), The
follow the theme of the Laser Dragon’s horde,
Muffler from a Werecar (500gp), a nearly
being things of great sentimental value or only
complete set of teeth from Fredmore the Mother
valuable as collectables. There are signed CDs,
(100gp incomplete, 1,000gp completed), A
sports jerseys, inscrutable paintings, gold-plated
Pixelated Roast Chicken (500gp, heals 6d4+6 upon
figurines, movie scripts, and a few other odds-and-
eating), Spif’s Glasses (10,000gp), 1 Bedlam Crystal
ends.
(GM’s choice), Belt of the Champ (15,000gp), A
Kobold. Railbin is a female kobold in an anime-
Divine Arm weapon (GM’s choice), 2 Headband’s of
style mech maid outfit, complete with lights and
Heroes (GM’s choice), a key to the Cubetroller
lasers that accentuate the outfit’s power. They are
display case in the other treasure room (area 58).
kind, with about half of their speech seeming to be
Easter Egg Key. On a side display, resting on a
quotes from animated films. If questioned on this
small stand with no glass case, is a large inkbrush.
trait, she will state it is at her Master’s request,
There is bright, swirling purple paint on the brush
though she will express finding some joy in
that is still wet. The other tip has the head of a
confounding guests with more obscure quotes. She
smiling lizard. When combined with the other half
and Theodrax will offer (and somewhat insist) on
of the easter egg key, by placing the brush inside
taking the character's equipment and giving them a
the bee, the key to the Easter Egg Room (area 123)
tour of the building, with the exception of the
is complete.
Master Bedroom (area 68) and the Kid’s Room
(area 72), which they will say are private.
Delicious Scent. There is the faint aroma of 68 - MASTER BEDROOM
delicious food that can be picked up here. If
questioned, the kobolds will state that dinner is The walls bend strangely inside this room,
being prepared and will take place in the Dining seeming to curve just enough to make the space
Room (area 73) with the Master shortly. seem larger than it should be. It is draped in
exotic fineries, centering on a bed that shares
the same curving properties as the room itself.
67 - DISPLAY ROOM Along the walls are signed photographs of other
adventuring groups.
You step into a large space filled with a
confusing arrangement of riches and junk. Gold
Personal Bedroom. This space is locked off
figures are proudly displayed alongside mass-
except by those allowed in by Cimt’rry themselves.
produced dolls. A few laser kobolds go about the
The dragon does not have to be persuaded hard to
work of cleaning all of the “treasure” on display.
allow guests into their room, either for showing off
There is a tension here and the kobolds eye you,
their photos or for more private interests.
looking for, and maybe hoping for, some sort of
Bending Corners. The room seems to enlarge to
response to the displays.
fit any creature that comes in it comfortably but in
reality is using tricks of perspective and some
Kobolds. There is always at least one kobold in
slight transmutation magic on the occupants to
here, each dressed in a unique uniform, that is
make the room and creatures within seem
guarding and cleaning the treasures. If questioned,
consistent to each other and their own perception
they may speak of the “Master’s other treasures”
of the room. The room is not limitless but can
(area 58) and how these are just the ones fit for
house up to thirty Medium sized creatures
display, both because of their more limited value
comfortably before the magic begins to distort.
and their perceived rarity. If Theodrax or Railbin are
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The same magic is on several pieces of furniture as dungeons, or other places the characters may need
well, including the bed, the couch, and any chairs to visit to keep their skills sharp. Most of the time,
that are brought in. the mannequins will play the part of whatever
Orb of Polymorph. On the bed stand is a creatures are deemed necessary by Cimt’rry,
glowing green orb and has 2d12 charges of the though the dragon will occasionally throw in a real
spell polymorph in it. Cimt’rry uses this on version of a more powerful creature, to keep the
themselves to appear in humanoid forms most characters sharp. How they obtain these creatures
often, mostly so they can move around the castle so deep in a dungeon is unclear.
easily, but will also allow other creatures to use it Mini-Adventures. Each night, Cimt’rry will devise
for fun. a miniature version of an adventure for the
characters to go on. These adventures are always
trope filled and bland, such as saving a princess or
69 - MASTER BATH slaying goblins. They follow a three-act structure
Shining chrome tiles mixed in with black and where the characters meet in a central location
white ones give this room a dazzling appearance (usually a tavern), are given a mission by a
that distorts sight. There are rows of fine shadowy figure, and then finish the mission with a
amenities, including rarer regional toiletries, all fight. These “adventures” should be quick, and you
leading the focus to a massive bathtub that is may even reduce them down to a handful of rolls
full of steaming water. to determine the outcome. The idea is to make the
characters very bored, very quickly, with tired,
Bent Bath. This room is under the same effect pointless adventures. To further explore Cimt’rry
as the bedroom, with spaces seeming to have near and their obsession with pop culture, with a
limitless room to stretch. The bath fits many inside complete inability to truly appreciate it, have some
and is always full of water that is just barely too “adventures” be lifted whole cloth from movies or
hot. Anything the characters could need for their TV shows, with all the important character
personal grooming can be found in this room and moments glossed over in favor of more action.
be used freely, with Cimt’rry’s permission.

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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art in here, the kobolds may only know a little 73 - DINING HALL
about each one though.
A long table stretches across the room, with one
Armor. Like everything else in his horde, the
end featuring an overly large and opulent chair
armor lining the walls here has great value to
that almost seems as gigantic as the table. A
collectors. There is the armor of heroes, villains,
plentiful bounty of differing foods is steaming on
and many props from movies. It will defend itself if
the table, and you can see some of your
attacked or if an attempt to steal it is made, using
favorites scattered throughout.
the stat blocks for animated objects and gaining
bonuses based upon how powerful the armor or
Food. The first time the characters enter this
weapons may be.
room, there will be whatever food their characters
Empty Space. There is a noticeably empty spot
love most on it, piled in heaps larger than they can
on the wall, saved for an installation featuring the
eat. Cimt’rry is attempting to make a good
current party and Cimt’rry.
impression and win over the characters with this
Stolen Artifacts. Many of the landmarks
act. Over several days, the food will change into
depicted in this art have gone missing, giving the
whatever Cimt’rry thinks is best for their living
party the impression that Cimt’rry may have
collectables, regardless of the desires of or effects
somehow absconded with them. Cimt’rry will not
on the characters. No matter the consequences or
deny this but may dodge the exact specifics of how
flawed logic of Cimt’rry, they will not relent on the
they did it and where the monuments are now.
food provided. Any continued arguing with Cimt’rry
over food will result in them withholding all food
72 - KID’S ROOM for a short period.
Nightly Meals. Cimt’rry will demand meals with
This small room is littered with interesting toys the entire party every night. During this time, they
and trinkets from across the universe. A bunk will either regale them with “interesting” stories or
bed with bright pony sheets and superhero ask the characters to regale them with their own
sheets on either mattress sits in one corner. stories. They will also use this as a chance to keep
Posters line the walls and there is a closet and tabs on the characters, noting any inconsistencies
dresser overflowing with clothing. in their stories and becoming enraged if someone
does not make it to dinner.
Locked. This room is locked by a few regular Tall Tales. Here are a few story suggestions to
locks, a small assortment of magical ones, and a get you started with Cimt’rry’s nights. Some of
name bonded lock that only allows someone given them may be true, some may be false, some may
express permission by Cimt’rry to enter the room, be embellishments, you decide.
this last one opening all the locks on the door but • “One time, at band camp, I ate an entire
being just as easily taken away by a word from the marching band”
dragon. Both Railbin and Theodrax can access this • “I have been dabbling in creating life and
room, possessing all the needed keys and have had more successes than failures.”
permission. • “Did I tell you about the time I pretended to
Kid’s Stuff. There are no noticeable children in be both the hero and the villain, just for
this castle, though this room looks as though some fun?”
kids do live here, including the mess children would • “I have reason to believe we are living in a
typically leave. The items are of little value and a simulation.”
good percentage of them are broken or torn in • “I was at Tonugrah when the walls fell!”
some way. Cimt’rry has the kobolds keep this room • “I once ran for president of the universe.”
in this way in an effort to make it feel like there are • “Jay-Reth is actually afraid of me.”
children living here. The jealous dragon desperately • “I was once in the middle of a love
wants children, but the opportunity has never dodecahedron, full of gods and
arrived, or so they state. In truth, Cimt’rry realizes supermodels.”
their own possession and commitment issues but • “I’ve been to every plane of existence; I stay
chooses to blame their lack of children on being here because I like it more.”
unable to find a suitable partner for raising their
offspring.

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74 - KITCHEN
75 - STORAGE CLOSET
A sizable kitchen with enough room for the half-
dozen or so kobolds running around here to Opening this door reveals a large space, much
work. A wo’nari is over the oven, yelling at the larger than it should be, full of dried and canned
other workers and managing several pots of foods.
delicious smelling food.
Dimensional Pantry. Each time this door is
Kobolds. Many laser kobolds scramble around opened, the temperature and contents inside
here when the cooking is being done, which is quite change. It appears to be linked to several
frequently. They are very good at avoiding each extradimensional spaces that are all used for
other and the party, making a point to try and storing different types of food. The binding magic
ignore anything other than their current task. of this building seems to be weakest at this point
EZ-Chef. A noticeably out of place moon wo’nari and given powerful enough magic and a good
is here and they appear to run this place. Their enough distraction, may prove to be useful as a
name is Lain Stickypaw, though most everyone possible escape route. Anything less than a 7th
kobold in the kitchen refers to them as “boss” level spell will be ineffective and then only if
instead. They have been taken in, the same as the Cimt’rry is wholly distracted. Escape this way will
other characters, and are expected to act as the result in the dragon beginning to track the players
“chef collectable” they were obtained to be. They in an effort to drag them back. There is no set
bristle against the contaminant but have accepted solution for using this way to escape so allow the
they could not manage escape by themselves. characters to experiment with different ideas to fill
They will help the party plot to escape in any way in the gaps.
they can.
Lain borders on rude but only because they feel
as though their time is being severely wasted here.
Their skills in the kitchen are impeccable and they
are able to seamlessly blend nutrition and taste in
a way only a master could. They are the last
remaining member of a party of collectable
several sets ago but will not talk about this openly,
as this information being revealed would upset
Cimt’rry.
If the party decides to attack Cimt’rry, Lain will
join in happily. They use the stat block of an
assassin. Unless the party has spent some time
bonding with Lain, they will be quite selfish in
battle. If they can escape with the party, they will
travel with them only far enough to get close
enough to the Lobby (area 1) to leave the Black
Castle.
Food. Stealing food from the kitchen will result
in harder foes for the characters to face and abuse
of Lain.

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78 - BATHING ROOM
76 - GUEST HALLWAY
A stark white room nearly blinds you as you step
You see a small hallway with three doors on one into the oddly sterile bathroom. Even after a
side and a window at the end. A few paintings moment here, the bright white tile and intense
hang on the wall, each of them seems light is hard on your eyes.
somewhat familiar. Everything Needed. This bathroom is
immaculate and well stocked, offering some
Art. The art in this room, which includes personalized grooming items within.
paintings, tapestries, and statuettes; are all Additional Challenge. Make the toilet a mimic,
centered around the party. While there are some just for fun.
representations of the party during their time in
Warren’s Grove, there are also some from before
that adventure or even from the character’s 79 - GUEST ROOM 2
backstory. Cimt’rry has been following the party’s
A guest bedroom, complete with several beds
exploits for some time and wanted to have some
and littered with things that catch your eyes.
high points captured in the art. The art has little
value, except to others who idolize the party.
Oh, Them. Like the other guest room, this room
Window. Looking through the window here will
is designed to be used by some specific party
show an illusion of a vast rolling plan of white
members. Unlike that room, there are some
flowers. An Investigation check (DC 18) will break
remnants from a previous adventuring party here.
the illusion.
(If the party is not large enough to need the use of
this room, it is filled with items meant for a
77 - GUEST ROOM 1 different party.) Questioning the other items in
here will result in Railblin explaining that Cimt’rry’s
This room has a few beds in it with several “previous collectables” had lost their value and
amenities that stand out to a few on your team. were no longer here. There are several common
and uncommon magical items in this room,
Highly Personalized. This guest room is including leftover magical weapons and armor, all
designed to be a peaceful resting place for a few of it marked with things like signs of
members of the party. The items and layout of this personalization, family crests, or even blood. The
room changes heavily depending on what characters will be asked not to disturb the items,
characters in your party it was designed for. It is a but any pilfering of the items will not be
shared space though and some items may cross questioned, so long as it is not done directly in
between characters’ interests. Most basic amenities front of the staff or Cimt’rry. The items are not set
can be found in this room, and it can comfortably and should be used as a chance to bolster the
house four Medium sized characters. team with minor magical items. Whatever is left
Hidden Gems. An Investigation check (DC 18) will over will be removed during the next day at dusk,
reveal a small set of floorboards that are uneven. the room being cleaned of anything not belonging
Underneath the boards is a small crawl space, big to the current party.
enough to fit a single Medium sized creature. There One Remains. One member of the previous
are nearly completely decomposed bones of a party is still within the manor grounds, a restless
humanoid figure, adorned in tattered clothing that named Eromderf who cannot be discovered until
once appeared vibrant. There are a few remaining this room is explored. A casual walk around the
golden teeth and small accessories, worth a total backside of the manor grounds will reveal a few
of 1,000gp. skeletal fingers sticking out of the ground to any
Window. The window here is much like the one characters with a passive perception of 15 or
in the hallway but offers an illusion that is highly higher. Eromderf will attempt to help the party
personalized to those inside. Whatever they see in escape in any way they can, doing their best to
the window is something all the creatures who are remain hidden. If they are discovered by the
intended to stay in this room find agreeable. An kobolds, they will simply vanish within a few hours,
Investigation check (DC 18) will break the illusion. quietly disposed of by Cimt’rry.
Eromderf has only scant memories of their life
before being a restless, knowing only their hate for
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Cimt’rry. They are very absentminded and have
trouble following basic commands. Despite this,
they are a potent magic user, using the mage stat
block in battle. They are kind and silly, enjoying
juvenile humor openly and with great joy. Though
their spacey and childish nature makes them
somewhat difficult to hide, their help in challenging
Cimt’rry is impossible to deny.
Mimic. There is a mimic in this room, pretending
to be something from the previous party. If it does
not attack the party, it will be discovered after a
day or so, munching on one of the kobold staff.

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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Side Doors. On the opposite sides of the room told from the acolytes of Pahku’s perspective,
there are two smaller doors. They lead to the where the god is seen as a cleansing force. The
Employee Room (80a) and the Blank Room (80b). consumption of the planet is represented as a holy
Temple. This room is dripping in prestige and union, where pain and suffering end and the evil
pomp. There is gold inlaid into the pillars, accenting wizards are portrayed as harbingers of suffering.
the myriad screaming faces of the specters. The Their power is not enough to match the god’s and
large throne is made of gold and velvet, with a thin the planet is consumed, though the spirits of the
platform bolting it to the floor. It is worth 10,000gp wizards refuse to integrate into the new paradise
but is far too heavy and cumbersome for all but inside Pahku-Pahku, choosing instead to become
the most dedicated adventurers to take. A set of vengeful wraiths that try to corrupt paradise.
holy clothing rests in the middle of the seat. A The other mural is from the perspective of the
large rug on the floor depicts the god Pahku-Pahku wizards, who are simply attempting to protect their
consuming universes. planet from being consumed. Pahku is initially
Holy Robes. The clothing in the seat is ancient portrayed, not as a terrible evil, but much like an
holy clothing for the servants of Pahku-Pahku. apocalyptic force of nature. In this mural, they are
Though it can be worn by anyone, those who serve seen speaking to joyful followers of Pahku,
Pahku-Pahku can attune to the robes like a magic discovering the god’s true malice. After their failed
item and gain +2 to their Spell Attack and Spell attempts to protect the planet, through barriers,
Save DC. attacks, and teleportation, they use their last
remaining power to become wraith-like creatures,
a sort of spiritual lich, and begin their quest to kill
83 - HALLWAYS TO PAHKU’S DOMAINS the god and reclaim all that has been lost.
Small murals on the walls tell a story in this Whichever hallway tells which story is up to the
short hallway. GM.

Opposing Stories. Each hallway tells the same


story, from opposing sides. The great Pahku is
consuming a planet and powerful wizards are
attempting to repel the god. One of the murals is

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The ghosts will relentlessly hunt the characters,
84 - PAHKU PORTAL ROOM using all of their abilities to kill them. Whenever
A small, curved room pulls your eyes to a raised they exit their small room, they do not immediately
platform. Hovering above the platform is a large know where the characters are. If they cannot see
dark portal, with harsh pixelated edges. Inside or hear the characters, they will roam the halls of
the portal you can see faint blue lines. the labyrinth until they find them. If a ghost is
killed, it simply returns to the center room and is
Portal. There is nothing of interest in this room placed last in the rotation of ghosts to appear from
except the portal. The portal is deactivated, the room, respawning with half its max hit points
requiring a special token from the Runway and but recovering no expended abilities or spells.
Backstage (area 21) to activate. If the characters did
not succeed in the challenge of that room, or if Ghosts here are exactly the same as their
they fail this challenge and must try again, the physical counterparts, except they gain the
token can be purchased from a vending machine following attributes.
for 5,000gp. Stepping through takes the characters Resistances. They are resistant to acid, fire,
to the Pahku Challenge Arena (area 84), appearing lightning, thunder and bludgeoning, piercing, and
in the left portal in that area. They can still be seen slashing damage from non-magical attacks.
through the portal but entering through the portal Immunities. They are immune to cold, necrotic,
they were ejected from takes them to the other and poison damage.
side of the Pahku Arena Challenge. Condition Immunities. They are immune to
being charmed, exhausted, grappled, paralyzed,
petrified, poisoned, prone, and restrained.
85 - PAHKU ARENA CHALLENGE Ethereal Sight. They can see 60 feet into the
Stepping through the portal, you are greeted Ethereal Plane when they are on the Material
with glowing blue walls and strangely dark Plane and vice versa.
hallways. There is an eerie quiet about this place Incorporeal Movement. They can move through
that sets unease in your bones. This labyrinth another creature’s or object’s space (though not
feels out of place, not just in the castle, but in through the walls of this area) as if it were
reality, itself. difficult terrain. They take 5 (1d10) force damage
if they end their turn inside an object or creature,
Challenge. The labyrinth has four strange
other than another ghost, which it can occupy
potions scattered throughout. The exact locations
and move through freely.
are up to the GM but should not be right next to
Ethereal. They can enter the Ethereal Plane
each other. In the center of the labyrinth is a small
from the Material Plane and back again as a free
room with a locked door. The door cannot be
action once on their turn. It is visible while on
opened and any attempts to move inside the area,
either plane but can only be interacted with by
through teleportation or by moving through the
creatures on the plane it currently inhabits.
walls, fails. There are four ghosts inside, which can
phase through the door but no other walls in this Potions. The scattered potions in this area are
area, and begin to hunt for characters after 1 highly pixelated and blue. They are likely in the
minute, with another ghost joining the hunt every corners but otherwise should be placed in areas
minute after. Inside the small room is an exit portal which require the characters to explore and often
and the Green Keycard sitting on a small dais. The be put in danger. If drunk, the potions will allow the
door to this room opens, and the characters can drinker to interact with creatures on the Ethereal
leave, once all four potions are collected. and Material plane freely and at the same time for
Ghosts. The ghosts in this challenge should 1 minute. During this time, all ghosts in this area
pertain specifically to the characters within it. They are Frightened of the potion drinker. The potions do
can be dead NPCs, previous characters, or slain not have to be consumed for the door in the center
boss monsters. If the Karma Chameleon has killed room to open, simply obtained.
and replaced a character, bring the dead character Goodpellets. Every 5 feet in this maze is a
back as a ghost here. If no such options are single, glowing and floating, goodberry. They are in
available, simply make the ghosts dinosaurs of a state of suspended animation and do not begin
your choice. degrading until taken. Unless in combat, or other

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unstable activities, the orbs can be avoided easily. B2 (area 102) with no perceptible transition. While
Otherwise, a creature must succeed on a Dexterity this normally requires a token to be put in the
saving throw (DC 12) or knock the berry to the phone, much like the other portals, the first time it
ground. Failing by 5 or more will crush the berry. happens in either room, the phone will have
The ghosts cannot interact with the berries. When already received a token.
a berry is interacted with, in any way, it makes a Disorientation. Transporting between these two
small pinging noise, which the ghosts can hear, no rooms is an instantaneous and seamless process.
matter where they are in the maze. The users have no idea they have been teleported
Sound. This entire maze is impossibly quiet, with into a new room and to onlookers, the user simply
every sound being quite muffled. Footsteps are vanishes. Both of these portal rooms are almost
almost inaudible unless stomping and voices carry completely identical, with the only difference being
only a few feet. This does not affect spellcasting or the position of the exit door.
other abilities reliant on sound and should mainly
be used to unsettle the characters. The ghosts may
occasionally scream, especially when a goodberry 87 - RACETRACK ROOM
is interacted with, letting the characters know the The sound of huge motors assaults your ears as
ghost’s approximate location. you step into an area buzzing with electricity and
Portals. The portals to either side of this area intense speeds.
correspond to each other, warping characters to
the other side of the labyrinth. There is a single exit Racecars. This area is a compacted racetrack
portal in the center room, leading to the Pahku with a purple and a white vehicle that drive on two
Portal room (area 83). There is otherwise no rails set into the track. They are covered in cool
escape from this room, magical or otherwise. The decals and have speakers that blast roaring engine
ghosts cannot interact with the portals. sounds from them. Despite their appearance, they
Additional Challenge. To add a bit more tension are made of rather flimsy plastic and prone to
to the room, have a Pizza Slime, that is Large sized coming off the tracks. Regardless of where a
(Damage Dice are d10) that is immune to all creature is on the track, they must make a
damage, hunt the characters. It will eat the berries Dexterity saving throw (DC 20) at the start of every
in its path and destroy the specters as well but is other turn, to avoid being hit by either car. On a
only focused on the party. It cannot leave this area failed save, they take 11 (2d10) bludgeoning
and will dissolve into goo once the fourth potion is damage and are pushed to the nearest unoccupied
obtained. space. Failing the saving throw by 5 or more will
have them falling onto the hood of the car and
being pushed to the opposite side of the track by
86 - PORTAL ROOM B1 the start of their next turn. The pushed creature
A single, short streetlight shines above a can use their turn to get off the car, making an
telephone booth in the corner of this room. The additional Dexterity saving throw (DC 20) getting
light hums and the air is still. off the car regardless of their success but taking 11
(2d10) bludgeoning damage on a failure. Whenever
Environment. Like other rooms in the castle, this the car hits a creature, or is hit (AC 18), it must roll
area is painted to give the impression of being a d20. On a 1, the car spins off the tracks and out of
outside. While the phone booth is to scale, the control, Each creature in its spiraling path must
streetlight and any other items in the room are succeed on a Dexterity saving throw (DC 22) or
painted to be tricks of perspective. The murals give take 22 (4d10) bludgeoning damage, being pinned
the illusion of nighttime, and the streetlamp is the under the car if they fail the throw by 5 or more.
only source of light in this unnaturally dark room. On the following turn, the second car will crash,
This room is surprisingly clean and unsettlingly flipping over the first and causing the same
quiet, giving the characters a slight chill of unease damage, and forcing the same saving throws, as
when they enter. the first. If both cars are stopped in this way, they
Phone Booth Portal. This portal is unlike the will no longer be a danger to the party, unless they
others, not being an obvious place to teleport. If a leave the room and enter it again, by which time
creature picks up the phone and places it to their the race will have been reset by whomever is
ear, they are instantly teleported to Portal Room

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controlling it. The drivers appear to be inanimate are actually controlled by the goblins in the
mannequins. Battlezone Control Room (area 88).
Ambiance. This area is noisy, with cheers Secret Door. There is a secret door at the far
coming from seemingly nowhere and the roaring side of this room, appearing as a misaligned grid
“engines” of the cars. Traversal and combat here line in the wall. An Investigation check (DC 14) will
should feel frantic and fast paced as the party reveal it and allow it to be opened.
attempts to avoid being run over. It’s obvious that Additional Challenge. To surprise the party, have
someone is in control of the cars, as they 1d4 Low-Poly Guards occasionally waiting behind
sometimes speed up, attempting to hit the cover they attempt to take refuge behind.
characters, though who exactly holds the controls
is unknown. 89 – COMBAT ZONE CONTROL ROOM
Additional Challenge. Though this room is Electronic whirring and curses in goblin can be
designed to be a minor roadblock, you can increase heard as soon as the door opens.
the challenge by having holo-beasts litter the area,
delaying the party with combat while the holo- Controls. This room controls the Gridtanks in
beasts that are smashed by the car simply appear the previous room, as well as the shifting
elsewhere in this room. environment. 2d4+2 goblins are in this room,
running the controls. They will attempt to flee,
rather than face directly. If forced into combat,
88 - TANK COMBAT ZONE they will attempt to surrender or attack enough for
A large black space stretches out before you, an escape to present itself.
being bound by long gridlines and harsh right Leader. Also at the controls is a mecamorpher
angles. Several primitive shapes slowly traverse synthetic named Wraith, who does not run when
the field. One stops, takes notice of you, and the party enters the room. They have a militaristic
aims a large blocky appendage at you. appearance, resembling a videogame
representation of a tank with legs. They explain
Immediate Combat. As soon as a character that they were told by Jay-Reth that the true
enters the room, they should be attacked by the challenge was taking out other adventurers within
Gridtanks. Warren’s Grove and saw this as the least risky way
Gridtanks. There are 2d4+2 Gridtanks in this to do it. The goblins, while not allied with Wraith,
area, all randomly placed whenever this room is did look up to them for having the highest score in
entered for the first time. They will fight amongst this game, racking up several thousand points in
themselves if the party is not within range. “kills,” against both adventurers and other tanks.
Whenever one is destroyed, another will appear Their sheer skill at the game caused the goblins to
after 1 minute. Each time one is destroyed, this be too intimidated to attack them, forming a close
timer is reset. There can be no more than twelve in analog to a friendly rivalry.
this room at a single time. Wraith will only briefly discuss their objectives
Shifting Environment. This large area is not with the party before drawing their blade. They use
entirely set in stone and will shift as it is traversed. the stats of a Gladiator and gains the Pack Tactics
Large stones, sheers walls, fake buildings, and deep ability when there are allied
caverns may appear and disappear. At Initiative goblins within range. They also
count 20 (or when it seems thematically have a Shot attack: Ranged
appropriate) roll a d20. On a 10 or less, nothing Weapon Attack: +7 to hit,
changes. On 11-17, a single obstacle moves from range 60/120 ft., one
one space to another unoccupied space. On 18-19 A target. Hit: 11 (2d10 + 4)
completely new obstacle enters the arena in an fire damage. The attack
unoccupied space. On a 20, a new obstacle (or comes from a small
gridtank or holo-beast if thematically appropriate) cannon on their chest.
enters an occupied space and the impacted Wraith is overly confident
creature is pushed to the nearest unoccupied space in both speech and battle
and must succeed on a Dexterity saving throw (DC and will not join the party
20) or take 11 (2d10) force damage. While the under any circumstances.
actions of this room seem somewhat random, they
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90 - BACKROOM 1
92 - BACKROOM 3
Stagnant air greets you in this oddly still room.
Tan wallpaper and carpet line the area, with The world around you becomes noticeably less
several fluorescent lights buzzing in the ceiling. cohesive in this small and dark space. The floor
The quiet holds an energy that feels both beneath you twists and the walls sway.
familiar and dangerous.
Moving World. This small space is disorienting,
Liminal. This room and the following rooms are with a flickering light above that accentuates the
mostly empty spaces, with the absence of anything moving walls and carpet. The wallpaper and floors
immediately noticeable being something used to shift and twist, like a glitching video game texture.
unsettle the characters. They should get the idea Creatures who can see the effect must succeed on
that this space is not something to be explored, a Wisdom saving throw (DC 12) or have their
that they are not supposed to be here. movement speed halved in all of the Backroom
Unsettle. While these rooms should be areas. They can repeat the saving throw every
unsettling, we caution putting anything minute, ending the effect on a success. Attempting
immediately spooky (such as enemies, skeletons, to fix or break the above light will cause the party
or bloodstains) in the first room or so. Allow the to be attacked by an incredibly bright Holo-Beast
characters to explore a little more, using their (bear).
curiosity to draw them further into the rooms. Return Trip. If the party comes back through his
Secret Door. The secret door in each room, it will be pitch black and knocking can be
consecutive room is simply a door covered in heard from inside the walls.
wallpaper. It appears to be out of place if observed,
requiring an Investigation check (DC 10) or a
93 - BACKROOM 4
Passive Perception of 14 or higher to be recognized
as a door. The DC increases by +2 for each new Light assaults you as you enter this tiny space.
room (Max DC 18, until Backroom 5 (area 93). The loud electrical humming is nearly
Compressed. The following rooms will get unbearable.
smaller but will feature the same basic layout and
markers of this room. As each room gets smaller, Moving World. Like the previous room, the floor
they should appear not to shrink but to appear to and walls “move” in this area. However, the light in
be “cut from” larger rooms, with geometry this room is incredibly bright and buzzes loudly.
becoming erratic. The hallways between them Compact. This space is incredibly small but has
feature the same design and cutting effects. all the notable features of previous rooms.
Opening any of the doors is difficult.
Return Trip. Unless the light is broken, nothing
91 - BACKROOM 2 will change for this room. If the light is broken, any
The room before you appears no different than characters without darkvision or a light source
the last, except that it is slightly darker. must succeed on a Wisdom saving throw (DC 16) or
somehow become lost in the pitch black and tiny
Return Trip. If the characters come back room. They will then begin to take 3 (1d6) psychic
through this room from deeper ones, have the damage each turn until they either succeed on the
lights go out as soon as they enter. Then will then saving throw or use a light source to illuminate the
be ambushed by 1d4+1 Shatterlings. room.
Compression. This room has the same basic
construction as the last but may have several
small incongruities. Examples could be walls that
just out only a few inches, misaligned lights, or
small stains that follow along one axis but not
another.

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94 - BACKROOM 5 5 Portal Room C2 (area 51)
Light has abandoned you, but the buzzing 6 Portal Room A2 (area 114)
persists. 7 Portal Room B2 (area 102)
8 Portal Room D1 (area 49)
Darkness. This room is coated in magical
darkness, allowing creatures to only see a
maximum of 1 foot ahead of them with any light
96 - OTOTO GROTTO
source or darkvision. Only truesight can pierce the
darkness and even then, this area appears dank A hard black space is accented with glowing
and dim. shrubs, trees, and vining plants. All of the plant
Non-Euclidean. This area begins to break down life is a harsh primary color and growing out of
as soon as it is stepped in. Though the room is the remains of broken robots.
relatively small, creatures exploring it can get
easily lost. Each creature in the room must make a Battle Lab. Several OTOTO creatures are in this
Wisdom saving throw (DC 18) each minute or room (1d6+1) and are fighting an endless sea of
become hopelessly separated from the rest of the robolins (3d8). Their mindless battle is only
party. Creatures who fail the saving throw by 5 or interrupted by the party, who they attack just as
more will never be able to find the door which they readily as each other. There is no allegiance and no
came in without help, regardless of any future teamwork amongst the creatures, with slaughter
successful saving throws. The room is as large or being their only goal. If one is killed, another will
small as it needs to be at any given time, with respawn after 1 minute in a random location within
space and sound contorting to collect or separate the room. Dead robots, be they robolin or OTOTO,
the party as needed. will begin to grow plants out of them at a rapid
Monsters in the Dark. Separated creatures will pace.
be attacked by either a Tallblin, Shatterling, b- Layout. The “walls” created by the broken
R1pp3R, or a Corruption Elemental (GM’s choice). remains of other robots and the incongruous,
Secret Door. There is a secret door behind a bit digital plants growing from them give the room the
of torn wallpaper, requiring an Investigation check basic outline of an OTOTO face. These “walls” can
(DC 24) to find. While it is possible for the entire be traversed, as difficult terrain, or give 3/4 cover if
party to find this door, it is recommended to twist hidden within.
the room in such a way that only one or two Sound. Sounds in this room feel digitized, with
discover it at once. layers of compression being added over things
such as speech and combat.
Secret Door. There is a doorway poorly hidden
95 - BACKROOM 6 behind a single large tree growing from robotic
A glitching portal twitches and spirals before remains. A Perception check (DC 13) or Passive
you. Swirls of errant black lines twist and Perception of the same will allow a creature to
converge in the flowing, dim light. discover it. The creatures in this room will no
longer engage a creature who steps
Random Portal. This portal is always active and through this doorway.
will take a creature to a random portal within the
rest of the castle. Creatures who jump through at
the same time will still be randomly teleported.
Roll a d8 to determine which room they teleport
to.

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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97 - HOT SPRING REST Special 2018), with the exit portal to that realm
leading them back to any number of portals in this
Hot, moist air wafts towards you. Swirling steam
castle.
beckons you to walk deeper.

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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99 - TRIFECTA TRIALS
A shallow triangular pool is surrounded by three
comparable pearlescent floors. The triangular
floors each have a slightly raised obsidian
platform in the center of them. The entire area
thrums with ancient energy and a lonely,
familiar tune resonates softly in the air, just
quietly enough that you’re not sure if the sound
is real or in your head.

Challenge Room. This area is designed to


challenge the party in different ways, with each
platform offering a trial suited to whatever
creature wants to face it. Only one creature can
participate in the challenge at a time and any
assistance from other creatures will cause the
challenge to end (only during the challenge,
previously applied bonuses and boons will not
affect the challenge). Only a single creature can
only receive the boon from completing a single
challenge and cannot participate in another.
Challenge of Charisma (99a). The northmost
in the coming battles (area 119, 120, 121, and 122),
triangle is the challenge of charisma. Standing on
for a split of the treasure. They use the stat block
the pedestal will cause a shadow version of the
for a veteran.
participating creature to rise from the water (via
Grub is somewhat of a mystery, as they refuse
the Linked Shadow spell). The shadow will loudly
to speak much beyond basic commands and
proclaim two truths and a lie about the creature
affirmations in combat. They are relentless in
they are copying, preferably centering on
battle and take great pains to protect the party
embarrassing or revealing secrets the rest of the
they sign up with. They will not leave to explore
party is unaware of. The participating creature can
more of the castle and will offer no help or
choose to ignore the game or declare the lie a
information on the surrounding areas. If they are
truth, ending the game and failing the challenge. In
able to help the party complete the final few
either case, the shadow disappears, and the
battles, they will take their share of the gold and
challenge cannot be attempted by the same
disappear into the world.
creature again. If they own the truth (and by
Save Point. There is a strange platform next to
extension, accept themselves), they are granted
the vending machine. It has a cardboard sign taped
the Boon of Charisma. They can choose to have
onto the wall behind it that says “SAVE POINT OUT
advantage on a single Charisma based ability,
OF ORDER” in sloppy black marker. An Investigation
attack roll, or saving throw once before finishing a
check (DC 20) will reveal a missing energy core
short rest.
which can be found in the Repair Room (area 116).
Challenge of Strength (99b). The westmost
Repairing it will allow a creature to cast the spell
triangle is the challenge of strength. Standing on
Checkpoint a single time on a creature without
the pedestal will cause a shadow version of the
expending a spell slot, at double the normal cost of
participating creature to rise from the water (via
the material components. It will generate a small,
the Linked Shadow spell). Floating above the duo
gold plated, wooden statuette of the creature who
will be a glowing Bedlam Crystal (the color should
used it.
correspond most directly to an attribute of the
Red Keycard. The double doors that lead into
participating creature.) The shadow will bow and
the final encounters for this castle (area 119) are
draw their weapon before rushing towards the
locked by the Red Keycard.
crystal. The shadow will attack the participating
character only if they try to take the crystal for
themselves or prevent the shadow from reaching
it. If the participating creature attacks the shadow
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but then backs off, the shadow will ignore them 100 - HALL OF MIRRORS
and resume struggling to jump up towards the
This small hallway is lined with distorted mirrors
crystal. Any interruptions from the party will cause
that reflect the party in all sorts of silly, ghastly,
the shadow to vanish, forfeiting the trial. The
and bizarre ways.
crystal will always be just out of reach, disallowing
attempts to fly at it and magical means used to
Fun-House Mirrors. This small hallway is lined in
snag it from the air. To obtain it, and complete the
many mirrors that bend and wave in different
challenge, the participating creature must lift up
ways, offering a humorous distraction for the
their own shadow (No DC), metaphorically lifting
party. An Investigation check (DC 25) will reveal
themselves, and allow the shadow to snag the
that something is not quite right with the mirrors.
crystal. Once this inner strength has been
Though it is hard to see because of all the other
displayed, the creature will be given the Boon of
distortions, some abnormal twists will appear, such
Strength and the shadow will vanish with the
as darkened eyes and asynchronous movements.
crystal. The Boon of Strength allows them to
These distortions become even greater each
choose to have advantage on a single Strength
successive time the party moves through this area,
based ability check, attack roll, or saving throw
reducing the DC to discover it by 5 each time. By
once before finishing a short rest. In addition, the
the third time they go through the passageway, a
Bedlam Crystal will appear somewhere in their
Glass Shadow will break through one of the
belongings within 1d6 days.
mirrors and attack the party. If it is defeated, the
Challenge of Will (99c). The eastmost triangle is
mirrors will return to “normal” but begin the cycle
the challenge of will. Standing on the pedestal will
again. There are, at max, 24 mirrors in this
cause several shadows to appear, all of them being
hallway.
simple illusions, except for one copy of themselves
(via the Linked Shadow) spell. The shadow copy
will politely ask the participating creature to move, 101 - STRANDED ROOM
while the copy takes their place on the pedestal.
A load of bricks and broken glass are splayed on
The illusions will then begin to replicate a moment
the floor, scarred around two children’s sized
of failure from the participating creature’s past,
beds. A toy box with windmills is next to a
either from their backstory or from during the
dollhouse of a house that feels familiar.
campaign, whatever would be more impactful. The
Everything is covered in cobwebs, including the
shadows will play whatever parts are needed while
two small skeletons pushed into the corner.
the copy will urge the participating creature to
reject this past, promising they can change it here
Transposed Room. This room appears to have
and now. This is a lie, as the challenge is only
been transported, whole cloth, from a somewhat
passable if a character accepts their past, reliving
dark Victorian household. The bricks and glass that
and ultimately moving beyond their failures,
line the floor and following halls are from the
becoming more whole in the process. Any
room and are pulled from the walls to open up
attempts to change the past (by any meaningful
pathways into other rooms in the castle.
degree, errors in memory notwithstanding) will
Split Ghosts. There is spiritual energy in this
cause the trial to end in failure. Moving through
room, tied to the small skeletons in this room, but
whatever memories are needed and accepting the
the energy is not strong enough for the ghosts to
past as it will grant the participating creature the
do anything more than appear as hazy visions just
Boon of Will. They can choose to have advantage
outside the periphery of the party.
on a single Wisdom based ability check, attack roll,
Toys. Several toys in this room are worth quite
or saving throw once before finishing a short rest.
a bit but to the right collector, including Cimt’rry.
(A note: This challenge in particular may be
This includes but is not limited to a bizarre stuffed
emotionally challenging in some ways. As always,
skeleton (5,000 gp), a dollhouse (2,000 gp), and a
please consult with your players before moving
collection of vampire themed trading cards
forward with situations like this. As a backup, you
(incomplete set, 500 gp).
can have them participate in a simple game, like a
“shell game,” that requires a Perception check of DC
20 or more.)

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102 - PORTAL ROOM B2 leave the castle but is afraid they cannot do it on
their own, choosing instead to hide. They will offer
A single, short streetlight shines above a
cooked rats to the party in return for helping them
telephone booth in the corner of this room. The
reach the entrance.
light hums and the air is still.
Crackleroobbern is a timid creature, an
especially strange trait for a trog. They will offer to
Environment. Like other rooms in the castle, this
help the party but will request they try to escape
area is painted to give the impression of being
instead of carving a path forward. They use the stat
outside. While the phone booth is to scale, the
block for a bandit captain and are a coward in
streetlight and any other items in the room are
battle. They will focus on defending themselves,
painted to be tricks of perspective. The murals give
taking cheap shots at enemies, and trying to make
the illusion of nighttime, and the streetlamp is the
sure the party has enough potions. Each time the
only source of light in this unnaturally dark room.
party takes a long rest, Crackleroobbern will
This room is surprisingly clean and unsettlingly
somehow have found 1d4 potions of healing while
quiet, giving the characters a slight chill of unease
everyone was resting. If the party has 12 or more
when they enter.
potions found by Crackleroobbern, he will no
Phone Booth Portal. This portal is unlike the
longer find potions until more are used.
others, not being an obvious place to teleport. If a
Conversion. Scattered amongst the floor and
creature picks up the phone and places it to their
walls, nearest the fresh tunnel, are bricks and tiles
ear, they are instantly teleported to Portal Room B1
of multiple variations from different rooms found
(area 85) with no perceptible transition. While this
within the castle. This room is still in a state of
normally requires a token to be put in the phone,
transition and it seems as though whatever state it
much like the other portals, the first time it
will eventually end in has not been decided.
happens in either room, the phone will have
already received a token.
Disorientation. Transporting between these two
rooms is an instantaneous and seamless process.
The users, they have no idea they have been
teleported into a new room and to onlookers, the
user simply vanishes. Both of these portal rooms
are almost completely identical, with the only
difference being the position of the exit door.

103 - UNKNOWN ROOM


A somewhat fresh tunnel carved into the wall of
the previous room leads into a nearly empty
space with flat black walls. A small campfire sits
in the center of the nothing, though the light is
not reflected on the walls.

Troubled Trog. A heavily armored, spiny trog


named Crackleroobbern sits next to the campfire
on a small mound of rocks. They are cooking a few
rats on a stick. If questioned, they will explain they
dug the room to get out of the eye of Jay-Reth.
They explain that the castle expands as it needs to,
with rooms being added directly by Jay-Reth for
entertainment or by the actions of the creatures
inside. The room they are currently in is fresh and
will eventually be filled in to look as though it has
always existed here but, for the time, it exists in a
nebulous space that Jay-Reth can’t monitor without
directly entering it. Crackleroobbern would like to
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104 - WOEBONE’S OFFICE modified to be used as either an odd headband or,
more likely, a formal tie.
A plaque on the door read “Manager-Woebone
Valdez.” Inside is a familiar location, with the 105 - ARMORY
chairs, desk, filing cabinet, and stuffed
animatronics Sitting behind the desk, its hands This hidden room is lined with metal doors, all of
crossed, is a b-ug, with the smiling face of which are labeled things like “Tiny Armaments”
Woebone. and “Miscellaneous,” all in multiple languages.
Harsh fluorescent light shines against the
Battle. The characters can choose to simply somewhat damaged tile floor.
close the door and walk away from this encounter
once they see who is inside. If they choose to fight, Supplies. Not every single item that could be in
the new Woebone will pursue them relentlessly these rooms will actually be located here. You can
through the castle until it is killed. Use the stats of safely assume that any needed mundane
a B-ugKn1g4t (CR 17). During the fight, it will shout equipment, like swords, bedrolls, rations, bottles,
out constructive criticism of the party’s and armor, can be found in one or more of the
performance in the fight, in a somewhat rooms. The limit to what items are available is up
condescending way. to the GM.
Masks. Right outside the door to this area are Languages. Each door has a series of small
several old and damaged, plastic masks. Each one plaques, denoting what is inside. There are plaques
is the face of a Cheezers mascot, though Cheezers for Common, Dwarvish, Elvish, Giant, Gnomish,
themselves is missing. Wearing the mask in Goblin, Halfing, Orc, Abyssal, Celestial, Draconic,
tandem with a successful Deception check (DC 18) Infernal, and Undercommon. The plaques start
will cause the b-ug inside this office to ignore the about eye level for a medium sized creature and
characters. This is how the staff goblins manage end around 6 inches above the floor. Several doors
this particular creature and, as such, players may are missing a few plaques, some of which can be
occasionally see goblins roaming the castle in found on the floor, others which are simply gone.
these masks. 104a Tiny Armaments. Inside this room is
Woebone’s Office. This room is almost identical mundane equipment, including armor, weapons,
to the one explored in Drunk-E-Cheezers, down to ammunition, and supplies, all designed for Tiny
the subtle smell of rotten dough lingering in the sized or even smaller creatures.
air. The only major differences are the tenants on 105b Small Armaments. This room is full of
the wall being changed and a secret door behind dwarven, gnome, halfling, kobold, and goblin styles
the stacks of chairs. of armor and weaponry, all of it placed
Tenants. The 7 Tenants of Highly Effective haphazardly and in small piles. The characters
Cheezers Managers have been clawed out with should get the impression that this room is
deep gashes in the walls. They have been written frequently used and nobody who enters cares
next to in haphazard paint to read: much about the conditions of it.
• Be Corrupted 105c Medium Armaments. This room is well
• Begin with Corruption in Mind maintained, with armor hanging nicely, trunks of
• Put Infection First organized supplies, and clean weapons. It’s clear
• Think Corrupt-Infect someone maintains this room but that very few
• Seek First to be Corrupted, Then to Corrupt enter it. All of the weapon and armor features the
• CORRUPT holy symbol of Jay-Reth in one way or another.
• Infect your Blade 105d Large Armaments. This room is dusty,
• Bonus Tenant: Seed is the center, Seed is with a few scattered footprints in the dust. It is
all. much like the Medium Armaments room, but
Secret Door. There is a “hidden” door behind the slightly more cramped.
folding chairs, requiring a Perception check (DC 12) 105e “Hug” Armaments. This room appears to
to see. be misspelled on the door but is done so in every
Treasure. There is little of value in this room, language. Inside the room is a Huge sized teddy
except an orange Headband of Heroes in bear, taking up almost the entire room. There is
Woebone’s desk. It appears to have been slightly also a +3 club, designed for a Huge sized creature.

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105f Gigantic Armaments. Though the sign on dimensionally rare tea for hundreds or even
this room promises a plethora of equipment, there thousands of gold pieces. Their original stock ran
is only a single metal helmet in this room. It is for a dry ages ago and so everything they have comes
Gigantic sized creature and is bent to fit inside. How from within the castle walls or from bartering with
it exactly got into this room is a mystery. other adventuring parties.
105g Miscellaneous. This room is a smattering They are generally friendly and will offer some
of common magical items and things that either information about the local area, explaining in good
don’t fit into a regular category or whoever detail the rooms they may have seen themselves.
maintained these rooms didn't care enough to put They can tell the character the basics of areas 100
where it goes. If a character has lost an item to 117, explaining that many of these areas appear
special to them in any way, such as a powerful to be directly pulled from other locations, rather
weapon or an heirloom, it might wind up here than being deliberately styled to challenge
eventually, if it doesn’t appear in a vending adventurers.
machine. Such important items will be trapped. Secret Door. Behind a loose set of shelves is a
Traps. You may decide that some items are “secret” door that looks to be the door to what
trapped, based on how much they are needed or would have been the kitchen. It requires an
how greedy the characters are being. They require Investigation check (DC 14) or inquiring with
an Investigation check (DC 20) to discover and Ferasali about it to discover.
thieves’ tools (DC 18) to disarm. They will likely do Roleplaying Zero Hour Hero. After years of
no more than 14 (4d6) damage of any damage adventuring as a synth weaver, Ferasali Zyon,
type, based on the trap. known as the “Zero Hour Hero,” made the decision
to settle down. Using the funds secured by their
adventuring, and the sizable influence they accrued
106 - EMPTY TAVERN over the years, they were able to turn a somewhat
A quiet tavern almost completely devoid of small inn and tavern into a well-loved hotspot. The
people. A tiefling sits in a far stool, nursing a tavern, named “Level Zero,” has served as the base
drink of some kind. of operations for many young adventuring parties
as well as a place of wisdom and refuge for
Transposed Room. It is clear that this is another characters facing any number of troubles. Ferasali
area that was taken from somewhere else, is happy to welcome most anyone to their
evidenced by the south end of the room cutting establishment, taking great joy in giving subtle
directly in half, including a table and a chair that advice to those in need as well as keeping tabs on
are fused into the black brick wall. A sign above the the city through the stories told around him.
door reads “Level Zero.” The wall above the bar has When his business was partially absorbed
a stark purple and white keytar hung on it and a into the Black Castle, he was initially miffed,
book titled “10001 Dad Jokes'' can be found behind especially as only around half of the first floor was
the counter. taken. Being quite proud of the business they had
Time Worn. None of the original food or drink made; they feel the small sampling of it reflects
remains in this place but several empty plates, poorly on their inn. After a short time, they have
bowls, and bottles are scattered throughout. The accepted this new location (if only for a time as
entire place looks to be in good shape though dust they do wish to return eventually) and have taken
has creeped into the corners. up their former place at the bar, helping any who
Character. The tiefling sitting in the lone corner come through with whatever advice or provisions
is the owner of the tavern, or what remains of it, is they can spare. They have learned quite a bit about
Ferasali "The Zero Hour Hero" Zyon. They own this the Black Castle but only reliably know about the
business and keep the tavern open in hopes of nearby rooms, which they report have also been
helping other adventurers and finding some of appropriated by Jay-Reth from other realms.
those patrons that came with him (almost all they They will gladly join the party to travel
have lost track of over time). They make a few through the castle, more out of curiosity and
different types of drinks, from teas to alcohol, from boredom than anything else. They will offer their
resources around the castle. They sell strong but quick wit to help the party avoid violent situations,
cheap ales and mixes for around a gold or so but resorting only to violence if left no other option.
have more expensive aged wines and They will likely only adventure for a relatively short

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while, needing to return to their bar when they feel characters into walls, the couch, or the webs (if any
they’ve done enough exploring and collecting of remain). Once defeated, a voice box on it will begin
supplies for their tavern. While traveling, they may to play, giving a somewhat silly rendition of an evil
regale the party with stories heard from other monolog. The goals of the monolog seem to be
parties, saving their own exploits for those they revenge themed but are not entirely clear. The
grow fond of. They have perfected the art of the speech seems to go in circles sometimes and may
dad joke, mixing subtle puns and overt non- repeat, maybe intentionally and maybe not, as the
sequiturs into every conversation and spell. entire thing is boring and incredibly generic.
After Battle. Once the monolog has ended, the
speaker on the cyblight begins to make sounds of a
107 - FALSIFIED TOMB collapsing building. Low-poly models of dirt and
The entrance to this room is covered in sticky debris fall from the ceiling. The fake falling ceiling
cheese webs. Beyond this mess, you can make will shake, as if the entire tomb were collapsing. A
out a worn golden couch with an emaciated Perception check (DC 5) is all that is required to see
figure laying across it. The air in this room feels through the fake collapse. Creatures who fail the
ancient and filled with memory. saving throw become afraid of the room and
attempt to flee in any way.
Transposed Room. This area has brickwork and Additional Challenge. To give the characters a
a general energy that makes it clear it did not challenge, have any cut down cheese webs become
originate from this castle and was imported from Pizza Slimes and flank the party during combat.
elsewhere. Bits of the black castle still prevail, such
as black bricks being fused to the walls and the
main threat in this room has been replaced. 108 - PORTAL ROOM D2
Secret Room (107a). A tapestry on the wall Entering the room, you find yourself staring at
hides a hole, leading to a secret room. It requires somewhat bored faces of three bandits, all of
an Investigation check (DC12) to find. Inside is a them giving you a lazy handwave.
zombified body, wearing a badly damaged, jewel
encrusted gold crown (20,000 gp). Its body is Inhabitants. The neo bandits in this room are all
broken and smashed and shoved into this room engaged in some activity, from playing cards,
haphazardly. The secret room itself has walls that eating food, or painting the walls. If pressed, they
appear to be an uneven mix of black brick, wooden will explain that they are an adventuring group that
planks from the tavern (area 106), and the tomb. got lost in the castle and decided to simply take up
Cheese Webs. The cheese webs must be cut residence within this room. If asked about leaving
away with a magical weapon that deals slashing they will state that they simply can’t, choosing
damage. Creatures caught inside can use their instead to live in a place they hate but (mostly)
action to cut free with a magical weapon or understand, rather than take the chance of leaving
succeed on an Athletics or Acrobatics check (DC and ending up in a reality too different than their
18). Either way, their movement speed is reduced own. In their minds, so long as they stay in the
by half for 1 hour or until they spend an additional castle, their friends and family live on in their
action cleaning themselves. minds. They will help the party in whatever ways
Missing Weapon. By the end of the stairs there they can, but it is nearly impossible for them to
is a holographic representation of a golden mace. It leave the comfort of the two portal rooms they
disappears if anyone tries to grab it. If made real seem to like so much.
through abilities or magic, it shatters as soon as it The leader of the group is a punk elf named
is used, dealing no damage. Chad (FM Grinders). He has a relaxed demeanor
Couch Creature. On the couch is a Cyblight and will do what he can to protect his friends but
Warrior, draped in fine linens. It may not has a cowardly streak that manifests as inaction.
immediately be recognizable as anything beyond a The second member of the group is a human
zombie, until it is attacked. When the party enters named Jacques (Clan Racket). They are somewhat
the room, it will rise and assume a threatening flamboyant and have a quick tongue. They enjoy
posture. It is immune to all magical weapons. It will spouting a little double meaning wit whenever they
attempt to infect the party as best it can and can. They are worried about their friend Jessica,
seems to derive some joy from throwing another neo bandit they believe to be dead.

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The final member of the group is a quiet gaia Illusion. This entire area is a massive illusion,
wo’nari named Wolf (Beastiform). They spend with no actual heat or lava existing. Cardboard
most of their time as a grey dog, a form they seem cutouts represent monsters inside and the floor is
to derive much joy from. They have a simple painted, quite nicely, to imitate lava. The chains and
demeanor and are happy to simply be around disks are very real, and the undersides are caked in
those having a conversation, rather than join in dried mud. When creatures enter this room, they
themselves. must succeed on a Wisdom saving throw (DC 25)
Portal. Standing in the far corner is a or be convinced the illusions are real. While
rectangular gateway. It has a coin slot on one side. convinced, any damage they take is psychic.
Inserting a Portal Token will open it, creating a Creatures who fail the saving throw can make an
gateway between this area and Portal Room D1 additional save if an allied creature tells them
(area 49). The portal will stay open for 1 minute, about the illusion or if they see them walking on
freely allowing any creatures or objects through it. the lava (or some other such impossible event). If
Activating this portal will cause a bit of the garbage they fail the second saving throw, they are still
in the room to be sucked into the portal. convinced of the illusion and cannot repeat the
saving throw for 24 hours.
Swinging Disks. If a creature thinks they are
109 - FLOODED ROOM crossing lava, they must use the disks to navigate.
Cool and clean water slowly laps against the Each disk is about 5 feet away from the next.
edges of a small walkway. In the water are Jumping from one to the next requires a successful
several shadowy figures, some that are certainly Acrobatics or Athletics check (DC 15). A platform
sharks. The water is lit with underwater lights can hold up to 500 pounds before the chain snaps,
near the top but goes deep enough that those falling into the lava (or simply clattering to the
scant lights cannot illuminate the bottom. floor). If a creature falls into the “lava,” they take 22
(4d10) “fire” (psychic) damage immediately and can
Locked Doors. Once the party has entered this make a Dexterity saving throw (DC 18) to scramble
room, the doors shut and lock behind them. An odd back up. If they start their turn in the lava, they
hole rests in the center of each door, requiring the take 44 (8d10) damage. A creature in the lava can
misshapen trident “key” to open. The doors are make a simple Athletics or Acrobatics check (DC
metal and cannot be picked open, though they are 15) to scramble back up on a disk.
susceptible to magic. Creatures. There are 3d4 flaming Goblins in the
Creatures. There are 1d4 Jawblins and 3d4+3 lava. They are cardboard cutouts on simple rails. If
Reef Sharks with lasers on their heads in the water. a creature has fallen for the illusion, the goblins
One of the Jawblins is holding the key (a will attack from afar with arrows made of flame.
misshapen metal trident) to exit this room. The Fooled creatures must try and kill the goblins as
Jawblins are initially hostile though they can be normal whereas creatures who see through the
bargained with. In combat, they will prefer to attack illusion must simply hit them once, destroying the
from a distance and allow the sharks to do most of cardboard and, seemingly, vanquishing the goblins
the work. The sharks can sacrifice one of their in a single strike.
attacks to make a laser attack. [Laser +3 to hit, Additional Challenge. You may decide to add a
range 30/ 60, 1d8+1radiant damage on a hit]. B-4nt (CR 9) into this area. It is immune
Water. The water is 90 feet deep. At 30 feet to fire damage and deals only fire
deep, it becomes dim. At 60 feet it becomes dark. It damage with its Fist Burst attack.
is generally clear but unsafe to drink. Consider doing so especially
if most of the party have
succeeded on the saving throw
110 - “LAVA” ROOM against the illusion but one- or
The door opens into a room filled with bubbling two-party members are still fooled.
lava that laps against the hot platform you’re
standing upon. Several metal disks hover around
a foot or so above the lava, radiating heat
themselves.

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111 - PIXELATED CLOSETS Unknown Doors. The westmost door has the
The floor, walls, and ceiling in this room is a numeral “I” on it, with the other doors going in
chunky, low-resolution texture of what looks like sequential order and the eastmost door having the
a science fiction military base, complete with a numeral “VII” on it. Only a single door can be open
T.A.U. logo scattered throughout. at any given time, with each other door closing and
locking if any other is opened. The southmost door
Doors of Doom. Each door has a small switch is the natural entrance for this room and does not
beside it, causing it to raise into the ceiling with a follow this rule but is instead locked by another
distinctive hiss and whine. All doors are exactly the method.
same as the one beside them; the texture on the Paper. The note on the door states that people-
door appears somewhat stretched upwards and eating tigers are behind each door except for door
scrunched inwards. Each door has something 7. It is completely false as the only door featuring
unique inside and multiple doors can be opened at actual tigers is door 7, with all others leading to
once. They usually stay open for 10 seconds, unless (relative) safety.
something is standing in the way. Trail. There is a noticeable trail on the floor
111a. Inside this room is 2d8 worth of CR of between door III and VI.
B-ugz (CR 2 max per b-ug). If there is not enough Additional Challenge. This large and open area
space, more b-ugz will teleport inside the room presents a great place for the characters to battle
whenever there is enough space to do so. any roaming monsters that have been chasing
111b. Sitting on the floor of this room is a Potion them. Consider surprising them by having such a
of Invisibility. monster stand on the other side of whichever door
111c. Hanging in the air in this room is 1d4 Rings they investigate.
of Protection.
111d. Shoved into the corners of this room are
1d4 Potions of Supreme Healing.
113 - TIGER CAGE
111e. This room has a B-du$4 inside. Once there Several thick steel bars separate this room in
is enough space in the room, 2d4 worth of CR of half. Behind the bars are the remains of a tiger
Bug-z (CR2 max per b-ug) begin to teleport into the enclosure, with scattered bones visible among
open space. There is also a small switch in the back the scraps of cloth and toys.
of this room that unlocks 110h. Cage. The lock to the cage appears to have been
111f. Floating in the center of this room is a melted, whether it was on purpose or because of a
highly pixelated +1 Shield. failed attempt to get in is unknown. Inside are
111g. Scattered in a somewhat random pattern scattered bones of assorted creatures, including
on the floor are 4d4 Potions of Healing. some basic animals, goblins, and even a small
111h. This room will not open unless unlocked by dragon. Two complete tiger skeletons can be
the switch in room 110e. Floating in the center of found, one considerably older than the other. If
the room is a BFB-9001. disturbed, these two tigers use the stats of the
Additional Challenge. You may decide to make Laser-Tooth Tiger. They are vulnerable to
this room more torturous by having B-ugz (1d4, bludgeoning damage, immune to poison damage,
ranging from CR 1d4) teleport with green flashes and immune to being exhausted or poisoned.
into the room each time a door is opened, Vending Machine. The vending machine in this
regardless of what is inside. room is trapped, requiring an Investigation check
(DC 14) to recognize the trap (DC 20 to disarm). If
the vending machine is used without disarming the
112 - NEXUS OF DOORS trap, it will explode. Any creatures within 15 feet of
A stark cement room with dark green walls and the machine must make a Dexterity saving throw
a series of doors, all of them featuring roman (DC 16) taking 44 (8d10) fire damage and 22 (4d10)
numerals. A small bit of scratch paper is taped piercing damage on a failed save, or half as much
to the wall near the southernmost door. on a successful one. If the trap is deactivated, it has
the same items as other vending machines. If it
explodes, there are no items remaining.

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NPCs from Castle Indomitable, any party members
114 - PORTAL ROOM A2 that have been lost in this adventure, killed
A jumbled mess of boxes and barrels clutter creatures from within this castle (potentially
your path so badly that you must squeeze focusing on an unnamed goblin or foe from Jay-
around and over some just to move through Reth’s Arena), or characters from any party
here. member’s backstory. Each one of these statues will
call out to party members as they pass, enticing
Portal. The portal here acts the same as the them to conversation with any number of kind
others and leads to Portal Room A1 (area 8). words, jeers, or questions, based on the creature’s
Difficult Terrain. This entire area is cramped, relationship to the party. Engaging in conversation
with all of it being considered difficult terrain and is not inherently dangerous, as the statues will
the middle section of the room requiring Medium only attack if attacked, though the lasting scars of
sized creatures to become prone just to navigate harsh words or harsh truths present their own
it. problems.
Mimic. One of the crates is a mimic and will wait If attacked, a statue will become fully animated
until only a single creature is in this room to try and attack the offending creature. They use the
and pick them off. Stone Golem stat block and, though they speak and
Storage. The items found inside the crates here act like the characters they are modeled from, they
are mostly worthless, such as bricks, broken lack all of the original creature’s powers and
supplies, bits of constructs, and other detritus from abilities. They are, in truth, mindless golems put
around the castle. An Investigation check (DC 18) here to hamper the party. While in combat, they
will reveal two small stashes though. One will be a will prioritize the creature that attacked them and
stash of bones, some of them recent, possibly ignore the others unless they get in the way. If they
revealing the mimic. The other will be a small defeat the offending creature, they will go back to
golden figurine of Cheezers (3,000gp), 4 healing their place along the wall. If defeated, they will
potions, a satchel with 33 gold pieces, and a Small crumble into small chunks of broken rock.
sized leather jacket. Defeated golems will not be replaced.
Keep in mind that there are only 14 statues in
this room so which NPCs you wish to have
115 - MEMORIES OF THE LOST HALLWAY represented is somewhat limited.
This long hallway is lined with marble statues Additional Confusion. You may decide to use
that all seem familiar. A worn red rug stretches this opportunity to confuse the players, bringing in
out in the center of the room, offering the only NPCs from other games or worlds or even
bit of color here. Otherwise, this hallway is stark characters none of the party have ever met. While
and cold. this can fit within the narrative of the Retroverse
taking from other realms, your party may find
Those Gone. Each party that explores this area these random characters too strange to be used
will encounter statues that are unique to them. The more than sparingly.
statues use a mix of transmutation and divination
magic to rearrange their structure to resemble
creatures from the party’s memory. This could be a
116 - ANCIENT HALLWAY
single creature from a backstory or a well-loved A short black hallway with old black bricks.
NPC from recent memory. The character the statue Cobwebs line the walls, and a thick layer of dust
is based upon does not have to be dead but should is on the floor. Old tapestries, paintings, and
be one the party does not currently have contact armor line the walls, barely recognizable
with. The statues can speak but will not otherwise seemingly due to age.
move unless attacked. The statues are not actually
connected to the original creature they are based Original Hallway. This appears to be another
upon, only copying the representation they find in part of the original Black Castle. It is completely
the minds of the party. As such, their answers to dark, and the bricks have a slight gray hue to them.
questions and mannerisms will be based upon The paintings and tapestries that still remain depict
those thoughts alone. A few recommendations a world so old that a History check (DC 24) will
would be some Kobolds from Cheezers, any “lost” only reveal scant details of legends long forgotten.

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Succeeding on that check will impart the idea that 117 - REPAIR ROOM
whatever this castle used to be must have come
Unknown computer stations, lined with multiple
from another reality or even a previous cycle of
screens depicting places from all over the castle,
creation.
run across the walls. There are half-built robots,
Original Traps. This room has spike traps, poorly
several workbenches, cabinets of tools and
hidden behind the torn tapestries. A Perception
strange parts, broken vending machines, and a
check (DC 10) will reveal the set trap and the
small group of goblins that stare at you as you
activation bricks in the floor. Stepping on them will
enter.
activate the trap but, due to its age, the trap will
become stuck and ineffective. However, after 1
Repair Room. This room holds all sorts of items
minute the trap will suddenly activate and harm
needed in the upkeep of this castle, whatever that
each creature inside. Each creature in the hallway
may mean. Constructs, mannequins, traps, vending
must make a Dexterity saving throw (DC 22), taking
machines, bits of portals, and all manner of odds
28 (8d6) piercing damage on a failed save or half
and ends litter the room. None of it is inherently
as much on a successful one.
valuable but the players may discover some uses
for them.
Goblins. There are 2d6+2 goblins in this room,
all wearing orange vests that say “Staff” on the
back. The goblins in this room are non-hostile but
will be very wary of the party. Given enough
incentive, either through friendship, bribery, or
threats (with a low threshold for all three) the
goblins will explain their purpose in castle repair.
They will quickly share what information they
know about the castle but not every goblin services
every room or challenge; some are specialized just
to repair machines and monsters, others to fix
damaged walls, others to reset traps. They will also
explain that, while the castle is incredibly magical
and could be easily maintained through arcane
acts, their master (Jay-Reth) hates the basic
maintenance required, thrusting the labor of
repairs upon the goblins. Despite the menial work
they have to participate in, they are quite fond of it
and may joke or outright lie to the characters if
they think it will be amusing. The goblins will also
explain that, while they are mostly known and safe
Eldritch Armor. Looking at the two armor sets
throughout the castle, they still have to be as wary
along the walls, it is immediately apparent they are
as the party does as not everything recognizes
not intended for humanoids, or any other
them as castle staff. Which goblin does which task
recognizable species. Harsh angles and unknown
is up to the GM.
outcroppings depict their truly alien origins, which
Monitors. On several screens across the room
could only be mistaken for humanoid in the dark. A
there are live images of the castle. Use this as an
sense of dread fills any who looks at them. Though
opportunity to build dread, reveal secrets, or puzzle
some extrapolations could be made as to what the
the players. They may see a harrowing enemy
creatures inside might have looked like, no
close by, see a room from a vantage point that
creature will have any hope at recognizing exactly
makes a hidden door appear incredibly obvious, or
what wore these sets. Adding to the confusion,
watch a goblin access a puzzle they had struggled
each set is notably different, with the only
with.
consistent theme being difficult to perceive angles
and a design that rebels against gravity. The armor 118 - HOLO-TIGER ROOM
may be of some value (up to 1,000 gp) to research-
A black hallway ends abruptly in a blue glowing
oriented academies.
hologram of a tiger.
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cyblight are only hostile if attacked or if a party
Holo-Beast. The tiger on display cycles through member is interesting enough for them to desire
different animations, such as running or sleeping, their distinctiveness in their collective. The infection
and is harmless until disturbed. If any creature gets is not immediately apparent and only becomes
within 10 feet of it, the animation will change into completely apparent the deeper this area is
that of the tiger sniffing the air. It will then move explored.
out of its hovering space and begin to attack the Smashed Window. The entire place slowly
party. It is a holo-beast, using the Tiger stat block descends, making each level slightly lower than the
as a basis. When dispatched, it will reappear here last. A smashed window in the first area allows the
anytime the characters take a short or long rest party to look down to (and enter) area 119a from
and will then hunt the party until it is killed again. here.
Malfunctioning Platform. The platform creating Cyblight. Each subsequent area increases the
the hologram is broken, becoming unstable and amount and type of cyblight that will be
allowing the holo-beast to act as it does. It can be encountered. Most appear to be the remnants of
repaired by the goblins from the repair room (area businessmen and women that worked at this
116) or destroyed. It has an AC of 14 and 20 hit office, made apparent by their ripped formal attire.
points. Either solution will cause the holo-beast to A scattered few are also wearing sanitary worker
stop its pursuit the next time it is destroyed; either clothing or pizza delivery uniforms. Keep in mind
regaining its place in the air if repaired or simply that there may also be cyblight from within the
disappearing if the machine is destroyed. castle, making goblins and other monsters a
Plaques. There are plaques on the wall distinct possibility. Once the cyblight infection is
describing the tiger, though some illumination is found here, it must be eradicated, or it will begin to
required to read them. They regard the tiger as an spread throughout the rest of the black castle.
amazing creature from another reality. The words
written seem to treat it much like a unicorn and are Room Clyblight Inside
filled with inaccuracies, such as alleged magical
118a 1d4 cyblight infected
powers and mysterious “secret bones” somewhere
inside it. 118b 1d6 cyblight infected, 2d4 cyblight drones,
118c 1d6 cyblight infected, 1d4 cyblight drones
118d 1d6 cyblight drones, 1d6 cyblight warriors
119 - OCTAGONAL CORPORATION
118e 2d6 cyblight drones, 2d6 cyblight warriors
PATHWAYS
A long, gray-toned, business-stale hallway lies in
119a. This is a mishmash of a lobby-like hallway
front of you. Glowing fluorescent lights shine
and an introduction to the corporation. Along the
above. The torso of a robot quickly swivels to
pathway are several home consumer goods
face you and speaks. “Hello and welcome to
models the company is known for, such as pancake
*glitch sound* Consumer Pro*glitch sound*
makers, Arcane Kicks (red), and pens that work in
Headquarters. Due to higher-than-expected foot
zero gravity or ultra-gravity. On the other side are
traffic, we ask that you wait here for our next
armaments the company is known for, such as
available representative.”
repeating laser rifles, AEN goggles, and the Buster
Bracelet. Each of these items is enclosed in a glass
Waiting. Nobody will come to assist the party,
case, featuring a plaque describing its creation
no matter how long they wait here. The chairs in
process and market appeal. The items can be easily
this waiting area are quite comfy.
stolen as an alarm will sound and a nearby robot
Invaded Space. This is an office complex that
torso will tell the offending creatures to standby as
has been taken to augment the Black Castle. It
law enforcement is contacted, but nobody will
appears to be from a grimy “future-past” reality
come.
where automatons intermingled with humans far
119b. This inner area is a meeting room with a
earlier in history. There are several robotic torsos
large octagonal table in the center. It has a few
sprinkled throughout, each of them offering
cyblight roaming in it and a failed infected corpse
information to any who ask. This place was
lying on the table. A box of donuts and a few open
deemed a worthy base for cyblight and they have
bottles of water still rest on the table, giving the
taken residence in the outermost ring (118e). The
impression that the cyblight took over during a
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meeting. On the wall is a single slide of a projected Buisnesstron is cordial, offering up any
presentation that reads “Killing and Replacing a information when asked. They will gladly discuss
God. How do we Make it Profitable?” in cosmic sans. the following things:
The computer in charge of the presentation has • The origin of their company in door-to-door
been assimilated by the cyblight infection and the vacuum sales.
slides cannot be changed. • Busnesstron’s takeover as company leader,
119c. This hallway once served as a modified a mostly non-violent affair that only
version of the open office idea. Along the walls are involved a little time travel.
computers and desks, with some of them being • Any number of products the company
pulled out or thrown to the side. A single rail runs offers, as well as the unique business
through the floor for the entire length, allowing the opportunities and employment benefits
“monitor” robot torso to check on anyone working that come from seeking a job with the
in this terrible hallway. The monitor is stuck along corporation.
the path, due to the moved desks. A few cyblight • The company’s future plans to replace the
remain at their computers, either attempting to gods, and how the cyblight infection has
continue their work or dismantling whatever changed that.
technology remains to use for their spread. The • Why have they not yet left this area? Jay-
entire area is considered difficult terrain as even Reth has kept them at bay by limiting their
mostly clear spots are filled with detritus; access to magical gear but cannot do so
composed of photos, mementos, and small knick- forever. Especially now that the party, who
knacks from desktops. seems to be dripping with magic at this
119d. A hallway that is noticeably more vibrant point, will be joining them.
than the rest, though it is also being consumed • What will the party’s job be after being
with aberrant cyblight technology. Velvet ropes are assimilated? They intend to use the party
scattered in the hallway, originally protecting as a strike force to absorb the powers of
paintings of the different CEOs of the corporation. and then kill Jay-Reth, and then strike
(Pick a random sampling of backer names to fill in against whatever other gods they can
the dozen or so needed.) Eventually, a Synthetic afterwards. They seem compassionate
becomes the CEO, and the next five paintings are about any resistance the party may have to
all labeled Buisnesstron Version 1-5. Each this idea but stress that this is not personal,
subsequent painting is just the same synthetic, only business.
slightly altered based on the fashions of that era, After reaching this far, the party will be forced
from boiler hats and vests to dystopian cyberpunk to fight their way back out. If they do not agree to
neon. The party will also find more resistance in work for Buisnesstron, each cyblight in the area
this area as the cyblight here attempt to hinder will attack the party, as well as an OTOTO that
their progress by blocking or restraining, though appears in the hallway, blocking the party’s escape.
they will still only attack or infect if harshly Buissnesstron uses the stats of a Cyblight Elite.
provoked. Killing Buissnesstron will stun each cyblight in this
119e. The inner sanctum of this area is a complex (the entire area 118) for 1 minute, though
grandiose office, overrun with cyblight technology the OTOTO will not be affected. If Buissnesstron is
and workers. A huge desk in the center has many not destroyed, the cyblight will begin to exit this
thick cables running through and over it. There are area and attempt to conquer the castle. Unless
massive windows behind the desk, originally each cyblight in this area is killed, Buissnesstron
intended to look over a city, that are filled with the will be revived in 1d8 days and will then send out
view of black bricks. A figure is behind the desk, the cyblight to infect the castle again.
recognizable as Buinsnesstron, though they are Alternatively, the party may either become
overrun with cyblight tech. They will introduce infected, by choice or by being knocked
themselves as Buisnesstron Version Omega and unconscious. In this case, they retain most of their
offer the party donuts and coffee. As before, the agency and gain the Hive Brain ability but cannot
cyblight in this area will not directly attack but may act directly against the wishes of the cyblight.
restrain or block character, especially while Though their quest inside the Black Castle will
Buisnesstron is speaking. remain somewhat the same, they will be set on a
path to slay or infect other gods once they leave.

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Make sure to discuss this possibility with your 120 - BEGINNING OF THE END
players as there will be some loss of agency if this Opening the double doors, you are hit with a chill
happens. wind. You are standing on a metal railing,
Whether the party wins or loses the fight, they connected to an octagonal rooftop. A gigantic
will find (or receive) a set of Murphy’s Armor in this horse, with pizza shaped spots and a wineglass
room as well as a Universal Reversal Card. face marking, is illuminated by a blinking neon
Buissnesstron will explain, either as part of the sign that reads “Drunk-E-Cheezers Home Office.”
“hiring” process or as their last gasp, that the card The horse stoops its head to look at you and
is intended to be used on Jay-Reth in the final whinnies with the voice of an apocalypse.
encounter.
Cheezers. The party stands atop the Drunk-E-
Cheekers main office building and now
faces the true avatar of the company
(Cheezers True). It is a gigantic horse,
featuring the distinct marking of cheezers but is
not a bipedal creature like the mascot. It will
remain mostly dormant, only
observing the party for several moments before it
strikes or is struck. Much like the head from the
first adventure, this construct is coated with fake
fur and skin, though this one seems to be in much
better condition than the one overseen by the
kobolds. When describing the creation, it should be
a sufficient mix of silly and scary, offsetting its
nonsensical nature with terrifying power.
Environment. Rain and lightning fill the sky and
the rooftop is slick. The flashing light of the sign
bathes the entire place in purple and orange light,
reflecting harshly against the cheezers construct.
There are several benches scattered over the roof,
once used in worship of the god. Much like the first
encounter with Cheezers, the area beyond this
platform is simply a sparking void. Creatures can
fall off the edge of this roof, the fall into the void
being unsurvivable without flight as it seems as
though the roof is the only place that truly exists
here.
Doors. The doors to the Northeast and
Northwest in this area are phantoms, visible only
as a ghostly outline. Once Cheezers True is
defeated, they will both materialize. At the same
time, the northernmost doors will become
phantoms as well. These grand double doors will
only become solid once the challenges in the
following rooms (area 120 and 121) are completed.
The Westmost door requires the Blue Keycard, the
Eastmost door requires the Yellow Keycard, and
the middle double doors require the Green
Keycard.
Temporary Retreat. After entering this room,
there is no way to exit without killing Cheezers
(True). If the party has all four keycards, there will
be no possible retreat from this area. However, it is
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possible they have not acquired all they needed. In Tail Trap. On the second and third wave of b-
this case, they can retreat back to the castle, but it ugz, the dragon mural will occasionally become
has begun to decay. Each room that is not directly real and attack anything on the bottom floor. On
in their path to the required keycard(s) can be seen initiative count 20, each creature on the floor must
falling away, crumbling into a black void, from succeed on a Dexterity saving throw (DC 16) or take
which there is no escape. In this case, use this as an 5 (1d10) bludgeoning damage. If the creature fails
opportunity to rearrange rooms as well, pulling on the saving throw by 5 or more, they also take 5
rooms they may not have exploited to create a (1d10) fire damage. Creatures on the stairs and
unique route to the item they need. There is no way within 5 feet of the door are out of the range of
to fully exit the Black Castle at this point. this hazard. The mural will go quiet after all the b-
Rest. Given the option, the party can rest here, ugz are defeated.
provided no wandering monsters attack them. Stair Trap. On the third wave of b-ugz the stairs
will begin to distort and shift. On initiative count 10,
each creature on the stairs must succeed on a
121 - BUG’S MAW Dexterity saving throw (DC 16) to remain in place.
Through the doorway an unending buzzing The stairs move like an escalator, alternating
greets you and immediately drills into your between shifting clockwise and anti-clockwise.
mind. The room is instantly recognizable as part Depending on what side a creature is on, they may
of the plaza from Castle Indomitable. The air is be pushed 20 feet towards the floor, or 20 feet
filled with energy and dread as the room reflects upwards and off the broken stairs. Creatures who
a sunset coming from an unseen sky. fail the save by 5 or more fall from the stairs and 7
(2d6) bludgeoning damage from the fall.
Arena. A stairway leads up and around the Static Buzzing. There is a huge amount of noise
room, ending 20 feet up in a broken platform. The in this room, a constant droning that sounds like a
ceiling of the room ends around 60 feet in the air. mixture of television static and a swarm of bees.
The walls are solid black bricks, harshly carving out Creatures must shout to be heard over the sound.
this room from its original location. There is Creatures in this area have disadvantage on rolls to
sunlight and moonlight, being let in from unseen retain concentration on spells, due to the noise
windows and holes in the building. The light moves being all consuming.
quite quickly, distorting an entire “day” worth of Familiar Faces. Any NPCs who were lost from
light into around an hour. There is enough light, the Castle Indomitable questline will make an
regardless of the time, to see reasonably clearly, appearance here. They are not the actual creatures
though the moonlight will still pose potential but will behave like them in personality and
complications for magic and lycanthropy. combat, except that the adventuring party has
B-ugz. The challenge in this room comes from become their enemy. Replace one of the potential
three waves of B-ugz. The waves are denoted by b-ugz with these NPCs, dropping in a few with each
the light in the room shifting from “sunlight” to wave. You can either use their stat block or
“moonlight”. The b-ugz will shift in gradually with supplant them with a b-ug stat block. In the latter
the changing of the light, appearing in such a way case, have the NPC’s face appear on a b-ug, the
that makes it seem as if they have always been more discordant this appearance the better. During
there. They will appear in random places, their the fight they will taunt the party, saying things
locations having no immediate strategic value. As such as: “It was all for nothing.” “We weren't even
soon as a single one is noticed, they will all attack. real.” “Why didn't you try harder?” “I’m not
After a wave is defeated, the characters can take a corrupted, you are.”
short rest before the next wave appears. Additional Challenge. To increase the challenge
• First Wave. B-0l3th (CR 10), 2d4+1 B-1¢k (CR of this area, have time move more rapidly and
2) waves of b-ugz overlap. Decrease the cycle time to
• Second Wave. B-x3ld3R (CR 13), 1d4+2 B- 5 minutes instead of 1 hour. This has the possibility
nt1¢0r3 (CR 3) of overwhelming the characters very quickly so be
• Third Wave. B-x3L (CR 19), 6d6 B-ug 1.0 (CR cautious with this approach.
1)

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seeking only to test the party and themselves to
122 - A FINAL SUPPER their absolute limits.
Light assaults you, the air smells burnt, your Lair. There are different mirrors every five feet
body begins to sweat from the heat. Before you along the walls of this room, giving this place a
is a bright room of mirrors, A large banquet dizzying effect that can be difficult to adjust to. This
table, with a smaller card table on the end, rests area is considered the Ancient Xenon Dragon’s lair,
near the center of the room, covered in delicious with the mirrors reflecting effects and abilities it
looking fresh food. You feel a presence in this may use. Unless 12 mirrors are destroyed (AC 8, 1
area with you. hit point), the dragon’s Solar Charge ability is
constantly active and creatures resisting its Frill
Unseen Dragon. The Ancient Xenon Dragon in Burst actions make the saving throws with
this room sets west of the entrance door and Disadvantage.
watches the party as they come in. Because of the Rest. Pit will allow the party to take a long rest
bright light and multiple mirrors that line the walls, here, if they so choose. They do not wish to fight
they are difficult to see. A Passive Perception (18) the party at anything less than their full power.
or an Investigation check (DC 14) will reveal them. Food. The food on the table is a mishmash of
Once they begin to speak, they can be discerned different cultures, from inside the Retroverse and
without a check. beyond. Turkey, snails, cous-cous, sushi, super
The Right Hand. The Ancient Xenon Dragon in sushi, curry, tacos, stir-fry, shadow steak, hyper
this room is named Pit and will introduce burgers, poaketails, empanadas, pizza (with
themselves kindly to the party after they have pineapple and without), candy canes, an untold
spent several moments in the room. They serve number of cheeses, rice, rice pudding, tofu, fish,
under Jay-Reth, seeing the god as the true roast shoes, and dozens of other things, both silly
representation of their ideals. If the party has not and serious.
already discovered the origins and purpose of Jay-
Reth (from area 41-47), Pit will explain the true
power of Jay-Reth, how they stop the universe
from collapsing, and the line of succession of that
power. They do not know that Jay-Reth has been
stealing power, rather than passing it on, and will
take great offense if this idea is even suggested. Pit
will explain that the coming battle is one they look
forward to but not one they have often. Few who
make it to this castle have the power to make it
this far and none have had the ability to
handle the power Jay-Reth needs to
pass on. This is where Pit comes in,
as a judge of strength. Only those
who can best Pit in a battle to the
death will have proven themselves
capable of handling godhood. Pit
considers this battle to be their life’s purpose and
treats their possible death as a reward, not only for
themselves, but for the stars they wish to protect.
Pit will join the characters in a dinner, allowing
them to rest as long as needed and being quite
cordial before the battle begins. They have a regal
demeanor to them that appears forced. There is an
underlying silliness to their words and speech that
makes it hard to take them as seriously as they
want to take themselves. In battle, they are
relentless and will show no honor or mercy,

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Alternate Realities. Each mirror features a you thought possible. There is only one more
different reality, showing the same basic situation thing to do, show me if you can handle the
the party finds themselves in, slightly altered. We power I wield. Please, do not hold back, I will not
encourage you to make your own and offer a few show mercy.”
as suggestions: A cowboy reality, a reality where
Pit is a giant human and the characters are tiny Monolog. During Jay-Reth’s monolog, it is
dragons, an idealized reality (like the one in area impossible to attack them. Spells and attacks are
46), a reality where each creature is dressed in simply wasted, flying against an unseen shield just
Victorian style clothing, a reality where everyone barely covering Jay-Reth. Once it has finished,
has giant wobbly heads, a reality where everyone combat will start as normal, with no chance for a
is sexy goblins, a reality where every creature is surprise round.
dead and has been that way for some time, and Questions. There may be questions the party
one where the characters and dragon are replaced has for Jay-Reth, or they may simply attempt to
with the players and the GM. The mirrors reflect insult the god. Jay-Reth is fickle and does not take
one another as well and the infinite loop causes insults lightly. Whomever has insulted them the
each reality with the reality to become more most, through words or actions, they will
distorted until they become an indecipherable mercilessly attack and attempt to slaughter. Like
mess of fractal shapes and colors. the monolog section, Jay-Reth cannot be attacked
Bending Area. Thanks to the mirrors in this area, until he decides the encounter has begun.
the intense perspective magic in this room is Jay-Reth. During combat, Jay-Reth will begin to
almost impossible to notice. It will always be just slowly transform, showing their true appearance
as large as it needs to be to accommodate the as the Godblin. By the time he has reached half his
coming battle. maximum hit points, he should have turned into a
Additional Considerations. Shatterlings and snarling goblin, with grotesque features
Glass Shadows may appear from the mirrors or accentuated by a too long life and stealing of life.
glass in this location. If so, they break a single Near the end of the fight, his appearance should be
mirror when created. The alternate realities in the aberrant, with bones leaking through skin, black
mirrors may also serve to give the players hints ichor draining from his eyes, and any semblance of
about successful strategies in this fight. In a pinch, his regal demeanor replaced with terrible malice.
a dying reality may lend a hand to this one, sending In combat, he will not allow mercy, even for the
a healing spell in the nick time of need or goblin’s he summons. This is the final test, and he
distracting the dragon momentarily. is willing to wait another millennia for a
“successor” than to spare even the slighted bit of
compassion for those he battles. There is no honor
123 - DEN OF HALTED ENTROPY here, only carnage.
An empty black void envelopes you as soon as The Void. This space has a floor, though it
you open the door. Time in this space is halted, cannot be seen. It is a flat open area that is exactly
something you notice by the density of the air as big as it needs to be for a raw, one on many
and how everything has staccato stop-and-go fight against a god. There is no exit from this
movement until acted upon. An opulent throne, reality, by mundane or magical means. Once Jay-
nonsensically large and quite ridiculous, floats Reth drops to 0 hit points, a glowing white door
before you. Jay-Reth sits, cross legged, in a appears near the party which leads to The
relaxed and menacing pose. A smile crosses his Beginning of the End (area 119).
face, reveling in the cliche he has become. He Beating a God. When the Godblin (Jay-Reth)
stands, feet flat in the air, and descends unseen drops to zero hit points, the challenge is complete.
stairs. They speak, gentle and calm. Jay-Reth will fall to the ground, recover 1 hit point,
and regain his previous appearance. All summoned
“Congratulations. You have come beyond what goblins will fade into the void. It is then up to the
any in eons have done. You have bested the characters to decide exactly what to do.
challenges of the castle, proven your worth, and
are on the cusp of your reward. One of you may
become a god today. The others, you will live
lives of wealth and opulence, far beyond what

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only maintain itself for 1d8 minutes before
POSSIBLE ENDINGS: collapsing into nothingness, killing players left
inside. This extends out to Warren’s Grove, with
Continue the Cycle everything being sucked into nothing. If the player’s
Jay-Reth will offer to make good on his bargain, escape, they can keep all they have earned. Their
bestowing the power of a god to a chosen party victory will come at a high price though, as the
member and showering the others in riches. He will suspended animation of reality begins to take its
give each player that wants to leave up to two toll. The world will begin to fall apart, much like
legendary magical items of their choice, up to ten Warren’s Grove, just at a much slower pace. If
rare or lesser magical items, and a Fanny Pack of nothing is done, the universe will cease to exist,
Holding filled with 1,000 electrum. He will then collecting into a singularity within 500 years.
cordially escort the other characters out of the Though this ending sees the characters survive,
Black Castle, closing the door behind them. As one their stories are far from over.
last sign of good will, he will greet Wyatt’s duck,
bending down to lament that their time together Replacing a God
must come to an end, before embracing the bird. If the characters have obtained the Universal
When finally left alone with the chosen character, Reversal Card, they may use it on Jay-Reth.
he will clasp their hand and drain them of their life Depending on the circumstances, Jay-Reth may
essence, using the character’s strength to fuel their know the card is in the party's possession and
reign for another millennia. You may allow the attempt to take it. If the card is used whenever Jay-
character to make a Constitution saving throw (DC Reth is stealing the energy of the chosen character,
22) to save their soul from being consumed. If they the effect will reverse. The card will erupt into
succeed, they can be resurrected at a later date, flames and reverse the flow of power, pushing Jay-
though they will begin at level 1. On a failure, even Reth’s godhood onto the chosen character. They
their soul is consumed, and they are gone forever. will then assume the mantle of Jay-Reth and what
The players who left the castle will be returned to they do with that power is up to them. The
their own realms and lives after leaving Warren’s previous Jay-Reth will crumple into a goblin husk
Grove, secure in the knowledge their friend is before dissolving into nothing. The Black Castle will
looking over the universe. remain standing and can be explored quite
leisurely, especially with the help of the new deity.
Refusal of the Call If this ending is chosen, ensure the players have a
The characters may decide to refuse Jay-Reth’s chance to rescue or revive any NPCs they may
offer. At which point the god will lunge at the have lost along the way, should they choose to do
chosen party member and latch on. They will begin so.
draining their energy. If the party decides to kill If no characters are capable of helping the
Jay-Reth, they must do so within a single round, chosen character use the card, and they are unable
otherwise the chosen character will be drained and to use it themselves, Wyatt’s duck will somehow
Jay-Reth will assume their full strength again. They manage to obtain it and activate it themselves. In
will become invincible (via their monolog ability) this case, the magic melds strangely and the duck
and attack the party. The characters can retreat will become the new Jay-Reth. They will treat the
through the glowing doors and must make their party as they treated it, with kindness or carnage.
way through the castle, all while being followed Either way, the cycle of Warren’s Grove will begin
and attacked by Jay-Reth. If Jay-Reth follows them anew, with a powerful duck at its helm.
through the castle, he can be attacked again but
cannot be killed, only slowed down. He will stop his Hit the Bricks
pursuit if they are able to Exit Warren’s Grove, but Once Jay-Reth has been defeated, he is in no
the characters will spend the rest of their life condition to stop the party. They can simply leave
feeling his gaze just around every corner. out the white door and exit the castle normally.
If they successfully kill Jay-Reth, a possible task
since he will have only 1 hit point at first, the castle
Duck Ending
will begin to crumble. The characters can escape
Deliver the duck. Wyatt thanks you. What more
through the white door and must navigate the
were you expecting? A good deed is its own
castle as it collapses. Each room they enter will
reward. Time to quack off to new adventures.
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124 - SECRET EASTER EGG ROOM The Deal. The Henshin will explain that this
room wasn’t supposed to be accessed and now the
An almost naked lizardfolk and a gold-and-black
timeline is all messed up. A portal will appear on
Henshin sit over a card table of scratch paper.
the back wall of the room and the duo will offer
They are laughing at a picture the lizardfolk has
the party three options.
drawn when you open the door.
The first option is to exit this room and resume
their adventure. They will remember this
Secret Orchestrators. The two creatures in here
encounter only like a dream and will eventually
will introduce themselves as overseers and seem
forget it. In exchange, they will give each character
to know everything about the party. They claim to
one magical item of legendary or less rarity. Every
be stronger than Jay-Reth and are using the god in
magic item is available.
a what they describe as a silly game. They will
The second option is to leave Warren’s Grove.
behave in a somewhat flustered manner when
They can keep everything they have and Jay-Reth
speaking, answering any questions the characters
will forget ever having seen the party. Wyatt’s
may have only briefly. After a few questions they
Duck will not be returned but there will be no other
will hurriedly make the characters an offer.
ill effects in the future from this choice. In Addition,
Story Beats. Bits of everything the characters
each character will be granted one wish, with the
have gone through will be on the table, either in
duo having no desire to twist their wishes, except
illustrations or scratched notes. The lizardfolk and
to generate more interesting stories in the future.
Henshin will try to hide this to the best of their
The third option is to restart Warren’s Grove,
ability. If asked about it, they will brush it off as a
without restarting the characters themselves. They
comic they are working on
have all their levels, abilities, equipment, etc. and
Non-Combat. If attacked, the party will find
can restart the adventure as if they had just
themselves back in the hallway, staring at the wall
arrived. Everything else in this adventure is reset to
where the door once was. They will remember the
right before the characters arriving. Any characters
encounter like a daydream.
that were met along the way, arrive as if they were
part of the original party. The duo is very keen on
this idea and are excited to see what kind of stories
will be told with this option. If this option is chosen,
this room will not exist in the second incarnation.
If the third option is chosen, grant the
characters great leeway to break the adventure in
ways they could not before. They should get some
satisfaction from stomping out challenges that
nearly killed them before. At least for the first few
sessions, the world should be at their fingertips.
However, trading back through time is not
something reality takes lightly. It is almost
inevitable that glitches will seep through. Use this
as a chance to remix some parts of this adventure,
adding, subtracting, or twisting elements to
surprise the characters.
With these glitches, come b-ugz, something we
suggest adding copious amounts to the replay.
They should encounter many of these aberrations,
especially when they find a duplicate key item or
artifact.
In addition, consider certain actors in the world
that may remember the reset, such as the Cyblight
or Jay-Reth and how they may change their desires
based on the knowledge that an incredibly
powerful party is coming for them.

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about why they want to completely avoid a
APPENDIX A: SAFETY particular subject. When a line is set, it should be
respected by everyone at the table. The key here
SAFETY INCLUSIVITY is open communication and understanding
Lasers & Liches is a game made for everyone. It is between all parties involved.
a safe and strange place to explore new concepts, Veils are subjects that should be hinted at but
unfamiliar beliefs, and characters that are not you. never fully explored. “Fade to black” moments or
It is a place where all can be included, regardless rumored actions that are spoken of in gentler
of their race, creed, nationality, sex, gender, ability, terms. Veils are things players may be
identity, or otherwise. Discrimination, of any kind, comfortable including in the game but do not
against players or game masters is unacceptable need, or want, all the details for.
and is not tolerated by the designers of Lasers &
Liches. If playing this game, we implore you to be THE X-CARD
open to new ideas on humanity, even if (and The X card is a card with an X on one side and
especially when) they seem strange to you. some positive symbol (such as a smiling face) on
This is not to say that you cannot explore these the other. When implementing this tool, clearly
topics in our game. An inclusive table, with players establish exactly how it is recognized. A simple
that have consented to exploring difficult subjects, tap on the card, holding the card up, even flipping
can be an excellent way for all involved to learn the card over are all great ways requiring varying
and grow. To help in this, we have provided a few amount of attention per your group size and
resources in hopes that you can make your table a sensitivity. When the X Card is activated, it means
better place for all. You can find more tools at that you are treading into uncomfortable territory
LasersAndLiches.com/safety but here are a few for one of the players. Because of Session 0,
we strongly recommend you implement. everyone should have reached a group consensus
on acceptable content, but this serves as a gentle
SESSION 0 nudge back towards that. This card should not be
Having a Session 0 can be a great way to saved for only the worst moments as holding off
introduce your players to the world and discuss until then may be too late. Set the bar early and
possible situations that may come up. You do not work together as a team to guide the game
need to divulge the entire story but should give a onwards.
brief overview of topics that are likely. Listen to Ultimately, your game will be full of your own
your players and GM if they remark on things that rules. These tools are not here to stifle your game
they would rather avoid (leading into Lines & or your creativity, but to bolster your storytelling
Veils), and make sure that a group consensus is ability while making your table one of empathy
reached on what kind of game they want to play. and accountability. If you want to use only a few
This is also helpful to make sure the game you’re of these tools or none of them, that is your
playing/running, is one that everyone wants at the prerogative, but when playing our game, we
time. A gritty noir mystery may be great fun, but strongly recommend using these guidelines in
your players may be in the mood for a public and private games.
swashbuckling skyship adventure. You do not
have to run/play in a game you do not want, and SELF-HARM
session 0 lets you know that before you spend We all struggle with mental health. Some of us
weeks or years on a game. more than others. The character Wyatt in our
content is dedicated to Wyatt Ferris, who lost that
LINES & VEILS fight. If you, or someone you know, struggles with
During Session 0 the GM can gather the Lines & thoughts of suicide, please seek help. We are a
Veils from the rest of the table. Put simply, Line huge community and there is help for you.
are parts of the story that simply will not be You’re not alone.
implemented or discussed. If the GM feels a Line The National Suicide Prevention Lifeline offers
may be problematic to their game or requires free, confidential crisis counseling 24/7/365. You
more clarity, they should discuss that privately don't have to be suicidal to call.
with the person who set the line. Please keep in 1-800-273-8225 @800273TALK
mind that not everyone may be willing to speak

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They assemble our outlooks, influence our
APPENDIX B: INSPIRATION perception, and can change reality around is. To
me, there is still no greater human trait, no more
While thinking about inspirational material, I didn’t amazing marvel of creation, nothing we have
just want to produce a list of things. If you’re into done that can outshine the way we tell stories.
our game, you likely already have your own list. Because when the marvels are gone, all we have
There are some things that are seminal to my left are the stories. Make sure you tell good ones,
experience and influence my game style. Japanese the ones from your heart.
Role-Playing Games (JRPGs) and cartoons played Anyway, if you want to understand me and
a huge role in my development. It helped me some of the influences behind this game better,
refine a taste for the absurd, while realizing the check out some of these items. This is not a list of
absurd must be grounded in its own internal logic all the things that inspired Lasers & Liches
for any of it to resonate with the audience. I hope directly, just a list of things I feel have influenced
to have done that, and broken that rule, well me in ways that helped create this game.
enough for our universe to resonate with you. Otherwise, this game is exactly what you bring to
Early in design we decided we did not want to it. I just made some rules, you’ve made the game.
just reskin items and call it ours. We wanted to
mix the old and the new into something that was 2001: A Space Odyssey
fresh and respected our mutual past. There are Chrono Cross
other games that cover some of the things we The Dark Souls series
have in our world with greater detail and that’s The Kingdom Hearts series
cool! There is always room. The beauty of our All Godzilla
game is not that we know every single reference Forest Gump
from your childhood or the most intricate details Any Sentai show
of any given genre. It’s that we know you’re Teenage Mutant Ninja Turtles
bringing that to the table. The things from your The Xanth Series
past, the moments, games, movies, books, music, The Dune Series
environment, slang, and world you grew up in Digimon
comes with you. It is gracefully laid atop the The Muppets
Retroverse and quickly transforms it into Pokémon
something deeply personal. Final Fantasy Tactics
I think this is important because it brings to Gloryhammer
light something uniquely human. We are a Pink Floyd
collection of stories, and not just our own. We are Transistor
the stories we tell others; we are the stories we
hear from each other; we are the stories of -Chris
those long gone. To be immortal
in this reality is to have your
pages passed beyond
your body. We can only
prove we exist almost
exclusively through the
act of telling tales. In
everything, we bring our
stories with us.

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We’ve been asked many times about what I don’t have as many videogame influences
inspires us and there’s not just one thing. There’re because I have stuck to RPGs and other “serious”
a million things that spark my imagination and games that have dominated the market for a long
helps to inspire and influence my art. I try to let all time. There are three games that deserve
the things I loved as a kid be the main focus of my mentioning though, because they taught me you
art style; vibrant colors, clean lines, lots of can be funny, colorful, and badass: Borderlands 2,
draconic features, pink and blue mashups, synth, Saints Row the Third, and War of the Monsters.
over the top gear/weapons, and all the mysticism These are most of the major influences on my art
of a crazy neon glow. I was introduced a few years style and I do all I can to respect the legacy of
ago to this specific aesthetic thanks to Far Cry 3: these franchises. They have provided me with so
Blood Dragon. It had crazy monsters and synth many good times in my childhood and continue to
action I didn’t knew I needed so much in my life. inspire my art. Whether that is vibrant neons,
Then Kung Fury came out and I realized that it chiseled muscles, or wicked dinosaurs.
was totally my thing; those colors, the action, the
fact that you don’t need to achieve realism to be -Lluis
completely awesome. This is where the
Retroverse began for me.
Other media where I draw from and try to pay
homage in my art are the games and movies that
made me who I am. Jurassic Park and Valley of
Gwangi and One Million Years BC had me
completely charmed and scared of dinosaurs. I’ve
also been influenced a lot by pretty much every
kaiju movie in existence, specifically 90s era
Gamera films, with all the spikes and mean
monster designs. Teenage Mutant Ninja Turtles ,
Street Sharks, X-men, Thundercats, Mazinger Z,
Power Rangers, and Digimon might be the biggest
influences in my childhood. I strive to emulate
these vibrant cartoon color palettes in my art;
bringing back all the strong colors and
designs we had back in the day!

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COPYRIGHT NOTICE Lasers and Liches Test Waves,
APPENDIX C: OGL CONTENT Lasers & Liches, LLC 2019-2022.

The following is a list of the content that was


either used from System Reference Document 5.1
(SRD5.1) or content within this document that is
considered Open Game Content (OGC) and is used
under the Open Game License (OGL) in the
beginning of this file. Items mentioned within the
appendix are considered OGC.
Any content that directly references, or is, OGL
content is in Red Bold. If the content is not
mentioned here, or is not in Red Bold, it is
considered the property of Lasers and Liches, LLC.
And is NOT OGC. You may not edit, sell, reproduce,
or otherwise use the content
except for your own personal use in
private games. You may stream,
record, or broadcast your games
using this content in video or audio
formats, so long as you state that
you are using (in part or whole) the
Lasers & Liches system either in your
broadcast or in the broadcast
description. You can print copies of this
material for your own personal use.
You may not sell the copies or claim
them as your own content.
.

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Permission to copy, modify and distribute the files collectively only be Used under and in terms of this License. You must affix
known as the System Reference Document 5.1 (“SRD5”) is such a notice to any Open Game Content that you Use. No terms
granted solely through the use of the Open Gaming License, may be added to or subtracted from this License except as
Version 1.0a. This material is being released using the Open described by the License itself. No other terms or Conditions
Gaming License Version 1.0a and you should read and may be applied to any Open Game Content distributed using this
understand the terms of that License before using this material. License. 3.Offer and Acceptance: By Using the Open Game
The text of the Open Gaming License itself is not Open Game Content You indicate Your acceptance of the terms of this
Content. Instructions on using the License are provided within License. 4. Grant and Consideration: In consideration for
the License itself. The following items are designated Product agreeing to use this License, the Contributors grant You a
Identity, as defined in Section 1(e) of the Open Game License perpetual, worldwide, royalty-free, nonexclusive License with
Version 1.0a, and are subject to the Conditions set forth in the exact terms of this License to Use, the Open Game Content.
Section 7 of the OGL, and are not Open Content: Dungeons & 5.Representation of Authority to Contribute: If You are
Dragons, D&D, Player’s Handbook, Dungeon Master, Monster contributing original material as Open Game Content, You
Manual, d20 System, Wizards of the Coast, d20 (when used as a represent that Your Contributions are Your original Creation
trademark), Forgotten Realms, Faerûn, proper names (including and/or You have sufficient rights to grant the rights conveyed
those used in the names of Spells or items), places, Underdark, by this License. 6.Notice of License Copyright: You must update
Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, the COPYRIGHT NOTICE portion of this License to include the
EverChanging Chaos of Limbo, Windswept Depths of exact text of the COPYRIGHT NOTICE of any Open Game Content
Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of You are copying, modifying or distributing, and You must add
Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine the title, the copyright date, and the copyright holder's name to
Hells of Baator, Infernal Battlefield of Acheron, Clockwork the COPYRIGHT NOTICE of any original Open Game Content you
Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Distribute. 7. Use of Product Identity: You agree not to Use any
Mounting Heavens of Celestia, Twin Paradises of Bytopia, Product Identity, including as an indication as to compatibility,
Blessed Fields of Elysium, Wilderness of the Beastlands, except as expressly licensed in another, independent
Olympian Glades of Arborea, Concordant Domain of the Agreement with the owner of each element of that Product
Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Identity. You agree not to indicate compatibility or co-
Darkness, Beholder, gauth, Carrion Crawler, tanar’ri, baatezu, adaptability with any Trademark or Registered Trademark in
Displacer Beast, Githyanki, Githzerai, Mind Flayer, illithid, Umber conjunction with a work containing Open Game Content except
Hulk, Yuan-ti. All of the rest of the SRD5 is Open Game Content as expressly licensed in another, independent Agreement with
as described in Section 1(d) of the License. The terms of the the owner of such Trademark or Registered Trademark. The use
Open Gaming License Version 1.0a are as follows: OPEN GAME of any Product Identity in Open Game Content does not
License Version 1.0a The following text is the property of constitute a Challenge to the ownership of that Product Identity.
Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the The owner of any Product Identity used in Open Game Content
Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: shall retain all rights, title and interest in and to that Product
(a)"Contributors" means the copyright and/or trademark Identity. 8. Identification: If you distribute Open Game Content
owners who have contributed Open Game Content; You must clearly indicate which portions of the work that you
(b)"Derivative Material" means copyrighted material including are distributing are Open Game Content. 9. Updating the License:
derivative works and translations (including into other Wizards or its designated Agents may publish updated versions
computer languages), potation, modification, correction, of this License. You may use any authorized version of this
addition, extension, upgrade, improvement, compilation, License to copy, modify and distribute any Open Game Content
abridgment or other form in which an existing work may be originally distributed under any version of this License. 10. Copy
recast, transformed or adapted; (c) "Distribute" means to of this License: You MUST include a copy of this License with
reproduce, License, rent, lease, sell, broadcast, publicly display, every copy of the Open Game Content You Distribute. 11. Use of
transmit or otherwise distribute; (d)"Open Game Content" Contributor Credits: You may not market or advertise the Open
means the game mechanic and includes the methods, Game Content using the name of any Contributor unless You
procedures, processes and routines to the extent such content have written permission from the Contributor to do so. 12.
does not embody the Product Identity and is an enhancement Inability to Comply: If it is impossible for You to comply with any
over the prior art and any additional content clearly identified of the terms of this License with respect to some or all of the
as Open Game Content by the Contributor, and means any work Open Game Content due to statute, judicial order, or
covered by this License, including translations and derivative governmental regulation then You may not Use any Open Game
works under copyright law, but specifically excludes Product Material so affected. 13. Termination: This License will
Identity. (e) "Product Identity" means product and product line terminate automatically if You fail to comply with all terms
names, logos and identifying marks including trade dress; herein and fail to cure such breach within 30 days of becoming
artifacts; creatures characters; stories, storylines, plots, aware of the breach. All sublicenses shall survive the
thematic elements, dialogue, incidents, language, artwork, termination of this License. 14. Reformation: If any provision of
symbols, designs, depictions, likenesses, formats, poses, this License is held to be unenforceable, such provision shall be
concepts, themes and graphic, photographic and other visual or reformed only to the extent necessary to make it enforceable.
audio representations; names and descriptions of characters, 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
Spells, enchantments, personalities, teams, personas, 2000, Wizards of the Coast, LLC. System Reference Document
likenesses and Special abilities; places, locations, environments, 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike
creatures, Equipment, magical or supernatural Abilities or Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
effects, logos, symbols, or graphic designs; and any other Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
trademark or registered trademark clearly identified as Product Chris Sims, and Steve Townshend, based on original material by
identity by the owner of the Product Identity, and which E. Gary Gygax and Dave Arneson.
specifically excludes the OPEN Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are
used by a Contributor to Identify itself or its products or the
associated products contributed to the Open Game License by
the Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement. 2. The
License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may
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APPENDIX D: MAPS

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