It’s important that your pet Mimic knows who’s boss in your relationship. Mimics approach humanlike intelligence at maturity (Int 6). This means that they can understand basic concepts, solve puzzles, make plans, and sometimes carry them out. Think of them being about as smart as a 10-year old child, with the ability to change shape and bite your hand off. So it’s vital in the early stages of Mimic raising to establish boundaries and dominance. Frequent feeding may assist in this, but timed withholding and withdrawal of food may be advisable in early years to establish your role as caregiver, as well as to encourage safe independence. It is important not to lean too heavily on intimidation- while effective, it breeds hostility, and can lead to escape and rebellion. Once a Mimic has escaped, it is often very difficult to recapture, given its ability to hide. It may be advisable at this time to resort to familiar call-and-answer responses, or favourite songs. Above all, be careful with your Mimic and ensure that it views you as a parent, not a captor. (Originally posted on Game Masters Stash on 31 December 2018) Categories All Mimic Taming is not a hobby for the faint-hearted, or those too attached to their fingers. However, this hobby is popular with Doppelgangers, giving them a ‘feels-close’ sort of pet that will eventually approach human-level intelligence. Mimics appreciate touch, and will often shift through several shapes until they find one that “feels right” against whatever surface is touching them, often settling on wood grain or some other rough texture, in order to better appreciate the scritches. They enjoy being spoken to, especially in melodic tones. It is a little-known fact that Mimics love to hear singing, and can often be discovered when they join in to a popular and well-known song they hear. It is important to remember to oil any surface you touch to a Mimic, to avoid being stuck to it. They can be trained over time not to exude the sticky substance, but to avoid losing fingerprints, skin, or useful coverings, protection is wise. When raising your Mimic, remember to keep it well-fed on food scraps. They are omnivorous, but prefer flavorful meats. If they can see that they are being fed the same foods as their handler, they appreciate the attention. (Originally posted on Game Masters Stash on 30 December 2018) Categories All Fyodor is a giant of a man, a pilot who will ferry you wherever you want in his (somehow) military surplus C-130 plane “Georgina”- for a hefty fee. Starting out in commercial flights, Fyodor crashed his way through many different mundane employers and types of conveyance. He served some military time, though he’s cagey about disclosing whose military that was. He’s finally found his niche though, as a smuggler and general danger pilot. It turns out he is very comfortable dodging missiles over the Ural Mountains, or using nap-of-the-land navigation with near-zero visibility, and getting into and out of dangerous spots. He enjoys the thrill, and the freedom. Using Georgina, he doesn’t need a specific landing strip, so he’s able to stop at irregular places and make unusual pickups. In his free time, Fyodor watches old episodes of some Disney cartoon about a bear flying a seaplane and getting into mischief, and chuckles to himself. He does demand that his passengers respect Georgina, and once out the plane on autopilot and walked back to the crew area before throwing a passenger out the door without a parachute, after constantly complaining about her state. He was happy to take the penalty on his pay to make it clear. So if you need an irregular pickup, or help getting out of a rough spot, Fyodor’s your man. But it’ll cost you! (Originally posted on Game Masters Stash on 29 December 2018) Categories All ArchivesWhile walking the deep woods, this pair of adventurers can be encountered. The curious duo are cautious of flesh people, but will be willing to talk to people who don’t threaten them. They mostly communicate with touch, and understand only Sylvan language, but Heart’s Nettle (the small one) can cast Comprehend Languages to facilitate better communication. The two Shrubfolk are on a quest to find out why the stream has stopped flowing, and are venturing far out of their safe area to find and restore the sacred flow. If other adventurers could spare some time to assist the slow-moving and relatively fragile Shrubfolk, it would be much appreciated. The stream has been interrupted by a rockfall, which will require several hours of work to fix (or some utility spells). However, the area is home to an aggressive pack of wolves, which will attack anyone approaching the area. If someone is able to help them, the Shrubfolk can bless one of them with a green thumb- the ability to help any plants grow equivalent to a full season’s cultivation in a week, for the next month. They’ll then head back to the deepest woods to return to their people, and cannot take anyone with them. Sladalush, N Shrubfolk Ranger 1; Heart’s Nettle, NG Shrubfolk Druid 1 (Originally posted on Game Masters Stash on 28 December 2018) Categories All d
(O“COME ON IN! SALES ON NOW! BUY TWO GET THE THIRD FREE ON LOOSE AMMUNITION! ROLLING ON TOMORROW, SO SHOP NOW!” The Last Megamall is a trundling, rumbling, wheezing behemoth of Capitalism, the last of its kind. Its inhabitants must pay rent at the end of every week, or they forfeit whatever goods they have and get turfed off the side. Even trying to book a room for a night needs payment up-front. Anyone who hasn’t paid, needs to get off and camp for the night. The Last Megamall’s eccentric Chairman gets about in a slightly tattered suit, white mustache, and a top hat and monocle, aping the appearance of a board game character. He’s a shrewd negotiator, and once he’s set his mind to a price, he’ll never pay over the set price. For this reason, he’ll often “double up” missions that he sends people on- trying to clear out raiders from a valley known to contain some kind of genetic monster, for example. With luck, they’ll accomplish both, and get paid only for the one. If it doesn’t work out, ah well, so sad. It’s renowned as a harsh, but fair, place to try shopping for anything you need. Clothes, books, ammunition, electronics, rare components- if someone’s got it, they’ll be willing to trade for it! Being such a vast, mobile place also gives it some invulnerability to being raided. People still try, but it’s a very risky proposition, and defended by a dedicated security force. Mission Hooks: • The Chairman’s daughter is reaching adulthood, and wants to learn how to hunt, so she can support herself. The Chairman will hire (and pay well), so long as she’s returned safely. The problem is, she may enjoy the Wasteland so much that she doesn’t want to come back.. • A notorious gang of raiders arrives, wanting to trade. But when they’re split up through the ‘Mall, and none of them seem to be selling those weapons they’re carrying, maybe this is more like daylight robbery than the merchants expected? • Certain parts of the vast engine that drives the ‘Mall are starting to wear out. The Chairman is canny, and doesn’t want to give away the knowledge that they’re in danger, so he commissions a variety of spare parts to be found or made by a diverse variety of groups. Your party might have the actual valuable part- or it might be carrying the rare decoy item that draws attention. • The ‘Mall needs a constant supply of goods, not just gear but food and clothing and ammunition as well. Bringing things to the ‘Mall to trade is a good way to meet people and expand your world. (Originally posted on Game Masters Stash on 27 December 2018) Herald and bringer of a different reality, Rhabrhyn is not a goddess in the traditional sense. But she offers those willing to follow her a chance at a new existence altogether. This cryptic figure can be found occasionally roaming quiet places. She ‘speaks’ with a melodious voice, and opens her cloak to reveal passage to a different reality, one that goes by her own name. In glimpses, this reality resembles our own, but different, wilder, newer. She promises the chance to forge a new existence, free from the cares and history of the world that is. And for some people, that offer is very enticing. She warns that there is no way to return, however- that those who are offered the chance must gather all that they wish to take, and any loved ones they wish to bring, and that there will be no return. Those who accept this offer often preach to others, trying to spread her word and find like-minded souls. With no return journey or messages, it is theorized that those who travel to the new world go to a fresh, unspoiled world with no history, no ancient ruins or ancient grudges. However, it is all conjecture. Adventure hooks: • It has been noticed that Rhabrhyn has never made her offer or appeared to a Cleric within this world. The churches are starting to investigate why, and need operatives willing to do their bidding. • When a war has been lost, and the people are awaiting their deaths, a figure in their midst speaks. What reason do such people have to remain where they are, with death assured? • A criminal takes a hostage, and in a last desperate bid for freedom, hurls them both through into the new world. A distraught parent offers their entire fortune to anyone who can recover their child. (Originally posted on Game Masters Stash on 26 December 2018) Categories All “Everyone knows ol’ Sandy. Great guy, loves kids, good in a scrap. Always gets about with that ridiculous hat on, and in red, though.” Sandy remembers the World That Was, before fire licked the sky and the cold came. He remembers green plastic trees and brightly blinking lights, he remembers what hot cocoa tasted like, he remembers when gifts were given just because you were friends. He sheds a tear for all these things, and tries to bring just a glimmer of brightness into the World That Is. He’s a Ruin-Runner by trade, able to get into old buildings and find ways out again, his sack full of goodies. If he were anyone else, he’d be rich by now. But Sandy, when he’s a-jingle with loot, spends it on old toys and batteries, kids’ stuff. And then he leaves it in peoples’ houses, where the kids will find it. He’s never to be found in the morning, and no-one can ever prove it was him, but savvy parents occasionally leave a beer and some biscuits out if they know he’s been in town. They’re not there in the morning. So spare a thought this Apocalypsmas for Sandy Klaaz. He deserves a better world than the one he’s leaving us, but he’s doing his best. (Originally posted on Game Masters Stash on 25 December 2018) Categories All (Everyone knows the story about Santa Claus, right? Big fat man with presents comin’ down the chimney, givin’ out presents? ‘Course they do. That’s all their minds can handle. The reality, unfortunately, is much darker. By attending this information session, you’re already being elevated to Sigma-Eta-3 level security clearance. So enter the room, agent, and let’s face some unpleasant realities. The entity known as “Santa Claus” is an posthuman of unknown origin. We know he was born in Turkey in around the 3rd century AD, and was a bishop in the city of Myra. He is known to have gone on a pilgrimage to Egypt as a teenager, and that’s when he encountered the entity. Somehow they merged, and since then, he’s been unkillable. He’s known to have localized mind control and reality alteration abilities, and what he wants with children, we don’t know, but we know he vanishes them and erases their existence. We believe the advertising campaign back in the 20s is some kind of PR thing he organized that makes it easier for him, which is why we’ve been trying the “Happy Holidays” operation for the last twentyish years. Last year, we lost fourteen agents across he globe. This year, it’s your turn. We’ve identified specific children who match his preferences. You’ve each got a target to protect, so make sure to read those dossiers and memorize your kids. If you fail, you might be the only one who remembers they were ever there at all. Now, let’s get a move on. It’s the night before Christmas, and not a creature’s peeping. We want to keep it that way. (Originally posted on Game Masters Stash on 24 December 2018) Categories All Hiring disposable assets for day-to-day corporate skullduggery is acceptable. But when a package absolutely must get through, the guy you want is the Miracle Courier. This guy keeps his background pretty quiet- at least, no-one in Research Division has been able to turn up any leverage on him. He’s utterly reliable, and comes with commendations on his profile from no less than three VPs and a CEO. When it absolutely has to get there overnight, he’s definitely ourfavoured guy. The Miracle Courier is a slightly overweight, bearded male of late-40s appearance. He has some custom-decorated military-grade body armour, and some kind of ethnic hat with a pom-pom on the end. Guy’s a pacifist, but an absolute genius. Once hired fifty guys to turn up as him in seasonal costume at the lobby of a corporate HQ, while he crashed an AV-4 through the ballistic glass window to the Boardroom. He delivered, and they nailed the VP who was trying to stop him. As a matter of fact, that guy’s one of the people who left him good reviews! So yeah, nothing stops this guy. He’s expensive, but all we’ve been able to trace is that the credsticks he’s paid with end up dropped through the letterbox of nearby charities. We’ve got no clue how he operates or what his funding model is... but he’s a really good bloke. (Originally posted on Game Masters Stash on 23 December 2018) Categories All It’s generally said that archmages have knowledge of everything, but seldom is that such detailed knowledge as Nicholas the Wonderworker. Early in his career, Nicholas realized that while people could be forced or controlled to do good acts, it was a more morally conscious act to encourage good behaviour from children, and let them grow into good adults. He earned his name smithing simple wooden and tin toys, and animating then with simple dweomers, distributing them among the children of his city. In this endeavor, he earned the enmity of a powerful cabal of evil spellcasters. While he battled them, many of the children he cared for were injured or slain in the battles. Grimly, he swore vengeance upon them, and justice for his children. From then, he was a common sight in the skies, his flying sleigh battered and singed, but always radiant with his Staff of Fire. He gained allies in the form of a tribe of Elves, also attacked by the cabal. Over decades, he crushed his foes completely, and realized that he needed isolation to avoid the children close to him being harmed. So he established a polar citadel, staffed by the Elves who had become friends and allies. There, he works most of the year forging toys and trinkets for those he wishes to encourage. There are still those who oppose him, however, and those who remember Nicholas’ gifts as children are sometimes called upon to assist him in his efforts. (Originally posted on Game Masters Stash on 22 December 2018) Categories All In the medieval world, churches controlled the flow of information, and were the word of God himself. But when printed bibles in common language started to be distributed, this caused a radical shift in understanding, and upset the social order dramatically. Putting the word of God unto the common person’s hands understandably upset people who kept being told to tithe more and more of their meager income to the Church. So how can you bring this kind of upheaval into your game? Well, how would things be upset if there were miracle-workers of common birth, without having to be trained in the traditions of the various Gods’ churches? What if divine messages could be passed as easily as a Whispering Wind spell? How would people react to having their own local prophets, instead of having commandments and blessings passed through an organization, no matter how altruistic? And what would the churches of those traditions do to hang on to power? BAM! You’ve got a reformation on your hands! Suddenly, the power of the common people starts to overturn established tradition and organizations, cats and dogs lying down together, the dead walking, and the end of times is on the way! Itinerant miracle-workers walking the earth, dispensing the wisdom of the Gods, and getting into battles with each other, sounds like a great thing to add to your game. It’s part of what I’m working on for my campaign setting, and trying to figure out how these will work, rules-wise, has been a bit of a challenge. If you’ve got any ideas, let me know! So remember that sometimes, forbidden knowledge isn’t Things Man Was Not Meant To Know, sometimes it’s just inconvenient to those in power. (Originally posted on Game Masters Stash on 21 December 2018) Categories All We’ve all been there, “only one shall be able to awaken the dread god from his sleep...”. But here’s a fun concept- what if one of your (hopefully Good-aligned) Player Characters is that One? I’m going off this awesome art inspired by Morrowind, an Elder Scrolls universe game that I've played extensively, and I used to see advertised in Dragon Magazine back in the early 2000s. In the plot for Morrowind, you stumbled upon several lairs for the Sixth House, the shadowy organization serving Dagoth Ur, an allegedly evil and imprisoned god. The fortresses of the Sixth House are super-creepy maxes lit by little piles of red candles. All over, you’d find people who had died of their tumours from the Divine Disease, corprus, and the cultists eating those tumours to become more godly (super ick!). Strangely, some of them would recognize you, and call out to you in a name both familiar and not yours. Springing a plot twist like this has to be handled carefully so as not to steal agency from the player, and make them feel like you’re changing what they want. But someone who says “something mysterious, I don’t know, I’ll make it up later” is handing you a blank canvas to tell stories upon. It also gives a reason why the bad guys don’t want you dead, and put their weak guards at certain points. Maybe you’re meant to get in this way. So when the evil cult is gathering numbers and strength, and just remember that sometimes you storming in to stop them is *exactly* what they want... (Originally posted on Game Masters Stash on 20 December 2018) Categories All In the grim darkness of the far future... no, wait, wrong franchise. In the Awakened World of the Shadowrun universe, Cybermancy is a hideously dangerous art, forbidden by the Corporate Court and mundane laws alike.
This abominable concept involves quickened (permanent-ish) magical spells keeping a cyborged-up monster alive, regenerating damage to it, and generally making it unstoppable. What you end up with is like if the Terminator got possessed by Violator from the Spawn comics. These creatures take BIG-TIME firepower to put down, are mostly immune to magic due to their zero or less Essence (presence of a soul), and are going to cause large amounts of collateral damage. Any time you introduce one of these should be like those levels in Crash Bandicoot where you’re constantly running towards the screen away from a rolling boulder. But in this case, the boulder is wearing skin that used to be a person, laughing, and tearing through CyberSWAT teams. Without influential and powerful friends, pretty much your best bet is to hop on a plane to a different continent and hope it doesn’t just try to walk through the Pacific after you. There’s a good reason these things are forbidden by law and corporate agreement- so kiting then through another Corp’s arcology might be enough to distract it... and if you’re really lucky, that Corp will throw some big resources at it, and maybe even go after the people who sent it in the first place. Of course, they might also decide to chase you down for bringing it into their house in the first place... (Originally posted on Game Masters Stash on 19 December 2018) This tiny chapel, forgotten to maps or direction, marks the site of a God’s disappointment. Long ago, one of the Gods, no-one recalls who, was so deeply disappointed in one of his followers that he caused the site to be rendered invisible to all Gods. The site itself became abandoned and overgrown quickly. Although it has the usual levels of animal and plant life, sentient beings experience a profound unease when within the grounds of the chapel, as if things have suddenly become quiet. Within the chapel’s walls, there is effectively a dead magic zone affecting only divine magic. No divine spells can be cast or prepared within the area, or affect creatures within the area. Characters with divine abilities cannot use them at all. The entire area functions as if simultaneously under the effects of Protection from Chaos, Evil, Good, and Law. This extends so far that no effects created even by the Gods themselves can view or affect the old chapel, or those within it. While this oddity may be just a curious place to rest for the night, its location may be important later, and may be sought out by particular groups who wish to use the advantages it might have. Adventure Hooks: • A blaspheming hermit has taken up residence here, and he is known to hurl abuse at any servant of the Gods who passes, entirely safe from their wrath (except if they go and beat him to death) • A small cult of Ur-Priests, who practice proactive atheism, seek to take the spot for their blasphemous rituals. • When pursued by the vengeful servants of an evil deity, the PCs will need to find a place to stash their loved ones for a time, and then defend it when an overwhelming assault comes. (Originally posted on Game Masters Stash on 18 December 2018) Categories All After my last big campaign, I’m working on changing up the world and it’s rules. I’m a D&D 3.5 diehard, but I considered 5e, as the rules are a little more... elegant, I guess? However, I discussed it with the group, and we’ve decided to stick with 3.5, making some rules and modifications. I’m stealing some ideas from 4e, 5e, Pathfinder, and even earlier editions and other games completely. One thing I decided that I wanted to do was rewrite the class system entirely. Which also involved reworking how casting spells worked, how some feats worked, and a whole bunch of related stuff. So far, I’ve been getting distracted from it at every chance I get, but I’ve got five classes fully rewritten of the twelve I’m planning, and some good progress on another three. I’ve scrapped a lot of existing roles, trying to replace them with classes that are individually more interesting, and share a similar power curve and power balance. I’ve got a few things working with the magic system, making arcane and divine magic *cast* and *operate* very differently- I’ll be curious to see how that works on the table. Giving everyone similarly powerful abilities at exactly the same formula, rather than 3.5’s “ad hoc” approach to when people get particular powers, was one of my aims. I’ll probably run things past people here for some ideas and feedback as I go, you folks usually have some great feedback! So, hit me! What mechanics are cool functions have you seen in a game that you’d incorporate to D&D? What interesting things have you always wanted to see in a game but never really found a way of expressing? Give me some ideas to work with- maybe you can help me out of my rut, and I might be able to solve yours! (Originally posted on Game Masters Stash on 17 December 2018) Categories All Some old ladies got to be that way by being the meanest, nastiest pieces of work on the block. Granny Aniya, thankfully, is everything she appears to be. Granny Aniya is a wholesome, lovable Tiefling, and actually a great-granny, with four children, six grandchildren, and twelve great-grandchildren, all of whom have left her home for their own living. Granny insists on being addressed that way, as everyone has a granny somewhere, and if someone is not looking after their own granny, they can gosh-darn look after her. She operates on a dazzling variety of shaming people for not eating enough and rewarding good behaviour with praises, cheek pinches, and hair ruffles. Occasionally, she’ll slip someone a gold piece and tell them to buy themselves something nice. Granny can be someone giving quests (like “I have a deep secret. Long ago, when my husband was alive, we swore never to keep anything from each other. But I’m afraid I’ve been naughty... I kept this purse aside for rainy days. And now I think it’s time to come clean. I want you to take this 9 gold pieces and give it to an orphanage, and tell them I’m very sorry.”), or just an NPC met along the journey. She’ll greet any travelers with enthusiasm and warm cocoa. If they’re nice, she’ll give them each one of her special boiled sweets which she keeps in a jar up high (which operate as Goodberries). (Originally posted on Game Masters Stash on 15 December 2018) Categories All Today’s post will be dear to the hearts of a few friends who have recently, or are expecting their Kickstarter to deliver, a junior human. There are a lot of things in society that are really difficult to do with junior humans around. Paragliding, for example. But gaming doesn’t have to be one. It’s already indoors, for one thing. This will also depend how old your junior human is. • Freshly-delivered ones don’t need a lot- some feeding and changing, some cuddles, and a lot of sleep. As long as you make sure they’re safe, and the noise doesn’t disturb them, gaming might have to be at your place for a little while. A little understanding from your fellow players will go a long way with this, and make sure that gamers who multiclass into Parent don’t lose their old class abilities. • Crawlers (1/2 - 3 HD) can be a little more trouble, as it’s generally frowned upon to cage them. But keeping them in a safe area isn’t too hard, and as long as they’re not gnawing on your game books or character sheets, the socialization will usually help them be comfortable around people. • Talkers (3-5 HD) are where you usually have a problem area, as they need a bit more attention. Which is fair, because they’re trying to work out the entire game system that our universe operates on, and no-one will just sit them down with a nicely-illustrated book that explains it. Falling back on TV is often an acceptable deflection, but be prepared to accidentally gain a +5 memorization bonus on every episode of Peppa Pig. • Students (6+ HD) are often able to handle things on their own, either joining in, hanging around on the periphery and browsing a Monstrous Manual, or finding other things to do on their own. Most importantly, don’t allow your Gamer/Parent multiclass friends to languish. A strong adventuring party protects and looks after the members who can’t be present all the time, and this Friday night might be their only opportunity to game now. Have fun, and bring your junior humans! (Originally posted on Game Masters Stash on 14 December 2018) Categories All Weather is often something that’s just set dressing, but what happens if that redefines the place you’re adventuring in, altogether? Where I am at the moment, it’s pouring in and that causes dangers for traffic, and even crossing roads becomes more difficult, as some areas aren’t set up with any drainage, so you have to wade to get to the gutter. Changing up a dungeon that’s being explored, by using natural weather, can make for a challenging change. For a start, flash floods that sweep people and creatures along a passageway (perhaps through a trap they’d just bypassed) can really shake things up. Any kind of combat in these circumstances becomes much more challenging, even for experienced players. However, it can also allow them to bypass things that might be an issue. That 20-foot wide chasm becomes a breeze to swim across when you aren’t going to fall onto the spikes below. A fire glyph might produce some steam and fizzle. A lightning bolt trap suddenly threatens everyone in the vicinity, however. Changing up what are the accepted rules partway can become a memorable challenge- the walls tearing away mid-hurricane, or lightning reaving away the roof of a tower- and you can foreshadow future danger (being swept away by winds, or struck by lightning) ahead of time, allowing PCs who can think of their feet to “promote” enemies into the line of fire, as well. (Originally posted on Game Masters Stash on 13 December 2018) Categories All An enemy you can’t see is much harder to detect, and to vanquish. Since early editions of D&D, certain creatures, such as ghosts, demons, and some devils have had powers of possessing inanimate objects or creatures who can’t resist them. In some editions, this ability has been extended to some Angels as well, which can be cool, but needs some limits, otherwise why wouldn’t you just have a Paladin running around constantly possessed by an Angel (unless that’s how you get Paladins, maybe? Hmm, thought for another post). This is often done by particularly powerful creatures to get through loopholes in spells. Maybe Forbiddance wards don’t work on them this way, or maybe there’s a blanket ban on demons and angels interfering bodily in the mortal realms (but if I’m using someone else’s body that’s totes okay, riiiight?) While this can benefit the host body, they’re not in charge, and there needs to be some kind of drawback to avoid it being over-used. Usually, the possessor’s powers are curtailed or limited, meaning they need to manifest fully in order to use them. This means the host body is a little more vulnerable, even if the possessor isn’t a slouch even without their powers. One neat trick to steal is to have an identifiable signature- like black eyes when the demon isn’t concentrating on hiding, or is surprised. This gives the rest of the world a chance to spot the oddity- even if that’s just a roll against a Disguise check, it means that your PCs have a chance. Plus, seeing the dawning recognition on their face when a trusted NPC’s eyes change colour is a wondrous item! (Originally posted on Game Masters Stash on 12 December 2018) Categories All Suggested level: 6th-8th These rare gems are said to be pieces left over from when the creator gods forged the first sunset, its beauty captured within. These stones are a little smaller than fist-sized, enough to comfortably close a hand around. They glow with a light equivalent to a candle, and are warm to the touch. They are truly beautiful uncut gems, and for gem value alone, they’re worth over 5,000 gold pieces. Their true value is in their magic, however. The stone can be tossed into the air to function as a Sunburst spell, unleashing pure rays of unblemished light and utterly destroying creatures of the darkness. As the glow fades, however, all present can feel the melancholy of knowing that a piece of creation is gone forever more. A certain trio of initiates from the church of the Prince of Night have heard of these, and struck on an idea of accumulating as many as they can, to destroy them and hasten the endless dark. (Originally posted on Game Masters Stash on 11 December 2018) Categories All |
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