In the Cosmic Era, there is one thing that has grown with the advent of arcanotech and hypertech, the gap between the wealthy and destitute. While nations are building space stations and starting terraforming projects on other planets, there are large sections of planet Earth that are still post apoc era.
Enclosed in this document is the account of Mr. Johnathan Crewes, who was recently incarcerated in the Psychiatric Ward, of how he was driven insane. He shall be soon shipped to the St. Josephine Asylum for the Mentally Disturbed.
drawn from/inspired by Hellfire: the Summoning mobile game
Sometimes a roadblock is there for a reason. There are some places you don't want to be after sundown.
With but a name, these places fill common folk with apprehension and dread
An area known for its exceptional steel work. It is named after the main city in the region.
Kastraad is a Keep and Bailey upon a good sized hill in the mid country. While there has been several battles not far from it, it has been a quiet location for a generation or two. Recently it was taken over by a New Lord, Sir DuKon. He and his few men at arms took the keep from the previous owner (a lazy braggart called Lord KelSen the Fat). After setting himself up as a Lord, he found himself in a difficult position of needing money and being unable to take it (or lands) from his better fortified neighbors. Thus the founding of New Pastello.
What thieves convention can be complete without the ubiquitous Black Market! The specifics can obviously be as varied as one’s imagination. In fact, please consider this as the scroll it’s intended to be. The more stalls and booths the merrier!! Scras and I would like to see forty or so by next years convention. These are just twelve random ones we came up with. Some are quite standard, while others slightly more unorthodox. Maggot, your ‘thief bugs’ & their insidious proprietor go here.
This is a scroll of locations that are somewhat out of the normal.
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir