Nevermet Press

The Desire to Help Haiti

Are you a gamer and would like to help the relief effort in Haiti? Well, the fine folks at OneBookShelf (owners of RPGNow! and DriveThruRPG) have put together a massive bundle of RPG products that anyone who donates $20 through them to Doctors without  Borders will receive. The bundle includes over a hundred products that retails for more than $1400!

Gamers Helping Haiti

Gamers Helping Haiti

We only had one title available to contribute to the  charity bundle, Portrait of a Villain: The Desire. We wish we had more to donate to the cause, because Haiti really needs as much help as can be mustered. Here is the press release from OneBookShelf:

Gamers Help Haiti! DriveThruRPG Offers a Mega-Bundle to Spur Donations

Wednesday, January 20, 2010

DriveThruRPG announced a major incentive to the roleplaying gamer community today to incite donations to aid in rescue and recovery in Haiti and the Dominican Republic. Called the “Gamers Helping Haiti Bundle,” the product includes over a hundred products totaling over $1000.00 in retail value. For a simple donation of $20 – all of which goes to Doctors Without Borders to support their post-earthquake Haiti relief efforts – RPG fans can have this once-in-a-lifetime collection of gaming products.

DriveThruRPG already had opportunities to donate up and running within a day of the disaster. When publishers began asking how they could support the cause, the bundle was created to be an all-inclusive shared effort. Those who donated at the lesser levels won’t be left out, however; gamers who have already donated $5 or $10 will be receiving a special coupon code that lets them pay the difference from their initial donation to get the bundle.

“We are humbled by the generosity of both our customers and our publishers,” said Sean Patrick Fannon, Marketing and Communications Manager for DriveThruRPG, “all of whom have stepped up at this time of terrible tragedy to offer aid to a desperate people. We are also very proud to facilitate these collective efforts, providing the necessary tools and technology to bring it all together.”

More than tools and tech, though, DriveThruRPG is really putting their money where their mouth is, so to speak. “We have always believed in the power of giving and sharing to make the world a better place,” said Steve Wieck, President and co-owner of the site. “To that end, we are matching funds with everyone who’s making a straight donation at the $5 and $10 level.”

There is no set date for terminating the donation efforts, though the bundle will only be available until the end of January.

Anyone wishing more information about this effort, or about DriveThruRPG overall, should contact Sean Patrick Fannon at sean@onebookshelf.com.

The fantastic news is that of this writing, gamers have contributed $7,790.00 through OBS to help the Doctors Without Borders Haiti Earthquake Response. And that value increases by the second.

DONATE NOW!

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Portrait of a Villain Unleashed for 4e

Portrait of a Villain: The Desire

Portrait of a Villain: The Desire

In this eBook, you will find the complete back story to Desiree Turpis, also known as The Desire, a calculating Madame who manipulates local nobles and crime lords to serve her own needs.

It is fully-compatible with 4th Edition Dungeons & Dragons.

Along with The Desire’s own back story, adventure hooks, goals and motivations, you will also find:

  • Three fully developed, drop-in encounters featuring The Desire
  • Four new organizations to help create a rich campaign setting, complete with stats for each organization’s leader and minions
  • The Objects of Desire; a collection of new magical masks for 4E
  • The Sword Sisters; a new 4E Paragon Path for PCs bent on revenge
  • Highcourt, City on the Edge; a fully developed microsetting to help get things started (includes full color map)
  • The Ceremony, a short story where The Desire assassinates a local noble.
All this and dozens of high quality illustrations and maps, over 30 new allies and enemies.
Our eBooks offer the following added features:
  • TWO PDFs in each purchase. The main PDF is brilliant full color landscape, 3-column layout for EASY screen reading. The second PDF is a FREE B&W printer friendly version that includes a portrait 2-column layout, reduced graphics, and wider left margin. The result is a PDF that is easy on your ink/toner and ready to hole punched for your notebook.
  • Interlinked PDFs with bookmarks and links
  • Full color, beautiful illustrations and maps.
Buy Now $9.95

Demonic Allegiences

Written by Paul King

I. The Dark Legion

“Only the strongest are fit to rule, and – make no mistake – lord Mnemesyx is the strongest of all!”

Background

Corporeal or not, even the most driven of meglomaniacs needs help conquering the world. Upon dominating the will of the warrior Brogan, Mnemesyx immediately set about gathering the strongest, most vicious warriors he could find. Stalking the borderlands, it did not take long to find a handful small tribes and villages who had not at some point considered subjugating their neighbors.

Walking fearlessly into the most brutish and aggressive of these marginalized locales and challenging the most prominent warriors to a duel. Using his infernal sense and understanding of the greed and envy in the hearts of mortals, the possessed warrior would wager his enchanted accoutrements and the loyalty of any who were following him against the absolute servitude of his opponent.

Should the demon win, the defeated would swear fealty to him and become a part of the new kingdom he was building. If the demon somehow failed to overcome his adversary, the enchanted equipment would be freely given to the victor. By Mnemesyx’s reckoning, this was a win-win situation – as it ensured that the item he was currently inhabiting would always be in possession of the superior warrior which would, in turn, bring that warrior into Mnemesyx’s possession.

Having surrounded himself with a core group of hand-picked warriors, the demon began to expand his recruiting operation by sending his men into the larger neighboring cities. His warrior-agents were carefully instructed to look for those areas where the downtrodden and disenfranchised could be found, particularly those made bitter by their circumstances, full of anger and envy. To these his message of opportunity and deliverance would come: Follow him and get what you deserve; follow him, and cast down those who have profited at your expense; follow him, and rule.

Once his influence had grown to a certain point, Mnemesyx lay siege to his first city. Caught unawares, was not able to put up much resistance. Upon capturing the city, Mnemesyx had all members of the local nobility publicly executed and turned their lands and property over to his most loyal and accomplished followers. Seeing how the demon rewarded his followers, unrest began to stir up among the lower class in the neighboring cities.

The demon once again sent forth his agents, telling those who suffered at the selfishness and indiscretions of the aristocracy that they, too, might find themselves blessed by Mnemesyx should they prove their loyalty to him. The ensuing riots and insurrection compromised the cities’ defenses, giving the demon’s army little trouble in capturing them. Once again, the aristocracy where publicly executed and the leaders of the insurrection elevated in their stead.

Within a few short years, Mnemesyx command a force large enough that he stopped looking at taking over individuals cities, and began thinking about conquering entire kingdoms.

Mission

The Dark Legion serves the will of Mnemesyx. They are sworn to spreading his influence and dominion wherever they can and committed to the belief that the demon will richly reward their loyalty and fervor.

Structure

Mnemesyx likes to surround himself with the best and strongest. His generals are those individuals that have dueled the demon, survived, and been personally deemed fit to lead his forces. For every city the Dark Legion conquers, one general – often times a native of the region, if possible – is left in control. Below them, a fairly standard, if simplified, military structure exists: Lieutenants, Sergeants, and the rank-and-file soldiers. Within each city, forces are divided between the active military (about 2/3 of the total force) and the City Guard (about 1/3) which ‘keeps the peace’ and defends the city while the active force is away.

Adventure Hooks

  • The PC’s are visiting a city when a riot between the classes suddenly breaks out. The PC’s may try and figure out the cause of the riot, which side to support (if any) and/or try to quell it before the Dark Legion arrives to claim it for Mnemesyx.
  • The City Watch is looking Dark Legion spies who are trying to stir up rebellion in a city. The PC’s, being outsiders, find themselves on a short list of suspects with the local authorities.
  • In a plot to overthrow the Legion’s hold on a city, the PC’s are asked to assassinate the General ruling the city. Of course, accomplishing such a task is likely to draw the attention of the demon himself – who might be convinced that one the PC’s are more worthy for the position than the one they deposed.

II. Daemonhammer Fellowship

“The perverse forces of darkness and chaos once again rear their abominable heads and fix their hate-filled gaze upon the mortal world. We, the ever-vigilant, stand ready to cast them back into the hell-pits from which they dare to crawl!”

Background

For as long as the mortal world has existed, the demons who inhabit the chaos and darkness of the infernal realms have both envied and hated it. Countless attempts have been made by the ruinous powers to corrupt and destroy that whose existence causes them such unfathomable loathing – by subtle, corrupting influence at first, later by direct possession of mortal beings, and, finally by direct manifestation on the mortal plane. It was as a result of this last instance that the Daemonhammer Fellowship came into existence.

The various temples and faiths had long been combating the evil that beset the mortal hearts and minds. However, when the first demons physically appeared and began laying waste to Creation, they found themselves at a loss for dealing with them. It was some of the first heroes of recorded history who gave their lives to send these embodiments of hate and destruction back into the Abyss. In the wake of near extermination, the factions within each of the Good-aligned faiths began to study and analyze the nearly unstoppable forces that had been unleashed upon the world, determined to ensure that such an event never happen again.

As each institution gained understanding and developed means of dealing with demonic incursion based on the hell-spawned beasts they had personally encountered. Over a period of time, individuals within each of the faiths felt a compulsion to reach out to the others, to exchange the information and techniques each possessed to better prepare mortal-kind as a whole. Old rivalries are hard to forget, however, and these early daemonologists were discouraged from having contact with their peers.

Dismayed, but not deterred, meetings were held in secret and a plan for dealing with future invasions developed. The group, however, was eventually discovered and all the participants cast out of their respective temples and all but blacklisted within their faith-communities. The group, having nowhere else to turn, established the Daemonhammer Fellowship, devoting themselves to discovering and learning everything they could about demons and how to defeat them.

As mortals spread across the face of the world, encounters and incursions by demons began to occur more frequently. The Fellowship began to put all it had learned and trained for to use, sending more than a few demons howling back to their pits. With victory came fame and public support, and with that came influence and a grudging acceptance from the very temples and faiths that had cast them out years before.

Preferring the autonomy and freedom from oversight they had enjoyed, the Daemonhammer Fellowship declined to be accepted back into any one religion, but announced that it would work alongside any good-aligned faith in pursuit of their higher calling: the destruction of demon-kind, whenever and wherever it was to be found.

Mission

The Daemonhammer Fellowship is committed to seeking out and destroying demons who have infiltrated the mortal plane, wherever evidence of their presence on the mortal plane is to be found.

Structure

The Fellowship draws much of its membership from practitioners of the good-aligned religions from in which it has its roots, though people from outside any given religion will be considered provided they pass a series of tests designed to test their willpower, character, and intellect – aspects of mortals commonly assaulted and/or corrupted by demons. Once accepted, recruits are enrolled in a rigorous intellectual and physical training program. Seniority is important within the Fellowship, with the newer recruits being expected to show the proper respect and deference to older, more knowledgeable and experienced members.

The Fellowship is overseen by the Iron Council (a reference to pure iron as an anathema to demons), a group of eight of the most senior members, which is chaired by the Inspector General. When news of demonic outbreak reaches the Fellowship, a tribunal of three agents is dispatched to investigate the situation and determine how the Fellowship will respond: more subtle incursions and possessions may be contained and dealt with immediately by the tribunal itself, while evidence of physical manifestation would most likely require the dispatching of larger, more heavily armed group of Hunters.

Whenever the Fellowship is called to an area, they will attempt to work closely with any good-aligned temples in the area – provided that no evidence of corruption within the temple itself is perceived. In such cases, the tribunal may decide to visit a location and conduct their investigation without contacting any of the temples in the area.

Benefits/Drawbacks

Despite sometimes being viewed as pushy and demon-obsessed, members of the Daemonhammer Fellowship are generally respected by all good-aligned faiths and often rely on them for logistical support when conducting an investigation or cleansing operation. Secular governments may also call for support from the Daemonhammer Fellowship – but often only as a last resort after other, more conventional attempts to combat demonic incursion have failed.

Members of the Fellowship have been trained to face some of the most fearsome beings ever to walk the earth – they resist any panic- or fear-inducing effects caused by a demon. Additionally, they gain a bonus to resist any attempts at intimidation made against them.

III. Inferati

“Self-righteous fools! Don’t they realize that you can’t kill a demon? Striking one down only returns it to the abyss to wreak more havoc – no, the only true way to defeat this threat is to bind him to our will. One need not fear what they control.”

Background

Despite any number of tales and theories, no one really knows who the first Necromancer was – that first individual who encountered death and decided to try and bend it to their will. It was the same with the organization known as the Inferati. No one is really sure how the group was started.

What is commonly speculated, though, is that at some point in the past, an individual witnessed the incredible power and fury of a demon and began searching for a way to bend that power their will. To the mind of an Inferati, demons are tools. They do not fear demons, but have a healthy respect for them – or rather, a healthy respect for the cunning and the potential for destruction for which all hell-born are known.

Like Necromancers, the general public wants nothing to do with the Inferati. As far as most sentient mortals are concerned, the undead and demons are two things any sane person would do well to avoid entirely. Upon discovery, they are often chased out of town or, if caught in certain outlying parts of the countryside, may risk being lynched on the spot for daring to traffic with demons.

Consequently, being a member of the group is a closely guarded secret and gatherings of Inferati are often held well away from any prying eyes or ears. A handful of members from the local aristocracy can often be found dabbling in local Inferati activities in order to get a leg up on their peers and competitors in high society, though true mastery in the summoning and command of demon-kind takes a dedication that only a few possess.

When a demon manifests in the physical world, the Inferati often find themselves racing to find and bind any demons crossing over before they are discorporated and banished back to the infernal realms. Their presence during an incursion is often mistaken as cult activity in service to the very forces they are trying to bind, which often brings them into conflict with those who wish simply to strike down any and all demons and be done with them.

The Inferati prefer to bind rogue demons (that is, those not summoned and controlled by a specific individual) into inanimate objects, where they are contained by powerful wards and enchantments. The possessed objects then dispense and regulate the demon’s power in ways that often mimic magical weapons and implements, though the demon’s will is still active and must be guarded against for the duration of exposure to the items. A less common and much more risky practice is the binding of a demon to a mortal host. While the potential benefits of such a binding is still being explored, the potential for calamity from demons bound in living vessels that allow them interaction with the physical world are well-documented.

Mission

The Inferati seek to harness beings from outside this plane of existence, bending them to their will. They believe that having mastery over spiritual beings will enable them, in turn, to gain mastery over the physical world.

Structure

The Inferati are comprised of independent bodies that congregate in a given geographical area. There is no single overarching governing body that presides over the Inferati as a whole; connections between different jurisdictions depend solely on mutual recognition. Each body of Inferati is divided into three tiers of membership, each tier named for the three levels of demonic incursion in the physical world:

Whisperers: Individuals who have passed tests of candidacy to determine their discretion, commitment and level of interest in demonology;

Possessed: Those who have devoted themselves to the study of interaction with demons, taking a particular interest in the ways in which they communicate and manipulate mortals and learning safeguards for such interactions. They are able to create and use demon-bound items and equipment.

Manifested: The most experienced Inferati who are able to physically summon and control demons.

While there is no established rule that says any one tier has authority over the others, deference is usually paid to the higher tiers by the lower. It takes very little effort for the more experienced practitioners to maintain their de facto rule, as the numerous accounts of arrogant and inexperienced Inferati attempting to perform rites and rituals beyond their abilities or to personally challenge senior members are often warning enough to keep the membership in line.

Benefits/Drawbacks

Inferati of rank Possessed or Manifested are more resistant to attacks against their willpower. They also gain a bonus against attempts made to bluff or intimidate them.

At rank Possessed, the Inferati gains the ability to create and use demon-bound items and equipment. For every turn a demon-bound item is used, an attack against the user’s will is made. Should the attack succeed, the demon to effectively control the Inferati until a save is made.

At rank Manifested, the Inferati gains the ability to summon and control a demon. Should the Inferati’s means of control over the demon be compromised, it can and will attack the person who summoned it.

Creative Commons License

Demonic Allegiences by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

The Binding of Mnemysyx

Written by Paul King

The demon’s iron grip closed around the halfling, crushing his lungs and stifling his scream of agony. Turning to face the remaining invaders of its profane temple, it tossed the tiny, limp form over its shoulder where it landed beside the charred remains of one comrade and betwixt the sundered limbs of another.

Now only two remained – a wizard and a warrior. A wicked grin full of sharp teeth split a face that might have been disturbingly handsome, had it not been covered in gore. A voice as smooth as silk and sweet as honey drifted forth as it took a step forward.

“Poor insects, you’ve rushed headlong to your deaths. But it need not be so. Bow to me, and be spared; worship me, and be filled with power beyond comprehension.”

“Never trust a demon!” Brogan spat and raised his enchanted sword before him. While the sword was capable of wounding the demon, it could not kill him. Behind him, the wizard Zuric worked feverishly to complete the ritual that would finally banish the demon back to the foul pit from which it had crawled and free the kingdom from the corrupting influence it had spread and drawn power from.

“How much longer, wizard?” The warrior called over his shoulder. He feinted to the right and suddenly reversed direction. As the demon raked the empty air where his head was a split-second before, he drew from it an inhuman scream of pain and anger along with the slash he landed on its left side. A kick from the demon sent him flying backwards, nearly taking out the wizard and ruining the ritual on which they had placed any hope of victory. The warrior crashed into a stone pillar, stars exploding across his field of vision as his head struck the hard granite.

“Fool!” The demon stopped and looked down at the gash, one that would have killed a mortal man. It was already beginning to mend. “You cannot deny the inevitable. I have ruled the infernal realms and now I will rule this world!”

Brogan crawled to the sword he had dropped and staggered to his weary feet, dizzy and sore. He managed to shake off enough of the daze he was in to see that the demon had now taken an interest in Zauric, kneeling directly between them and chanting from the mysterious scroll he had picked up during their investigation of the demon and his growing influence. The sounds his friend were making were gibberish to his admittedly uneducated ears, but seemed to alarm the demon, now that the din of battle had lessened and he could hear them.

“WHERE DID YOU GET THAT!?” it roared and started to lean into a charge against the defenseless wizard. Brogan, his world still spinning, managed to get a couple of steps in before launching himself at the rushing demon. The armor he wore gave him just enough weight and momentum to carry his much larger, heavier opponent wide of his target. They tumbled to the bloodstained floor, a tangle of limbs and talons. Finally getting his bearings, Brogan was horrified to discover that the demon had ended up on top of him. He struggled to bring his weapon up, only to have his sword arm pinned under a large bony knee. The demon, leering evilly, wrapped his hands around the warrior’s helmet and ignited them. The hardened warrior started to scream as the metal heated.

The demon’s leer suddenly turned to a look of shock. The fire left its hands as it began to seize violently. His helmet still trapped in the demon’s unholy clutches, Brogan managed to squirm out of it and out from under the rigid, twitching form of his foe. Tendrils of brilliant white light lanced into the body of the demon from a crystal held by the unflappable Zauric.

“Now, while the demon is bound – strike!”

Brogan raised his sword over his head, “Back to fires of hell, monster.”

To his shock, the demon managed a tiny agonized smile, the smallest of movements a struggle. “Ignorant fools,” it spat. The sword descended, splitting the demon’s horned skull right down the middle. A high keening wail echoed in the chamber. The crystal held by the wizard flared once and exploded, knocking the two heroes off their feet. They were dimly aware of a rushing wind and the odor of brimstone and burning flesh which lasted but a moment. By the time they were upright and oriented, it was over.

There, like a statue out of some twisted sculptor’s nightmare, knelt the grey, lifeless form of the demon, still clutching Brogan’s scorched helmet, his sword embedded in its skull. As they watched, the figure began to break and collapse in on itself. Soon it was nothing more than a pile of ashes.

Brogan retried his sword and helmet and made his way to a pile of rubble, setting himself down on one of the larger pieces.

“Blasted demons,” he spat. “Be sure and thank whoever it is gave that spell, ‘Ric”

Zauric surveyed the scene as one who had just woken up from a dream, his face scratched and bleeding in several places where fragments of the exploding crystal had struck him, “I’m not eager to see them again, or ever.”

Brogan, having taken a scrap of clothing from one of the cultists who had come between his party and the demon, began to clean his sword. “Why? Was it stolen?”

“Not stolen. The individual who provided the ritual was a former acquaintance of our vanquished foe.”

The warrior looked up, “You mean a cultist? Or . . . ?”

Zauric turned to his remaining companion. “It was a demon, Brogan. To kill a demon, I summoned a demon.”

“Oh ‘Ric, you can’t trust those things! It might have just as easily given you a spell to open up an infernal portal or some such!”

The wizard shook his head, “No, you see, Mnemysyx was banished here by his own kind. Once upon a time, he tried to conquer the infernal realms – nearly succeeded, too. The other demon lords banded together and overthrew him. No, he has few – if any – friends back home. Besides, from what I studied of the ritual, there were clearly binding elements to it. You don’t use those for portals. Shame about the crystal, though. I would have liked to keep it.”

Brogan shook the soot from his helmet and inspected it. He placed it on his head. It was still warm – which unnerved him a little, after nearly having his brain boiled inside it – but undamaged, aside from a few minor scorch marks. He exhaled. Having purchased his armor as a matching set after their last adventure, he was loathe to replace even a single part of it. As he looked around the room, he realized that he could see into even the deepest shadows – and there were many shadows in the foul temple – as if the sun was falling directly upon them.

“Hey Zauric, I think that spell enchanted my helmet! I can see in the shadows!”

“A fortuitous side-effect of the ritual. Some of the demon’s abilities may have been transferred into the items it was in contact with. Such effects often dissipate over time, however, so don’t get too attached.” Zauric walked over to the remains of their companions and sighed. “Tiff just needs a visit to the temple; Kent and Jaquio, on the other hand, will need some more work. Let’s load them up and get our reward.”

A sudden shove and a burning sensation began to spread through the wizard’s body. He looked down to see the tip of an enchanted sword sticking out of his chest.

“I think not,” the voice of his longtime friend, smooth as silk and sweet as honey, whispered in his ear, “you see, there was only one survivor of the epic battle with mighty Mnemesyx – and it isn’t you. Sadly, the rest of the party was beyond saving.”

Zauric managed to stagger around to face his betrayer. “H-how?”

The warrior sneered, “Ignorant wizard, those accursed weaklings went to such great effort to kick me out, what made you think they’d help send me back?”

Brogan withdrew the sword from the wizard and wiped it clean on his robes before turning to walk away. As he sank to the floor to join the bodies of his friends, the last thing Zauric heard was, “Never trust a demon.”

Portrait of a Villain: Mnemesyx, the Twice Fallen

Written by Paul King

Concept/Archetype: demon-possessed enchanted item
Keywords: demon, possessed, ritual, spirit-infused, item, enchanted
Race: demon
Profession: corrupting influence

“These abilities I bequeath unto you. Powers for the powerful. To possess them, all you have to do is let me in.”

Background

Mnemesyx was a demon who, in an age long past, rallied to forces of hell to him in an attempt to rule all of demonkind. The other demon lords, in a rare display of solidarity, put aside their differences and united to cast him into the mortal plane. Enraged but undaunted, Mnemesyx studied the world to which he was exiled and came to realize that great power lie within it. He determined that, should that power be gathered and guided correctly, one would not only be able to rule this world, but have the strength and reach to rule others – thus might he achieve his revenge on and dominion over the demons who cast him out.

He set about drawing the races of the world to him through subtle manipulation, having learned that growing in power too rapidly would only draw unwanted attention to him. Years passed and his influence spread, and as his influence grew, so, too did his power. It was not long, by the reckoning of demonkind, before Mnemesyx had the strength and influence to overthrow his first mortal kingdom, an act which the other rulers and kingdoms perceived as being a localized coup. From there, his seat of power was established and his influence began to creep across national boundaries.

One of the neighboring kingdoms was ruled by a wise king, one who was not blind to subtle invasion of his land. He sent agents of all types – wise men, magic users, and mighty warriors alike – to discover the source and nature of the invisible threat that stole across his land. Many were killed upon their discovery. Others fell under the demon’s spell and defected from their king and country to follow a new ruler. Afraid to risk any more of his nation’s brilliant minds and fighting men in the face of what would surely soon become a full-scale invasion, the king send word to lands yet outside the demon’s influence for mighty warriors and brave souls who might infiltrate the demon’s capital and slay him, ending the threat of war and worse beyond should his power continue to grow unopposed.

A party of heroes, career adventurers, heeded the call and set out on a mission to do nothing less than save the world. Successfully infiltrating the hostile nation under the guise of joining the demon’s forces, they tried to learn as much about their adversary as they could – eventually uncovering the demon’s true name and history. The party’s wizard, the human Zauric, contacted the infernal realm, hoping that they might be interested in once again helping to overthrow a hated foe. A demonic emissary presented the wizard with a ritual for binding Mnemesyx to his physical form, allowing him to be mortally wounded. What was not revealed was that, upon the destruction of the demon’s body, to keep Mnemesyx from manifesting back on the infernal plane, his essence would then be bound into an inanimate object.

As the ritual stripped the demon’s spirit from its mortal shell, it attempted to flow into the sword, but was repelled by the enchanted blade. The demon’s spirit then flowed into the next closest object – the warrior Brogan’s helmet still clutched tightly in its hands. When Brogan retrieved the helmet and placed it upon his head, he was assaulted by the demon’s spirit. Battered and beaten as he was by the harrowing battle he’d just finished, the warrior stood little chance of resisting the attack. The warrior was overtaken by Mnemesyx and slew his friend and the only other survivor of the battle. In the end, the warriors succeeded, but at great personal cost. Only one returned alive, and he a man forever changed.

The nation Mnemesyx built soon collapsed without the demon’s physical presence and his followers disappeared into hiding. Historical records to not record what happened to Brogan or where he went after that battle, and people were eager to forget the shadow of evil that lurked on their doorstep. But the demon still resides in the helmet, guiding its owner, drawing people to it, seeking and testing them not only as followers, but looking for an ever more powerful host with whom to conquer the mortal realm, longing for the day when he might march back into the infernal realms and have his revenge.

Motivations & Goals

Mnemesyx is driven by a singular desire to rule over everyone and everything. Regardless of the situation or setting he finds himself in, he is constantly looking to get into and maintain a position of power. Revenge would be a close second on the list of motivations for Mnemesyx. If he ever fails in his grabs for power, someone is to blame and he will go to any length – short of sacrificing the power he currently wields – for his retribution.

Adventure Hooks

  • The PC’s encounter a military recruiter in town. He is signing mercenaries up for the army. The king, guided by a mysterious presence, is amassing his forces and looking to overthrow a weak neighbor, bringing them under his rule.
  • A town’s mayor has passed an unpopular ordinance, resulting in higher taxes. Seizing upon their discontent, a mysterious warrior has appeared among the townsfolk, exhorting them to unite under his banner to overthrow the local government. The city has become divided at to which side to follow, tensions have escalated and the threat of violence has become very real. The PC’s, just passing through, are cornered and told to make their allegiance to one side or the other known.
  • The PC’s happen upon a lynching in a small village. The villagers are looking to kill a man who was once part of a group thugs and bullies who preyed upon the weak and venerated a mysterious warrior who was going about preaching ‘might makes right.’ Eventually, it was determined that he was not ‘worthy’ or strong enough to be a member and had to flee for his life. Unfortunately, his former victims have little sympathy for him and are more than happy to vent their anger and frustration on a former tormentor.

Combat Tactics

When he inhabited his own physical form, Mnemesyx was a powerful demon who did not shy away from a fight against any foe he deemed inferior. When faced with an opponent who could not be directly overpowered, he would wait to strike until his opponent was in a vulnerable position – however long that might take. This might involve allying himself with his foe or evoking a false sense of loyalty.

When someone Mnemesyx deems worthy puts on the helmet, he will immediately launch a strong mental attack, attempting to overwhelm and possess them. Should he fail, he will not launch such an attack again, but begin putting thoughts in the wearer’s head, granting special abilities with the promise of more power to come if they will agree to ‘work with him.’ The goal of this being to get the potential host to lower their mental defenses enough to launch another assault on their will. As a possessing spirit, will attempt to use the strengths of his host to their greatest effect. He will not think twice about sacrificing his host to achieve his goals.

Should the wearer be considered weak or ‘unworthy,’ the helmet will try to mislead the wearer into increasingly dangerous encounters with more powerful enemies who might decide to take the helmet for themselves.

If the helmet is destroyed, the spirit of Mnemesyx will immediately be transferred into another metal item in the vicinity – priority given to a weapon first, armor second, and jewelry last – unless bound into it’s container by a special ritual and then physically destroyed, at which point he will manifest back in the infernal realms, surrounded by a great many demons who will be very unhappy to see him. It should be noted that the powers Mnemesyx confers will relate to the object he is currently inhabiting.

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Mnemesyx, the Twice Fallen by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Hell Holds No Candle

False Hope’s finest creation was not one of flesh. Rather, this strange amalgam of torture, surgery, clockwork and blood magic is its laboratory of choice and it is perhaps the foulest place in all creation. Inside, the creature-machine that is False Hope goes about its horrid work and contemplates the state of the world its twisted mind envisions. All its collected knowledge and a good portion of its power lies in this place, but there is no one and nothing else that could ever hope to defile or distort the pocket dimension False Hope calls Future’s Form.

Background

False Hope’s first inklings of Futures Form came while he was still a mortal man, or as mortal one could call him shortly before his death. He initially thought of it as a place where he could reflect on the nature of the universe and the laws that guided it. He planned to fill it with his life’s work, but none of his great advances. Rather, he wanted it to be a monument to his minor accomplishments and the few family members he valued. Small clocks and gearwork statues would entertain the guests he invited to visit, and his colleagues, such as they were, could talk with him on the subjects that mutually interested them, perhaps leading to the deep, caring friendships Illam unconsciously sought but never managed to achieve.

In the final years of Illam’s life, he worked on and off on the basic construction of Future’s Form, then called Home of the Minute, putting it together in a small, secret room beneath his manor house. When he died, many of the clockworks were in place, the steam powered planar viewing pools all but complete, and the library stocked with the books of his profession, holding both his research and his personal diaries. Reborn as False Hope, the once-Illam returned to the Home and reforged the whole place to suit his new purpose. It traveled the dark corners of the world and beyond, venturing into unknowable realms and dealing with beings no mortal could to craft its eye’s twisted version of a perfect home.

To ensure Future’s Form stayed with him at all times as a last refuge in the unthinkable need for retreat, False Hope shunted its creation into his mechanical heart and then into those unthinkable places beyond the bounds of known reality. In order to enter Future’s Form, False Hope collapses in on itself with a mind-bending rip in the air. Not a trace of the machine man remains once the rip ends, leaving it to its hideous devices for as long as it wills.

Methods of Reformation

Below are three of the torture methods of Future’s Form, described as clearly as possible to show the full extent of the evil False Hope represents.

Lose Three Minds: Perhaps False Hope’s most esoteric piece of equipment, this mechanism doesn’t seem possible, but it exists just the same. When a victim is placed in the device, its head is separated from its body while remaining alive but without dulling the pain. Then, through a process not even False Hope fully understands every minute piece of the skull, brains, eyes and tongue is transformed from a state of matter to energy and funneled through an infinity of dimensions and then completely obliterated.

Because False Hope wants none of its victims to die, the process is immediately reversed, pulling the very idea of the victim’s head from beyond the bounds of space back to Future’s Form, where it is reassembled into a head and reattached. The process takes around ten minutes, and usually ends up driving its recipient insane three times over. Reversion to full sanity takes a little over a decade, time False Hope gladly takes.

Flesh from the Flesh: A solution of indescribable color delivered through a complex system of twenty needles, once administered, causes each of the body systems to separate into their component parts. Thus, the skin opens and falls away; the musculature of the victim detaches from the bones; the bones separate and fall to the floor; the vital organs leave their cavity and organize themselves in a circle. The brain remains in the skull, however, allowing full cognition of both the pain and the disturbing image of a body coming undone.

Eyes of the Devil: A method of torture False Hope finds particularly entertaining involves it getting its hand dirtier than usual. After inserting two claws into the eyes of the victim, one of the claws breaks through into the brain cavity and scratches the brain itself. False Hope studied various ways of mental stimulation and by pricking and prodding different places on the brain’s surface, it can make the victim feel almost anything. What they do feel is best left unsaid, but, like the Lose Three Minds device, insanity is all but certain.

False Hope’s Quarters

The machine man, between marks or while studying them, retreats to a small corner of Future’s Form where it keeps possibly the only “normal” collection of items in the entire chamber. A small fireplace for ambience, powered by gases extracted from past experiments. A collection of books on history, torture and magical theory and a simple but what many would call comfortable chair for reading. Hooks on the wall above the fireplace hold many of the robes False Hope wears during its sessions, many of them bloodstained or otherwise soiled with the work of reforging humanity.

When working on a subject, especially while returning one to sanity, False Hope uses this area as a relaxation area while the subject screams, sleeps or undergoes a drug treatment. The screaming helps False Hope concentrate, and sometimes it puts one its many devices on automatic for an hour or so it can peruse one of its favorite texts or simply make minor repairs to its form. This usually amounts to scraping blood from joints, oiling gears and winding springs, and always involves a thorough examination of the heart.

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Hell Holds No Candle by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Automated Antagonist Artifacts

Written by Paul King

Forgegrinder Omnibus

This heavy tome is bound in a sturdy – albeit dull – metal binding, the secrets within protected from prying eyes by solid metal clasps held closed with an intricate locking mechanism. The cover is adorned with a gear, on which is depicted a rune-inscribed anvil and hammer. A thin chain trails from the lower spine, ensuring that the book never more than a arm’s length away from its owner.

When King Raithan founded what would eventually become the Sons of the Forge, their first order of business was to collect and organize any and all plans, schematics and notes Rendersson Forgegrinder left behind. Despite missing crucial details and passages concerning the rune-driven sentinels he was working on when he disappeared, the Warsmith’s abandoned works still provided plenty of information regarding the construction of a potent arsenal as well as illustrating a number of inventive ways to overcoming a variety of obstacles.

Each member of the Sons of the Forge is given their own copy of this book upon obtaining the rank of either a master blacksmith or master arcanist, which they guard with their lives. The book is studied daily and the instructions and component lists memorized so that while out on a mission, the four-man teams (one master arcanist and one master blacksmith, each with an apprentice) will have the knowledge and means to construct any weapons or equipment needed to achieve their goals. Should any Son of the Forge be mortally wounded or faced with capture, they are instructed to destroy the book by fire or destroy the key, ensuring the tome stays locked away from the prying eyes of outsiders.

As an additional measure of security, the pages of the Omnibus were interwoven with a subtle magic that ensures that anything viewed or read in the book by outsiders is unable to form a lasting impression. Only the master craftsmen of the Sons of the Forge are allowed to view the original notes and commit them to memory.

Gameplay

Characters of average or higher intelligence who possess a Forgegrinder Omnibus and who spend an extended rest studying it will gain a bonus to all skills and abilities related to engineering, construction, metal fabrication, and alchemy. By following the instructions and notes in the Omnibus, characters gain the ability to operate, disable or repair any constructs comprised of stone, metal, and/or wood they encounter, though such knowledge will not prevent a construct from attacking them.

Should a character loose possession of an Omnibus, the knowledge learned will dissipate during the next extended rest taken by the character.

Raithan’s Diary

A small, well-worn leather journal bearing the royal seal of a deposed tyrant.

Raithan’s Diary is rumored to hold the last location of the search party he sent out to retrieve the deserter Rendersson Forgegrinder, as well as some missing pieces to the plans the Warsmith was working on concerning the unstoppable army Raithan had ordered his Warsmith to create. The king, paranoid and suspicious, often kept his subordinates in the dark as to what plans he had set in motion and was loathe to share his secrets.

After his death at the hands of an unknown assassin, the whereabouts of this particular diary were lost. Some, who know and whisper of such matters, speculate that the journal was secretly interred with the king’s body. Others believe that the Sons of the Forge may have obtained – or possibly even stolen – it, while others believe it was the journal that led to the king’s death in the first place, and that it was taken by the killer.

Runestone

A translucent polyhedron with an arcane symbol etched on one of its faces hangs suspended from a thin chain. Its wearer moves about the crime scene, glancing down at it from time to time. Suddenly, it begins to glow faintly. The investigator takes the stone from around his neck and holds it forth, watching it intently.

After continually coming up short in his dogged pursuit of the mysterious Curse Killer of the Pentopolis, the pragmatic Inspector Harridan decided to turn to alternative means of investigation and tracking. Working with some mystics in the area, he was eventually able to determine that some form of rune-based magic was being employed at each of the crime scenes. Using this information, Harridan located an authority on runes at one of the local universities and commissioned the him to devise a means of detecting and locating the source of rune-based magical activity. The runestones are the result of the old wizard’s efforts.

A runestone begins to glow when rune-based magic is detected in an area. The stone also bears a rune of finding on one of its faces. When the stone begins to glow, the wearer holds the stone out and watches as the rune turns towards the strongest concentration of residue in the immediate vicinity.

Unfortunately, the first generation of runestones Harridan had produced for his Irregulars could not discriminate between different types of rune-based magic, which often led to confusion when they were first distributed. Undaunted, the Inspector is currently searching for a way to create runestones that can be attuned to a certain magical wavelength based after an initial exposure to it.

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Automated Antagonist Artifacts by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

Automated Antagonist Organizations

Written by Paul King

The Pentapolis is a group of five large cities that, while not an official league or political unit, are usually considered as a group because of their shared language, culture, location, and political status. It was to one of these cities that a certain bard came. Haggard, road weary and with a haunted gleam in his eye, the bard offered to entertain the patrons at one of the tavern-inns for an evening in return for supper and a soft bed.

As it happened, the bard found himself before a packed house that evening when he decided to tell them the story of a quiet, forgotten place full of amazing contraptions, lost to history – a place called Hidden Vale. The bard was found the next morning, murdered in his sleep. Over the next few days, as people discussed who would do such a thing, and why, another body was discovered. A week later, two more. Eventually, a connection was made: all of the victims were at the tavern when the bard told his story. It was then that The Curse was born – a story which, once heard, meant certain death.

I. Harridan’s Irregulars

“This ‘Curse Killer’ has terrified and victimized the good people of the Pentapolis. We, in turn, shall become the killer’s curse!”

Background

Josef Harridan was a distinguished officer of the peace, born and raised among the Pentapolis. He served with diligence and determination in the defense of the Pentapolis during the attempted invasion by King Raithan of the northern kingdom nearly a decade earlier. As the body count began to grow and terror gripped the Pentapolis in the wake of the Curse, it was he the leaders of the cities turned to – empowering him to form a task force to put a stop to the deaths. He gathered the best watchmen from each of the cities in the Pentapolis and set about uncovering the motives and tracking down the group or individual responsible for the killings.

Mission

Harridan’s Irregulars exist for a single purpose – protecting the public and putting an end to the ‘Curse killings’ by apprehending and bringing to justice the ‘Curse Killer’ (who is, in fact, Sentinel 5) by any means necessary.

Structure

The Irregulars have been granted a significant amount of autonomy within the Pentapolis. They retain an officer-structure similar to that of the city watches from which they were drawn and with which the still collaborate at times, but they report to the Irregular lieutenants who, in turn, report directly to Harridan himself. Harridan, in turn, reports to the Inter-city council of the Pentapolis which sanctioned the creation of the Irregulars in the first place. In Harridan’s mind, however, his ultimate duty is to the innocent, law-abiding citizens of the Pentapolis, whatever the cost.

Benefits/Drawbacks

The Irregulars are free to apprehend and detain any suspicious groups or individuals within the jurisdiction of the Pentapolis. They are also empowered to conduct searches and seizures, provided it can be shown to be related to the Curse killings – otherwise, all individuals and evidence are turned over to the local authorities.

Adventure Hooks

  • The PC’s have just discovered a body when the Irregulars find them. Being outsiders, they immediately come under suspicion of murder related to the Curse killings.
  • The Irregulars have been playing cat-and-mouse with the Curse Killer (Sentinel 5) for a while now. Perhaps the PC’s – outsiders not recognized as being allied with the Irregulars – might be used as bait to draw the killer out.
  • Harridan has approached the PC’s and asked if they might infiltrate the Cursed to see if they have any information or leads on the Killer’s identity that the Irregulars do not.

II. The Cursed

“He has shown us that anything is possible! There is no barrier that cannot be passed, no trap that cannot be escaped . . . no life that cannot be taken!”

Background

The Curse Killer has captured the imaginations of those who interests run not to the good of any individual or community, but to their own purses. A loose confederation of thieves and assassins who operate in and around the Pentapolis look up to the Curse Killer as an icon or a hero of sorts – this individual consistently manages to avoid capture and always (as far as they know) succeeds in getting his target. They gather in secret and discuss the identity of the killer and his motives, analyzing and deconstructing the kills and means getting to what often appear to be impossible targets, much as the Irregulars might. The Cursed, however, look to emulate their hero’s ability to perform and get away with seemingly impossible crimes.

Mission

The Cursed are essentially a fan club, albeit a potentially lethal one, for the Curse Killer. They go about their own machinations, but should they ever be in a position to assist the Curse Killer in escaping capture, they stand ready – longing for a chance to meet, and perhaps even work alongside, their hero.

Structure

The Cursed are not organized, nor do they have an established structure beyond a healthy respect for any individual with greater skills or propensity for violence than another. The group is more social in nature than anything else.

Benefits/Drawbacks

The ability to network and find lucrative opportunities and paying jobs has proven valuable to more than a few participants.

Adventure Hooks

  • Members of the Cursed have discovered that the PC’s are aiding the Irregulars in trying to capture the Curse Killer and intend to interfere.
  • The PC’s have corned the Curse Killer (Sentinel 5) when a group of the Cursed suddenly intervene, intending to help the killer escape.
  • The Cursed, looking to wipe out the Irregulars, attempt to recruit the PC’s to their cause – casting the Irregulars as an overpowered, corrupt, militant force and themselves as downtrodden freedom fighters.

III. Sons of the Forge

“You may purchase the result of this miraculous creation – for a price, but the secret of its construction remains with us.”

Background

When Rendersson Forgegrinder fled to Hidden Vale, the Warsmith deprived King Raithan his formidable ability to create arcanely-driven weapons of destruction. Furious, the King ordered Forgegrinder’s apprentices and blacksmiths to continue his work – reverse engineering everything Forgegrinder had ever created and building upon it further. His greatest creation, the Sentinels, remained beyond their ability to emulate. When the king was assassinated by Sentinel 5 and his imperial aspirations extinguished, the group of metalworkers and arcanists were disbanded by Raithan’s successor. Rather than giving up, however, the group went into hiding and continued to study and develop weapons based on Forgegrinder’s work. If Raithan’s successor would not fund their research, plenty of other aspiring powers would be happy to pay for their creations.

The one thing that continued to elude them, however, was a working prototype of the nigh-indestructible warrior Forgegrinder was working on when he left. The incomplete scraps and journal entries gave them an idea of how they worked, but left out several crucial details. Then rumors came from the Pentapolis and the group knew at once that the key to unlocking Forgegrinder’s legacy was in the form of a metal man who stalked the night.

Mission

The Sons of the Forge seek to capture and reverse engineer Sentinel 5.

Structure

The Sons usually operate in teams of four: A master arcanist and a master blacksmith with one apprentice each. These teams are often armed or accompanied by arcane and/or clockwork contraptions that aid them in searching for and capturing Sentinel 5 – or preventing others from doing the same. None of the tools they use approach the autonomy or sophistication of the Sentinels, however.

Benefits/Drawbacks

The Sons of the Forge have developed and retain access to an armory that is unique to the surrounding kingdoms. All their technology is available – for a price, but rarely seen outside all but the largest of conglomerates for harvesting raw materials or full-scale invasion forces.

Adventure Hooks

  • The Sons hire the PC’s to disrupt the Irregular’s attempts to capture the sentinel and/or prevent the Cursed from doing the same to them.
  • The Sons of the Forge have successfully captured the sentinel, now it is up to the PC’s to stop them from unlocking its secrets and selling an unstoppable army to the highest bidder.
  • The PC’s ascertain that the Sons of the Forge may have the means to destroy the sentinels; The Sons, however, refuse to sell it, not wanting Forgegrinder’s technology to be lost to them.

Encounter: Rooftop Rumble

Written by Paul King

Difficulty: medium-hard
Magic: none
Keywords: construct, rooftop
Terrain: urban
Treasure: none, minor

The party finds itself in a twisted maze of narrow alleys strewn with refuse and broken dreams, caverns of stone and mortar between the cramped tenements that fill this impoverished section of the city. Washing lines, laden with drying garments, crisscross between the buildings, obscuring the darkening sky and making the alleys, already gloomy by the light of day, even darker. The buildings, put up quickly and cheaply by the city government in an attempt to house the growing number of homeless and destitute crowding their streets, are roughly the same height and layout – built around a central stairwell that services each of the four stories and leads to the flat-topped roof. It is from the roof of one of these buildings that a cry for help suddenly pierces the deepening shadows.

Background

While adventuring in or around a large urban setting, the PC’s a drawn – by tavern whisperings, rumor, petty thievery, or supernatural means – to this depressed area of the city. Being outsiders, they are greeted with suspicion and fear by the disenfranchised and neglected members of this society. Up till now, the City Watch had all but given up on trying to maintain peace and order in this neighborhood, with beatings and muggings an all-too-common occurrence. A recent rash of mysterious and unsolved murders has the locals living in fear and doing their best to ensure that they see and hear nothing that might draw the attention of the mysterious killer or the authorities determined to get their city back under control.

Wandering the streets, the party hears a scream and a crash emanate from one of the alleys. Upon investigating, they discover the body of a young man who appears to have fallen from one of the buildings into a convergence of the alleys between four buildings. They barely have time to perceive that the worst of the wounds on the body were not caused by the fall when a sharp crack – the splintering of wood – and a cry for help is heard. It would seem that whatever caused this death is preparing to claim another victim.

Should they decide to help, the PC’s much choose – as either individuals or as a party, which building to ascend. The first PC to the top will see the NPC, a young female (race is not important) cowering in fear as a mysterious humanoid advances upon her, the wooden crate behind which she had been hiding shattered to pieces around her. The figure is hard to make out in the darkness, but the blade which seems to extend from its arm clearly reflects what light is available. The sudden appearance of each new interloper seems to disorient the figure for a round before it decides to continue with its mission.

“The curse is real! It’s come to kill us!” The girl, cowering against the low wall the surrounds the rooftop wails and attempts to half run, half crawl (at half speed) her way to the nearest rooftop shed and lock herself inside. It becomes clear to the PC’s that the flimsy wooden structure will provide little more protection from the mysterious figure than did the ruined crate (one round to breach it from any direction).

Objective

Save the NPC from being killed by Sentinel 5.

Tactics

Sentinel 5 is only interested in silencing the NPC. It will ignore the PC’s unless they attempt to attack or physically impede the construct from reaching its intended target. When a PC performs an act of aggression against the Sentinel, it will retaliate with an attack or a push – should they be close to the edge of a roof – and attempt to shift out reach of any PC’s before continuing to move towards the target.

Should the PC’s act in a single formation to block or attack the Sentinel, it will retreat and attempt to flank the party, using terrain for cover and concealment, in an attempt to reach the target.

When a PC attempts to jump to or move across a sloped tile roof, the Sentinel will become aware of the effect such terrain has on the PC’s and attempt to use that to its advantage.

Once the Sentinel has lost 75% of its HP (rounding down), it will disengage and retreat across a series of sloped rooftops, ending the encounter.

Notes

The PC’s start out arranged around the body (B) in the alley. They have no idea of the building from which it fell or where the scream originated.

The Sentinel and the NPC do not move until the first PC gets to the top of any of the buildings.

All the interior doors to the buildings are locked, the front doors and stairwells are not locked. Rooftop sheds are not locked.

Environmental Effects

The encounter takes place in the late evening (low light), as Sentinel 5 prefers to strike under cover of darkness, minimizing the chance of being witnessed.

The flat-topped buildings and alleyway are considered normal terrain, while the sloped, tile rooftops are difficult terrain. PC’s can attempt to make running jumps between the buildings. If a character jumps onto a sloped tile rooftop, an Acrobatics check is made to see if they slide down the loose tiles – possibly leading to a dangerous plummet to the alley forty feet below.

Chimneys and assorted rooftop constructs (coops, sheds, etc.) provide cover while smoke from chimneys may provide concealment.

The Sentinel’s movement and vision are not affected by the environment. Additionally, it is resistant (but not immune) to damage taken from magical attacks.

Awards, Findings, & Treasure

If the PC’s succeed in driving off Sentinel 5 and keeping the NPC safe, they will be told the urban legend of ‘The Curse’ – a story about a place called Hidden Vale, forgotten by the outside world that is so secret, once you hear it’s name, you will be killed (This of course marks the PC’s as targets of Sentinel 5 as well). Additionally, if the NPC is separated from the PC’s for the duration of an extended rest, Sentinel 5 will return and finish the job.

Should the PC’s fail to save the NPC, they will come under scrutiny of the local authorities as the cause behind the mysterious deaths related to The Curse.

Click on the image below to download the map for this encounter.

Rooftop Rumble Map

Rooftop Rumble Map

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Rooftop Rumble by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.

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