Professor Arcanus' Authentic Esoteric and Occult Relics

Professor Arcanus' Authentic Esoteric and Occult Relics

So, I'm currently running my group through the House of Lament and am planning the next steps of the campaign.

Once they are out and have had some time to decompress, they will be contacted by Ivana Boritsi. She wants to grow a Gulthias Tree for her garden (and the various reagents she can harvest from it), and had made arrangements to get her hands on a true vampire's skeleton complete with stake through the heart. Unfortunately, Ivan's petulant nature got in the way and he arranged for the shipment to be waylaid and the skeleton sold off. So now Ivana wants to hire the players to get the skeleton back for her.

What she doesn't tell the players is that the skeleton is that of the former Darklord, Duke Gundar.

Once on the trail, the players will be run through an updated version of the Missing Bones adventure from 2e's Children of the Night: Werebeasts. A main part of this adventure, is meeting a flim-flam man calling himself Professor Arcanus. The exhibits from the book include:

- The Skeleton of Duke Gundar (which he doesn't realize is real, and leads to trouble in the adventure)
- The Phylactery of Lord Azalin (not real but bought off a darkling recently)
- The Spellbook of Ar-Shickanus (just a bunch of notes about spellcasting, but looks impressive)
- The Brain of Rudolph Van Richten (used to be The Murderer's Brain, but the title change works better)
- The Hand of Vecna (a crawling claw in a glass case)
- The Book of the Dead (forgery of a Har'Akir/Sebuan book, but he doesn't really know or care if it is real)
- A collection of Lycanthrope Blood in vials (listing the name and crimes of who it came from, all of which with dubious provenence)
- The Soul Blade (a soul trapping dagger which is actually the domain of Aggarath - He has no clue it's real.)

I'm looking to expand the exhibits a bit and figured it would be fun to open it up to community to see if anyone had suggestions for weird exhibits that could be in Professor Arcanus' tent.

u/Carnagan — 5 days ago
▲ 6 r/Roll20

2024 DnD Character Sheet and Automatic Ammo tracking

One feature my group and I used with the previous 5e sheet was the Ammo tracking option. It just made it easier, even with it breaking and needing the sandbox to be reset every once in a while.

I haven't seen a way to get that working on the current 2024 character sheet. Am I missing something, or is that no longer an option?

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u/Carnagan — 21 days ago

Ravenloft NPCs - Toben the Many

So everyone love the horrifying monstrosity that is Toben the Many, right?

For those not in the know, Toben is a NPC/monster from 3e's Van Richten's Guide to the Walking Dead. His past is not fully defined, and we don't know quite what he is, but when he appears he does so as a hive mind for a large group of zombies, each with madly grinning, wild eyed faces, all of which is simply a part of his hive mind.

Worse, if you spend too much time around his zombies then you may catch the Grinning Sickness, and it becomes only a matter of time before you are subsumed by Toben and join his horde. So even if you destroy the horde attacking you, if there is just a single zombie he kept tucked away you're sure to see him again.

Toben is one of those enemies you can use as a reoccurring villain with players encountering him at low levels (in groups of one or two scouts) up to an epic final battle against his horde. Or even as a one off monster of the week.

For 5e, you can break him up into various levels of zombies. Most of them would be plague zombies, but after thinking about a zombie clot that is able to approach a battle intelligently, all while talking to the players out of the mouths of EVERY zombie making up the clot.

For anyone curious, his mental stats in 3e were 16 Int, 12 Wis, and 14 Cha.

u/Carnagan — 1 month ago

The Circle and the Knights of the Shadow

The 2e Champions of the Mists supplement had a kit player's could take call the Knight of the Shadow. It was limited to Avengers (melee focused class based on getting vengeance against a foe and their minions - Think Inigo Montoya), had to be chaotic good, and gave them limited paladin spellcasting.

Elena Faith-hold is no longer a Darklord in the new version of the Shadowlands, but she is the political ruler of Nidala and also the head of the Circle. I think this puts things in an interesting light, considering the almost "cursed to fail" nature of the Circle, as they are blind to the rot from within.

And that's where I'm thinking the Knights of the Shadow could come in, as a secret society among the Circle who recognizes the darker nature of the realms. Rather than prioritizing knightly quests to slay great evil, they focus themselves on protecting the innocent above personal glory or honour. This puts them in opposition to Darklords and their minions, of course, and they will hunt down anything that threatens the people they are sworn to protect, but they are less likely to throw their lives away on threats they are not prepared for.

One extra thing would be that the Knights of the Shadow realize that Elena has strayed from the Circle's mission and has become as much a threat to the people of Nidala as the things that lurk in the Phantasmal Forest. However, they need clear evidence of her actions before they can move against her, which she is good at hiding.

Anyway, I see it as a useful way to put a bit more intrigue into the Circle and add in Protector knights to go with the Questing knights that they seem to default too.

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u/Carnagan — 1 month ago

The Shadowlands - The Four Keys

I'm working on a campaign in the Shadowlands, focusing on the Circle, the search for the Four Keys, and an eventual fight against Ebonbane.

My current plans is that the Four Keys have been reworked into a sword, a shield, an amulet, and a lantern. The players will need to go to several domains to hunt for them, and bring them back to be

As a side note, they'll have a section where they are going to Falkovnia to collect a Key held by Gondegal. During that time, they'll come across a crusade that Elena has taken to the domain, only to watch it fail as she forces her army and Gondegal's band to siege the walls of Lekar with the expectation that they would take the walls before the zombies reached them.

Anyway, the new book deviates from the previous version of the Four Keys. They originally tied to the four elements, but are now tied to both the elements AND aspects of Kateri Shadowborn's valour and faith.

So, I'm working on what 4 virtues and elements would work best. Here's what I have but I'd appreciate thoughts on them.

Justice - Tied to a sword and the element of wind, to bring swift justice to the wicked.
Perseverance - Tied to a shield and the element of earth, to help the wielder endure against those who stand against them and their charge.
Compassion - An amulet/holy symbol filled with the blood of a saint and tied to the element of water, to sooth those in need.
Hope - A lantern tied to the element of fire, to always burn as a light in the darkness, giving hope to the downtrodden and a warning to the oppressor.

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u/Carnagan — 1 month ago

New Domain: Blacklore Valley

So, in addition to revisiting Verbrek and Farelle, I decided I wanted to play around with some VERY OLD DnD lore.

Waaaaay back in the halcyon days of 1990, the Mystara's Hollow World subsetting introduced a group known as the Blacklore Elves. Without going into several rabbit holes, they were the descendants of survivors of a high tech civilization that had been nuked to oblivion on the planets surface about 3,400 years ago. An immortal dinosaur named Ka the Preserver (again, not going down the rabbit hole here) transported the survivors to a valley inside the planet, where they were culturally frozen at the time they would have been destroyed.

Their valley was far away from anyone else, keeping them, and their high technology level, very very isolated. Ka and the other immortals that watched over the Hollow World also altered their technology so that it would only work within the valley, and over time the elves forgot how their tech worked, only that it did.

The elves live in a perfectly maintained world. Automatons take care of everything for them. They have all the food they want, whatever clothes they want in whatever style ("currently in a VERY 80's style), whatever entertainment they want on demand, answer their every question. They have perfectly maintained buildings and lawns, and cybernetic parts should they need or want them. They basically only need to find ways of spending their time in frivolity.

So basically Logan's Run meets the Eloi (sans Morlocks) from The Time Machine. And since the Meredoth (darklord of the Noctural Sea) is from Mystara, the Blacklore elves are in the same multiverse.

I think this could make for an interesting domain. For the Darklord, I'll borrow the one Blacklore elf NPC in the book.

As described, Deithryl Steelheart's history focuses on her mother, Meidrys. Meidrys had an artificial heart because her original one had been faulty. When Deithryl was an adult, her mother went mad with boredom and desperation. Even though she knew her heart would not operate outside of the valley, she climbed out into the snowfield and passed away trying to leave everything behind.

In the book, Deithryl realizes how her people no longer have any knowledge of their science, and is bored. She's scared of leaving the machines that care for her but is driven to escape the eternal boredom of existence in the valley. She becomes the closest thing her people have to a scholar, and is also an accomplished face-painter and tattoo artist.

For the darklord version of her, we pick up a few years later. Tired of the the pointlessness of existence in the valley, she comes up with a plan to force her people to leave. Even though she knows that shutting down the mainframe will cause cybernetics within the valley to cease working, she was willing to make those sacrifices if it meant the survivors would move on and stop relying on the gilded cage they were trapped in.

What she didn't realize was that, while she was locked away planning, getting cybernetic organs had become a fad to make sports competitions more interesting. So when she shut down the mainframe, she was horrified by the mass deaths that followed.

Domain: Blacklore Valley
Horror Type: Psychological Horror, Body Horror
Inspirations: Logan's Run, The Time Machine, Dark City

Blacklore Valley is a temperate valley that remains locked in an eternal twilight, as if the sun refuses to finish rising or setting. Smooth, metallic buildings, covered with bright, many coloured lights and images rise above beautiful green spaces. Closer up, it is possible to see the signs of rust and neglect on the structures, lights and signs that have been permanently damaged, and how the gardens are becoming wild and uncontrolled.

The people of the valley are seemingly unaware of the decay creeping in around them, instead spending their days on parties, childish pranks, and other leisure activities to fill their time. Meeting outsiders are a big deal, as the newcomers become instant celebrities who find their personal styles and mannerisms quickly becoming fads. Some of the populace can become unhinged about this, and react violently.

However, spending any time with the people of the valley makes it clear that something is wrong. They seem oblivious to issues that crop up, and never actually eat or drink anything. That is because the entire population, save one, is a solid illusion (hardlight construct). The mainframe that creates them is barely working though, and sometimes individuals change personalities and memories abruptly or even disappear completely. Worse, the automatons that serve these constructs are unstable and sometimes attack outsiders on sight - which the elves never notice.

The sole exception is Deithryl Steelheart. Unwashed and half mad, she scours the buildings over and over, looking for material and equipment to try and repair the city's mainframe. She knows the world it has created is not real so she doesn't interact with the people, but she cannot bear to face the deaths she caused and be trapped alone forever in a rotting silent city so she works to keep the simulation running. The best she can do is forestall the central core's final collapse, even as she watches the images of the people she used to know warp and disappear forever.

Since arriving in Ravenloft, she has used the automatons to receive artificial parts, including ones that let her control them from a distance. She often watches newcomers from a distance, looking for any inkling of scientific understanding, or materials she could use, often sending automatons to act on her behalf.

Should the Central Core be shut down, Deithryl becomes extremely violent, sending out her automatons to bring any intruders to her to force them to help her get it started again. On the other hand, if they help her in her futile quest, she is willing to help them use some of the technological miracles that can be found around the city.

When she closes the domain, the Mists around the valley become filled with radiant lights, which cause radiant damage to anyone that enters them. This damage ignore resistances and immunities.

Edit: After getting a great suggestion from Either-Skirt6031, I would also say there are descendants of a few survivors of the Shut Down who lurk outside the city in the valley. They creep in to steal parts for cybernetics, food, and other supplies, making them a threat to any urban exploration the party or the darklord may do. They see Deithryl as the Great Betrayer, and want to get rid of her. However, she has become aware that she comes back from the dead and knows that the city will fail if these survivors take over. She also sees them as ingrates and wants to drive them from the valley to make lives for themselves elsewhere as they and their ancestors were supposed to. If they stay, it means that everything she did was for nothing.

---
Thoughts? Opinions? It would basically be bringing an Expedition to the Barrier Peaks sort of setting to Ravenloft.

u/Carnagan — 2 months ago

Revisiting Farelle

I've been going back to look over older domains, and one that caught my interest recently is Farelle.

As far as I can tell, it only showed up in original sources once, back in the original box set in 1990. It was then dumped unceremoniously when they starting putting out the post Grand Conjunction box set in 94, and the Domains of Dread hardcover book.

The information is very basic, as was typical of the early domains, and we don't get any real usable information for what to expect.

We know that the darklord, Jack Karn, is a jackalwere who is a wandering tinker, and that the populace is blind to his bestial nature. The populace is primarily farmers, and are very populous, with women typically having at least 13 kids in their lifetime. Also, the wooded domain, which has only two towns, is full of packs of wild dogs and jackals that are a primary threat.

So, with very little to go on, I was thinking of how to spruce it up. Still VERY bare bones, but I think more useful.

The land itself is marked by divisions - allowing for a combination of folk horror, psychological horror, and backwoods slasher horror. The two towns dislike one another, each town and the local farming families resent one another, and the large farming families range between constant gossip about their evershifting alliances to violent feuds. Some groups become so isolated and insular that they cut themselves off from everyone else and fall into hideous ritual practices and violently kill anyone that intrudes on their territory. Players find that if they help one family then terrible gossip about them begins to be spread by the family's rivals, requiring them to navigate complex and insane social webs as they are viewed as taking sides.

Jack Karn
Darklord of Vile Insinuation

Jack used to be a normal human, wandering between farms and villages, practicing his craft. As he traveled the roads, his only companions would be various stray dogs that he would share his meager food with. Overtime, he grew spiteful toward others, believing they did not appreciate the quality of his work and saw him as little more than a beggar.

As he would work, Jack would often chat with people, discussing the news from distant towns and settlements, along with the gossip about neighbours. Over time, he began to slip in various lies to encourage rivalries and fan discord among the population. Seeing an opportunity to destroy a family that he was particularly hateful toward, he fomented a hatred among the populace that lead to increasingly violent feuds. When a group of innocents tried to step in and stop the fighting, Jack manipulated the situation to see them massacred. As the violence reached a crescendo, the mists rose and claimed Jack.

Despite being the darklord, Jack's situation has not improved. He is still an impoverished tinker seen as harmless by the populace, and only invited in when they have use for him. Worse, he is no longer human, having been turned into a jackalwere and trapped in hybrid form. The populace does not seem to notice when he initially comes to town, but the longer he lingers the more suspicious and aware of his differences they become. This forces him to keep moving, traveling constantly between the two main towns and their outlying farms, never staying in one place for more than a day or two.

In his bitter loneliness, Jack's only joy is seeing people who look down on him brought low. He is a coward, so he uses his reputation for harmlessness to spread poisonous lies and gossip, turning communities and families against the targets of his hate. When threatened, he will use his jackalwere sleep gaze to knock out his foes before fleeing and leaving them to be savaged by his dogs.

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u/Carnagan — 2 months ago

Revisiting Verbrek

I was a big fan of werewolves as a kid, and was always disappointed that Verbrek got the short end of the stick in terms of actual detail in 2e. Then we finally got a good version in 3e.

I get why they let it fall by the wayside in 5e though, splitting the hunt to Valachan and werewolves to Kartakass. But I've been going through things and, after seeing the Lupin, thought of something that could work to make it unique.

For Alfred Timothy, he's no longer a natural born werewolf. Born the runt, he suffered even more bullying from his brothers and sisters when his father's lycanthropy didn't pass on to him. Worse, he seemed to be immune to the dread disease.

Always trying to prove himself, Alfred became crafty to find ways to make himself useful. He would help his family in hunting by acting as bait, or helping them find better ways of catching people off guard. But this intelligence never garnered him any praise, just more derision for his weaknesses. All he wanted to do was give into his anger and be able to tear his prey to shreds, but he was constantly reminded that he was no better than the other humanoids his family slaughtered.

Alfred began to pray to the moon, thinking it a representation of some divine spirit that guided werewolves. This obsession finally became all consuming and he came up with a new plan. On the night of a full moon, he arranged a game in which his family would chase a humanoid he had captured to the border of the forest. However, he had arranged traps and ambushes so that he could separate and murder his family members one by one.

By the time the game reached it's climax, the only ones left were Alfred, his father, and the human prey. Allowing the other two to severely injure one another, Alfred then stepped in and killed the human before challenging his badly wounded father for dominance, even though there was no pack left to rule.

Under the light of the full moon, Alfred finished off his father with a silver blade, letting the blood drip on him while begging for the strength he craved. It was at this point when the mists arose.

Alfred Timothy is now the darklord of Verbrek, but rather than be a true werewolf he has found he is just a Lupin. While the Wolf God provides him with magic, he lacks the strength necessary to rule a pack, and finds himself trapped in an advisory role to whichever alpha is in charge.

The woods of Verbrek are dotted with settler encampments, where they stay behind the high palisade walls unless going out to hunt or collect food or the various rare, almost magical, herbs that grow in the forest.

On the night of the full moon, the werewolf pack will play the Game again, chasing down a captive and tearing them to pieces. Alfred uses these times to arrange accidents to befall any pack members he wants removed.

But on the nights of the New Moon, during what he has come to call his Test, Alfred involuntarily transforms back into his weak, human form, and loses the magic of the Wolf God.

During this time, his scent changes as well and all of the werewolves in the domain are driven into a frenzy with the desire for his blood. Alfred usually makes his way into a settlement during these periods to use the inhabitants as shields when the savage attacks inevitably come.

Even as he needs the settlers, he despises them, as even when he is a stranger among them they see him as too weak and frail to be involved with the werewolves, and instead will often turn on each other.

If he had his way he would give into the primal fury he believes to be his birthright and wipe them from the domain. However, he knows that doing so would leave him alone and at the mercy of the wilds, forcing him into a careful balance of providing prey to his pack while ensuring the settlements are strong enough to survive.

Edit: just fixing a typo.

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u/Carnagan — 2 months ago

Drip Check

Working through NG+, and adding some sword skills to my sorceress.

u/Carnagan — 3 months ago

I'm currently working on a Moirax to work as an allied unit for my Sisters army. As part of it, rather than use the normal heads in the kit, I'm planning on using a "pilot" from one of the Sister's mortifiers/penitent engines.

I've done a dry fit by hand, and it looks pretty good without actually touching the tabbard on the legs. The images above are with blue tack so I could get a wider view.

One thing I'm considering it taking the post from the armiger head that was included in the kit and try to glue it to the Mortifier pilot so they can be removed and replaced with a normal knight head if desired. I'm just not sure if that would work or how to go about making sure it is strong enough. Any suggestions would be appreciated.

u/Carnagan — 4 months ago

I'm working on making a knight for my Sister's army, and I'm considering a special "head" for it. The idea is that it was a Knight Moirax that has been converted into a specialized penitent engine by my custom sisterhood.

I was initially planning on just giving it a normal knight head, with maaaaybe chaining an anchorite coffin to the back like some kind of luggage. But I realized that, with the risers that come with the Penitent Engine/Mortifier kits, the smaller penitent model and the anchorite coffin can easily be posed as a good angel that makes them visible, but not hanging straight down .

I've got anafantasia, which makes picturing how it could look finished very difficult. I've attached some very rough images of how it looks. Any thoughts or comments on if it may be worth exploring further?

u/Carnagan — 4 months ago