Villain: Sigix The Dread Warden, Turnkey Of The Crawling King

Villain: Sigix The Dread Warden, Turnkey Of The Crawling King

Villain: Sigix the Dread Warden, Turnkey of the Crawling King

“ There is nothing of yours he cannot take…. days, joys, secrets. Forget hope, and let the darkness unmake you…. the shadows may be hungry, but they are kinder than Sigix” 

-Stained note found in disused cell of the howling basilica

Setup: Heavy iron boots resound through seemingly endless hallways, a nightmare landscape of mist and claustrophobia. Emaciated figures huddle in cells among the bones of the dead, and the walls and ceilings seem to always, always, be closing in, ready to swallow an intruder.  This is the domain of the Dread Warden Sigix, a recursive prison located on the plane of shadow, and dedicated as a temple to the worm god Torog, who made Sigix a saint among torturers and set him to guard these nameless halls forever. 

No crime is necessary to be imprisoned within this umbral labyrinth, as its purpose is the slow torment of the imprisoned, rather than the enforcement of any mortal or divine law. Creatures from all over the multiverse end up in there, slowly wasting away to the shadowfell’s influence between long and seemingly pointless “interrogation” sessions in Sigix’s personal chambers. 

Adventure Hooks: 

An old, crumbling door appears in  random places through the material plane, a shadowy “prisoner” begging passersby for aid to lure in the unsuspecting. 

Secret acolytes of the Crawling King know an invocation to open a gateway to Sigix’s realm, and often work covertly as gaolers or slavers, feeding their patron an occasional “snack” as tribute.  Should the party fall into the clutches of a particularly well connected and evil authority figure, they may employ one of these acolytes to give the party into Sigix’s care, confident that they’ll be unable to escape from his prison-palace. Once imprisoned, the Dread warden will never let the players go, sending dark beasts and Torag cultists after them, before pursuing them himself. 

Haunted and brokenhorned, a paranoid teifling approaches the party and pleads with them for help. She claims to have escaped from an impossible prison, and is being hunted by…. well she doesn’t know what.. but she’s sure a terrible fate awaits her. In their care she recovers slightly, but is given to terrible nightmares and paranoia. IN fact, this waif was indeed one of Sigix’s prisoners, released only as part of a devil’s bargain with her sister in the balance.  Her sister will only walk free if she finds new people to take her and her sibling’s place in the jail. Won over by the party’s generosity though, she’s suddenly VERY conflicted about sacrificing the party, and it will only take a little coaxing to reveal the truth of her situation. 

Keep reading

More Posts from Post-maester and Others

3 years ago

Archfey

The Feywild landscape creates a fantastical mirror image of the material plane, echoing its features and magnifying its wonders. The archfey who keep their kingdoms in the Plane of Faerie are likewise echoes of inhabitants of the material plane: jealous rulers, vicious peasants, greedy merchants. They are archetypes made manifest, sometimes even verging on parodies of the folk they represent. These archfey delight in mischief and revelry, but their sense of what is humorous and what is clever does not correspond to that of a mortal. The archfey described below take their entertainment from stealing children, controlling their subjects, and trapping hapless mortals in labyrinths as much as they enjoy riddles, mimicry, and flattery.

The Fallow-Fallen

The Fallow-Fallen embodies the anger of a downtrodden serf. The Fallow-Fallen seeks to feel powerful, so they exert their will over whatever unfortunate beings pass through their demesne. The Fallow-Fallen loves violence and gore more than most of their kin among the archfey, with a special taste for those who look down on others. They command a pack of faerie hounds to chase down trespassers, but a respectful guest may be rewarded with a harvest bounty or a fey steed faster than any mortal horse.

The Thistlewise

The Thistlewise echoes the territorial nature of a solitary druid. The Thistlewise wants nothing more than to be left alone, but they have great knowledge and gifts beyond the ken of most mortals, making them a desirable endpoint of a Feywild pilgrimage. The Thistlewise tangles the mind, misleading and misdirecting creatures who dare disturb them. Their realm is overrun with tangling vines and thorny brambles that form a twisting labyrinth with neither entrance nor exit; escape is virtually impossible without a magical aid. The Thistlewise sees mortals like insects, but from time to time, a rare species might catch their eye and their aid.

The Marioneer

The Marioneer mirrors a grasping chancellor, constantly scheming for control and approval while in service to the whims of a good-natured satyr king. They command a court of puppets, strung up and charmed by them to both entertain their satyr liege and serve the Marioneer’s own desires. The Marioneer cannot keep constant control, but in their immediate presence, fey and mortals alike struggle to retain their sense of self. The Marioneer requires nothing less than absolute deference, but visitors may still garner their favor–as long as they recognize the true power behind the throne.

The Kegling

The Kegling maintains an unusual feature of the Feywild landscape: the ubiquitous tavern. A bawdy and cheerful brawler, the Kegling loves to engage in a physical challenge with their patrons only to turn about and offer a drunken riddle-contest. The Kegling is a masterful host who stands on barroom ceremony, but is over-indulgent. Less overtly sinister than most other archfey, once you’ve met the Kegling they seem ever-present, their tavern appearing on the roadside or in the midst of the Seelie Court. As lord over common knowledge and common sense, information given to the Kegling will be spread around or held in reserve for later blackmail.

The Paper King

The Paper King is no king at all, but the manifest ego of a powerful mage. They are a hoarder of knowledge and memory, particularly the memories of those who visited the Feywild and lost their recollection of those times. The Paper King’s true prize is a vast repository of spells, transcribed from lost spellbooks and tomes that found their way to the Feywild. In fact, any book lost or misplaced eventually finds its way here, to the towering retreat of the Paper King. The Paper King might allow a courageous mortal to peruse the collection, but only at the cost of a few memories of their own.

The Hungerhanded

Born of the greed of the owner of a trading company, the Hungerhanded seeks nothing more than to obtain. The Hungerhanded gives nothing without receiving more in return. They see all mortal passersby as beneath them, simply delivery carts of precious treasures who are unaware of their true purpose. The Hungerhanded will happily provide protection for their little treasure-deliverers, as well as any reward that costs them nothing. The Hungerhanded’s negotiation skills are unparalleled, and they always know when they have the upper hand.

The Autarch

The Autarch is the Feywild’s adaption of a motivational speaker, one whose words are unsettlingly persuasive. The Autarch rules a dominion of followers who each believe they are acting in their own self-interest, self-governing in ways that always seem to benefit the Autarch. Self-deceit is the name of the Autarch’s game; even they themself are convinced that everyone within their domain is acting according to their own nature. Their way, it seems, is simply the best way. Why else would so many people choose to follow this philosophy of self-rule? The people of the Autarch’s realm often speak in the Autarch’s voice, repeating the archfey’s philosophy unthinkingly. The Autarch claims to want nothing but a few moments of a creature’s time; they know that is all they need to win hearts and minds.

The Askew

The Askew exaggerates the features of a traveling minstrel. A performer and pantomimer, they are one of those rare Archfey who make their way to the material plane more often than most. They enjoy the attention, of course, but they also enjoy luring children from their homes and bringing them to the Feywild to serve in their own court for years. Sometimes even decades pass before they are permitted to rejoin their kind, but when they return, they have been made feral by their time in the Askew’s service. The Askew loves nothing, hates nothing, and fears nothing. It wants only companionship and joy, and a mortal who can offer either–even for a brief time–could please it enough to receive a rare boon. A creature who dares disturb its reverie, however, invites a curse upon their head.

1 year ago
Today's Budget Commander Sleeper Is One That Was Already Featured In Our Series On Wilds Of Eldraine,

Today's budget commander sleeper is one that was already featured in our series on Wilds of Eldraine, but I feel like this is the most underrated card in the set for commander, so it gets a standalone post, this card should see play beyond decks that want tapping effects.

In limited, the crown is excellent by virtue of being a tapper. Having something that removes an attacker from combat every turn at instant speed and isn't easy to remove as an artifact is stellar there. You almost never want to cash it in for card draw because it's doing its tapping job.

In commander, this dynamic flips on its head. Tapping one thing is a nice upside on the card, will keep you alive sometimes, but not something you'd use a slot in most decks for. However, the sacrifice ability scales with the number of players, it takes into account the tapped creatures of every opponent. This is really good. For a total of six mana, payable in installments, on the typical board, you should be able to draw reliably what, three to six cards? Given that the tapping is free on your turn, you can even tap an additional creature before cracking it, netting you an extra card, and if you wait before cracking it, you can pay 1 to tap a creature at end step then crack it on your turn for card draw.

Now, is it the best card draw ever? No, but as far as mass card draw effect, this beats almost everything in red and white, and a good bunch of Black's too. And you incidentally get a tapping effect while you wait on your big card draw spell, which is quite an upside.

If you want a mass card draw effect to refuel your hand outside of blue (and green), at mid-power tables that often have a lot of creatures running around, take another look at this card. It's relatively easy to deploy early and cash in later, or in the late game just cast as a mass card draw spell.

Oh, and it's a 3-drop, which means sun titan, Sevinne's Reclamation and Goblin Engineer are all able to grab it back for more card draw if you want to. It's currently under half a dollar, the set has only been out for a month, and I already got three copies that all found homes in decks that wanted one among my collection

4 years ago

Campaign 3 Class Predictions

This is just what I think the cast might pick as their classes for next campaign (I have no idea what races they might pick, aside from Sam)

Travis - Either a Cleric or a Paladin or a Wizard. He is very much the dad of the group and he has said multiple times that he enjoys strategizing and being able to play an intelligent character.

Marisha - After Keyleth and Beau I feel like she'd choose something with a high charisma to shake things up, so I feel like she'd choose a Sorcerer.

Laura - Barbarian. She has made it incredibly obvious that she just wants to deal a shit ton amount of damage. She might also pick a race that is large like a Goliath, Half-Orc, Aasimar, something like that. Or she might choose something exotic like a Tabaxi.

Sam - I feel like Sam might play either a Fighter or a less standard class like Blood Hunter (especially since we didn't get to see the full extent of a Blood Hunter's abilities in this campaign). I also feel like after playing two Small characters he'll switch it up to a Medium or Large character.

Liam - I feel like Liam might choose either a Bard or a Druid. With both his natural charisma and his incredible insight as a person he'd be naturally adept at either. He also just rocks spellcasting classes.

Taliesin - WARLOCK.

Ashley - Honestly I have no idea on this one. She has played both a Barbarian and a Cleric now, two classes on opposite sides of the spectrum (I mean I know she was a War Cleric so she was still technically a Tank but she was also primarily a Healer). She might pick Rogue as a good medium but I'm honestly not sure.

Again, these are just my personal predictions, I have no idea if they're gonna be right or not, I'm just throwing this out there.

It would be cool if most of the class picked some of the stranger classes or subclasses available now that so many of the Unearthed Arcana material has been officially published. It would also be cool if for their Races they picked more exotic characters like Tabaxi, Genasi, stuff like that. Fuck, even a Kenku or Aarakocra would be cool.

Either way, it's so weird to think about this because this campaign doesn't feel like it's close to ending. At least for me. In campaign one it definitely like the endgame because of all of the build up and the stakes being set super high and everything, but this one just doesn't have that same feeling.

But I am still excited to see how this all ends and to see how the ending of this campaign will affect the beginning and world of the next campaign.

1 year ago
Tw: Body Horror, Blood

tw: body horror, blood

vin and human

2 years ago

25 City Ruins Adventure Seeds

by Robb at readytorole.com

Treasure hunters claim to hear the voices of children playing in a walled off section of the city, but can’t find a way to get in. The voices fade at night but no adults are heard calling them.

A half-ogre calling himself the Baron of the Wastes has taken up residence in the city, and is recruiting any monsters who will work with him. Those who have gotten close enough to hear say that he is looking to build an army to terrorize the countryside.

Strange, colorful lights appear over the city at night swirling and dancing in the sky. In the morning they descend atop a preserved, hard to access tower in the center of the city.

A merchant who has returned from the ruins of the city is selling treasures she has uncovered. A family who claims to be originally from there says that some of those treasures belong to their family but have no proof, and therefore are looking for those who can help.

Giant webs have quickly been cast, covering nearly the entire city in a week. As the webs begin to reach toward local forests and villages and giant spiders have been spotted, panic has erupted and a search for a way to deal with them is underway.

Orcs and trolls have been fighting over control of the ruins for months now, but recently crudely written signs have appeared asking for mercenaries to join the orcs. They claim that they just want to have a place to stay but the trolls are set on destroying the city.

A thick miasma has been emanating from city ruins, making nearby travelers sick with an unknown illness. The local magistrate wants an investigation to take place and put an end to it.

A lone skeleton wearing old, tattered finery was seen near the city, waving arms towards travelers and making strange sounds. Some say it appeared as though it was beckoning them towards the city, but none have been foolish enough to approach.

A large crystal fragment brought back from the city has recently awakened, speaking telepathically to any nearby asking for help. They are claiming to be a soul from the past, and begs those who might be willing to return with them to prevent the city’s destruction to do so.

A black dragon wyrmling has recently made its nest in the city, claiming the area for itself with the help of some kobold followers. A kobold recently came to civilization to hand over a note saying as much and warning people to stay away and pay a tithe.

Ghosts go about their business in an old tavern, not even aware that they’re dead. One lone soul is aware and asks for help finding and burying the physical remains of those inside so that they all may finally rest.

A group of ragged, nearly feral humans and elves have been sighted near the city, causing speculation about their ancestry. Some believe that they are the descendants of those who went into hiding when the city fell and that all efforts should be made to make peace with them.

Every night, glowing footprints appear leading into the city’s marketplace, where they confusingly walk in circles and are hard to follow to any determinable destination. They disappear in the sunlight and show up in a new pattern afterwards.

A giant effigy in the city that can be seen from the road is being built and expanded upon by gnolls, who flock to the city in growing numbers. People are understandably frightened by this, especially since the gnolls appear to be growing in size as the effigy grows.

The Builders Guild is looking to hire some protection in the city as they’ve been contracted to start demolishing and rebuilding parts of the city. Since they started at least one worker gets found turned to stone each day.

Last night, various spells could be seen going off around an intact tower, leading some to believe a wizard has been alive in the city this whole time. A friend of the city’s archmage holds out hope that it is him and wants to make contact with the wizard.

Every year, the villagers that live near the city gather and light candles around the city’s perimeter. They say this wards off the evil spirits and souls of the dead inside the city from coming out and attacking them, but this year the candles won’t stay lit for more than a moment.

Golems made from old debris have been stalking around the city, aggressively attacking nearby travelers by throwing more debris at them. Who made these monsters, and why protect an abandoned pile of rubble?

Buildings in the city have started collapsing, leaving some to wonder what’s going on behind the broken walls. Some brave scouts who have ventured in say that they are seeing huge holes and tunnels appearing under the city, and the buildings are falling in.

A floating castle has drifted over the city and stopped, and long rope ladders have been lowered. The heraldry on the castle and those descending the ladders is entirely unfamiliar to any who see them.

Highwaymen have been harassing travelers and have taken some hostages inside of the city. They are asking for weapons made of silver rather than gold in exchange for their safety.

A beam of red light shines down onto the city, directly onto the temple of the goddess of life. This is an unheard of occurrence, and her followers want answers.

A statue of the ruined city’s first ruler has been successfully excavated and moved to safety into a nearby town. Now, small cracks are appearing and moisture seeps out through the eyes of the statue, leading many to believe it is cursed.

Excavators claim to have uncovered a secret passage under the castle, and say they believe it was filled with treasures unaccounted for by history. However, after the first attack by undead, they would rather experienced adventurers clear it out in exchange for a cut of the treasure.

According to the local alchemist, a very rare gem is required to make the antidote to the plague that is spreading around. The last known location of one is set in the throne in the heart of the ruined city.

4 years ago
Dare: The Silent King’s Vigil

Dare: The Silent King’s Vigil

Setup: many in the castle will attest to the existence of a ghost in the catacombs beneath the foundations, if not from their own experience, but from generations of tales going back to the days of the petty,  tribal kings, when the realm was divided up into a patchwork of little territories ruled over by whatever warlord could martial enough blades to hold them. 

While most stories tell of the ghost stalking out of its crypt to drag the living down to the shadows with it,  or attempted exorcisms of blade and blessed book, a few hold the whisper of truth: those that venture down to the catacombs when the moon is right and sit in silent meditation with the peaceful phantom can gain great insights into themselves, or secret truths known  only to the dead. 

Adventure Hooks: 

While staying in the castle of their patron, the party hears the rumor of the ghost and its vigil, particularly from a harrowed young page who was thrown into the catacombs by his youthful tormentors and developed several nervous quirks from the experience. They tell the party that it wasn’t the ghost itself that traumatized them so, but the fact that they were trapped in the catacombs so long with noone but the dead for company. Chief among the page’s new eccentricities is a fascination with the macabre, and they gently try to coax the party down into the catacombs so they can share in the page’s experience. 

By Feudal grant, a newly risen knight has taken up residence in the castle, and is more than a little put out by the fact that her new home has such an infamous reputation among the surrounding populace. Seeking to show her new prestige and authority, she puts out a call for brave warriors willing and capable of removing this unwelcome spirit from her domicile. 

A member of the clergy has gone missing while attempting the Silent King’s vigil, locking themselves inside the tombs for several days while attempting to communicate with and permanently put the spirit to rest. A mentor to the party’s cleric, or important for one of thier ongoing adventures, the party must search the catacombs for the missing vicar, or attempt his abandoned ritual and ask the ghost where the holyman might have wandered off to. 

Keep reading

7 months ago

Hey. You. Trans girl who's had quite a bit of breast growth but feels insecure because of the way they sit. Most cis women's breasts don't sit naturally with perfect squished together cleavage. All cis women whos breasts do sit like that will not sit like that naturally for longer than a decade or two. It's all in the bras. Most good bras don't make your breasts sit like that because they're made to support the weight, not to display them perfectly. Get a push up bra. Trust me. If you wanna maximize the squished together eye candy factor you need to get a push up bra. There are many options to choose from because millions if not billions of cis women have that same insecurity you do. Your body isn't incorrect. Your body is perfect. You were just fed an unrealistic ideal like every other woman


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1 year ago
🪽😈Good Traits To Bad

🪽😈Good Traits to bad

Our perfect imperfections make us imperfect perfections.

Nice <> passive/unassertive

Strong-willed <> stubborn

Sensitive <> easily upset

Honest/communicative/trustworthy <> insensitive/brutal

Loyal/devoted/faithful <> tolerates bad behaviour from others

Perfectionism <> Never beign satisifed

Generosity <> Being taken advantage of

Being dependable <> People always depending on them

Protectivenss <> Overprotective, obsessive

Cautiousness <> Never risking anything

Ambitiousness <> Coming off as ruthless

Tidiness <> Obsessive and compulsive

Assertiveness <> Coming off as bossy

Pride <> Not accepting help

Being realistic <> Being seen as pessimistic

Innocence <> Being seen as naive

Optimism <> Not realistic

Diligent <> not able to bend rules

If you like my blog, buy me a coffee☕ and find me on instagram! 📸

🖱️References

https://townsvillepsychologist.com.au/personality-traits-can-be-positive-and-negative/

https://www.pinterest.com/pin/9359111719786856/

4 years ago

wizard hat cowboy brim

2 years ago
Dungeon: Enlanis’ie, Kingdom Of The Aurora The Stolen Kingdom
Dungeon: Enlanis’ie, Kingdom Of The Aurora The Stolen Kingdom

Dungeon: Enlanis’ie, Kingdom of the Aurora The Stolen Kingdom

“And so did she travel into the north, to the lands unbeloved by her god of flower and field, to the kingdom of Elanis’ie, where the sky colors dance and the elderlings dwelt, where she scaled the parapets of ever-ice and sought out her mother, who had been born to the kingdom upon her shield, carried from the great battle of the age to seek healing in those immortal halls”

`The Ziiriad, transcription of oratory performance. 

Setup: There are places only spoken of in legend, destinations that can only be reached by heroes after suffering through a long road of trials and proving to both history and the gods above that they are worthy to behold those wonders.

Enlanis’ie was one if those places, a mythical kingdom of the farthest north built off aurora light and glacial ice, which existed only during the depths of polar night. Though it had appeared in innumerable tales over the centuries of its existance, it is most often thought of as a place of healing, where miraculous cures may be sought, or where figures of legend seek their long deserved rest. 

Seeking the expertise of an ancient hero, or perhaps an act of healing far beyond the skill of any mortal, the party traveled weeks into the polar expanse following the path of the auroras in the sky till they catch sight of the Enlanis’ie, or atleast it’s imposing glacial walls. Tall as any fortress but barren of any of the ephemeral spires that feature in so many stories of the impossible kingdom, the party will have to find a way through this foreboding ring of ice and explore the place where the kingdom once stood, 

Adventure Hooks: 

The party’s exploration of these great icy battlements is made no easier by the fact that a blizard has just rolled in, leaving the party no viable shelter besides the surrounding dungeon. Fending off polar beasts and those fey and arcane entities that once fed on the bountiful magic of the eternal aurora. 

Bypassing the walls leads the party to a vast exapnse somewhere between a snow covered quarry and a bombed out capital city, with eerie avenues of hollowed out foundations extending maybe two or three stories in the air before simply ending, stiarways projecting out into the open air connecting to nothing. Among these desolate structures the party will encounter loremaster Anisidora, a venerable elven hermit who wanders the remnants of her home with nothing but a lantern full of captured aurora light to guide her way. Immortal in the way of the most ancient elves, Anisidora is frostbitten and half feral from hunger, but an offer of food and a place by the fire might allow the party to discover the story of what exactly happened. 

To hear the loremaster tell it, this disastrous disappearance is the fault of one Siretiil Glassbinder, A covetous historian who grew tired of living in a technicolor dreamscape and endeavored to preserve the kingdom’s most magical sights in a medium that could not be distorted by the vagaries of the fey magic that gifted the city with all its miraculous properties . Driven by a love of her home that left no room for the opinions of others, Siretiil moved from simply recording and reproducing the wonders of Elanis’ie to outright catching them in prisms, eventually trapping the entire kingdom in a fractal gem that she still carries with her in a jealous madness. If the party presses, Anisidora will confess that Siretiil was her daughter and onetime apprentice, who broke with her mother over the same ideology that drove her to begin glassing sections of the city. Apparently Anisidora was the one thing about Enlanis’ie that she didn’t want to take with her.  Glassbinder could be anywhere in the feywild or material plane by this point, which means that the party will need to add several extra steps to finishing their quest. 

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post-maester - Ashmom🏳️‍⚧️
Ashmom🏳️‍⚧️

She/Her - 21 - documenting my transition & reblogging nerd shit

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