Tuesday, February 3, 2026

The Invisible College rpg by Rpg Pundit and The Alliance Conspiracy By The Red Room Compatibility- A Deeper Look

 Yes, The Invisible College (by RPGPundit/Well of Urd Press) is not only playable with the Wretchedverse, but there is actually official crossover material designed specifically for this combination. This blog entry picks right up from here on the blog. 



Because both games are built on OSR (Old-School Essentials/D20-adjacent) foundations, they share a mechanical DNA that makes them highly compatible for a "gritty modern occult" campaign.

The Connection: The Alliance Conspiracy

The Red Room released an updated supplement called The Alliance Conspiracy, which is explicitly billed as a crossover between RPGPundit’s Invisible College and the Red Room's Wretched Époque (and by extension, the modern-day Wretched Darkness).


How They Fit Together

While they share a similar "modern secret war" vibe, they bring different flavors to the table:

FeatureThe Invisible CollegeWretched Darkness
Mechanical CoreOSR / Modern OccultWretched System (Revised OSR)
Magic Style"Authentic" magick, rituals, and theoryGritty, dangerous, and often "satanic" or "pulp"
ToneConspiracy, enlightenment, and secret historyAnti-heroic, sleazy, and horror-centric
PC MotivationOccult liberation vs. dominationDriven by Seven Deadly Sins/Virtues

Tips for Playing Them Together

  • System Tweaks: Wretched Darkness uses a "Deadly Sins" mechanic for character alignment and motivation. If you bring in Invisible College characters, you might want to assign them a Sin to keep the mechanical balance of the "Wretchedverse."

  • The Setting: Invisible College provides a dense, "real-world" occult history that can act as the lore background, while Wretched Darkness provides the visceral horror mechanics, sanity rules, and "Spaghettipunk" attitude.

  • Stats: Both use the standard array of attributes (Strength/Muscle, Dexterity/Agility, etc.). You can lift monsters or NPCs from one and drop them into the other with almost zero conversion effort.

If you already own both, I’d recommend using Wretched Darkness as your "engine" for its robust horror and sanity rules, and using The Invisible College as your "lore book" for factions and its unique ritual magic system.

The official crossover title is The Alliance Conspiracy. While it is technically written for Wretched Époque (the 19th-century setting), it is essentially the "Rosetta Stone" for linking RPGPundit’s The Invisible College with the Wretched Darkness modern-day engine.

The Plot Hooks: Paris, 1890s vs. Modern Day

The module is set during the Dreyfus Affair era in Paris—a time of intense social paranoia and fake news.

  • The Catalyst: A prominent French politician is murdered. His assistant, a young Jewish man, is framed with seemingly airtight evidence.

  • The Fake Conspiracy: A mysterious pamphlet called "The Alliance Conspiracy" begins circulating. It claims to prove a global Zionist plot to control France.

  • The Twist: The Invisible College suspects this isn't just organic bigotry; they believe a powerful "anti-Illuminati" cabal (The Alliance) is using occult manipulation to manufacture this social chaos.

  • The Mission: Players act as Sojourners (Invisible College agents) sent to Paris to find the real killer, debunk the pamphlet, and stop the occult faction fueling the hatred.

Mechanical Integration

The book is specifically designed to bridge the two systems. Here is what it adds:

  • Crossover Stats: It provides dual stats for characters and NPCs so they can be used in both The Invisible College and the Wretched system.

  • Occult Lore: It explains how the "Enlightenment" themes of the College clash with the "Sleaze and Sin" themes of the Wretchedverse.

  • Historical & Modern Use: While the module is historical, the factions introduced (The Alliance) are designed to be used as long-term antagonists in a modern Wretched Darkness campaign.

Why It Works for Your Game

If you are playing Wretched Darkness, you can treat The Alliance Conspiracy as a "prequel" or use its modern-day update (often found in the Red Room's Pundit Files) to bring the Invisible College's version of magic into your world.

The Wretched system is generally more "deadly" and focused on the character's internal corruption (Sins), while The Invisible College focuses on the external mystery. Combining them creates a game where you're fighting a global conspiracy while trying not to lose your soul to your own vices.

In The Invisible College, "Sojourner" isn't just a class—it is the foundational identity of the player characters. To be a Sojourner is to be a "traveller" between the mundane world and the hidden occult reality.

When you play them in the Wretched Darkness (or Wretched Époque) system, they function as a specialized OSR-style class with a focus on investigation, lore, and "Authentic Magick."

The Sojourner Class Mechanics

In the crossover context, the Sojourner is designed to be a "jack-of-all-trades" for the occult world, bridging the gap between a modern investigator and a ritual sorcerer.

  • Primary Attributes: Intelligence and Charisma.

  • The "Secret History" Skill: Sojourners possess a unique ability to recognize occult symbolism, secret society ciphers, and hidden historical truths that the general public (and even other Wretched classes) would miss.

  • Magick Ability: Unlike the "Satanic" or "Pulp" magic often found in Wretched Darkness, Sojourners use Theurgy and Goetia. Their magic is slower, more academic, and requires specific tools (circles, seals, incense).

  • Sojourner Rank: As you level up, you gain "Degrees" within the College. These ranks grant access to higher-level libraries, safer "Safe Houses," and more powerful ritual secrets.


Key Abilities in the Wretched System

If you are porting a Sojourner into a Wretched Darkness campaign, here is how their specific toolkit usually looks:

AbilityEffect
Occult NetworkOnce per session, you can contact a "Brother" or "Sister" of the College for info or a place to hide. In Wretched terms, this bypasses the need for a standard "Connections" roll.
Mental BastionSojourners are trained to resist mental manipulation. They get a bonus to Sanity or Willpower saves against supernatural influence.
RitualistYou can cast spells from The Invisible College core book. These usually take $10 \times Level$ minutes to cast but don't cost "Mana"—they cost time and rare components.
The Blind EyeYou are expert at blending into mundane society. You gain a bonus to rolls when trying to hide occult activity from the police or the public.

The "Sojourner's Burden" (Integration with Sins)

In Wretched Darkness, characters are defined by their Sins. For a Sojourner, their "Sin" is often Pride. They believe they are the "Enlightened" ones who know better than the rest of humanity.

  • The Conflict: A Sojourner often struggles between their mission to liberate humanity with truth and their desire to control that truth because they think regular people can't handle it.


How to Build One

If you're sitting down to roll a character right now:

  1. Pick a "Wretched" Archetype: Usually the Scholar or Occultist.

  2. Apply the Sojourner Template: Swap out your standard class "Special Feature" for the Invisible College Membership (granting you the Secret History skill and one starting Ritual).

  3. Choose your Tools: Sojourners rarely carry heavy weapons; they usually carry a "concealed" tool of the trade (an engraved silver dagger, a notebook of seals, or a specialized UV flashlight for seeing "Aetheric" residue).

In The Invisible College, magic is "Authentic Magick"—it isn't a "fireball and lightning" system. It is a slow, methodical process of bending reality through the practitioner's will. When used in the Wretched system, it functions as a high-risk, high-reward ritual.

The most iconic starting ritual for any Sojourner is the Lesser Banishing Ritual of the Pentagram (LBRP).

The Ritual: Lesser Banishing Ritual (LBRP)

This is the "bread and butter" of the Sojourner. It is used to cleanse an area of hostile spiritual influence, protect the caster from possession, and act as a mental reset.

  • Casting Time: 10 to 30 minutes (depending on the complexity of the workspace).

  • Requirements: A ritual dagger (athame) or a pointed finger, incense, and the vocalization of Hebrew Divine Names.

  • Wretched System Check: Intelligence (Occultism) check.

Mechanical Effects

When successfully cast in a Wretched Darkness session, the LBRP provides three major benefits:

  1. Aetheric Shield: For $1 \text{ hour} \times \text{Level}$, no minor spirits, ghosts, or astral entities can enter a 10-foot radius around the caster.

  2. Sanity Buffer: The caster and any allies within the circle immediately recover $1d4$ points of temporary Sanity (or receive a +2 bonus to their next Sanity/Willpower save).

  3. The "Cleanse": It removes any "Magical Traces" or "Auras" left behind by other casters, making it much harder for enemies to track the party via scrying.


The Cost of Failure (The "Wretched" Twist)

In the Wretched system, failure isn't just "nothing happens." If you fail the Intelligence check while performing a ritual:

  • The Backfire: You don't just fail to banish the entity; you attract its attention. The Sojourner might suffer a Mental Strain penalty, or worse, the ritual creates a "Beacon" in the astral plane that alerts local horrors to your exact location.

  • Sin Corruption: If the Sojourner’s Pride (their Sin) is high, a failed ritual might lead them to believe the ritual did work, leaving them dangerously overconfident and vulnerable.


Magick Math: The Ritual Formula

In The Invisible College, the difficulty of a ritual is calculated based on the "Resistance" of the local environment.

$$Difficulty = Base\ Threshold + (Entity\ Power \times 2) - Caster\ Level$$

Example: You are trying to banish a minor demon (Power 3) from a haunted basement.

  • Base Threshold: 10

  • Entity Power: $3 \times 2 = 6$

  • Caster Level: 2

  • Total Target Number: $10 + 6 - 2 = 14$

  • You must roll a 14 or higher on a $1d20$ (adding your Intelligence modifier) to succeed.


Why use this instead of Wretched Spells?

Wretched Darkness magic is often "fast and dirty"—it’s effective but rots the soul quickly. Invisible College rituals are safer for your soul, but they require time and preparation. A Sojourner who tries to cast a ritual while being chased by a cultist with a shotgun is going to have a very bad day.

Here is a "Cheat Sheet" for a starting Sojourner’s grimoire. These rituals represent the core curriculum of The Invisible College and provide the utility needed to survive a Wretched Darkness campaign.


The Sojourner’s Ritual Grimoire

Ritual NamePurposeDuration / Effect
The Middle PillarInternal FortificationIncreases Willpower/Sanity saves for 24 hours.
The Rose CrossStealth & ObscurityMakes the caster "unnoticeable" to the supernatural.
The Watcher’s EyeDivination / ScryingAllows the caster to see through walls or track an object.
Consecration of the ToolEmpowermentImbues a weapon/object with the power to harm spirits.

1. The Middle Pillar

While the LBRP (Banishing) clears the room, the Middle Pillar clears the mind. It involves visualizing a pillar of light descending through the body.

  • Wretched Effect: In a world of sleaze and horror, this is your "Armor." A successful ritual grants the caster Temporary Hit Points equal to their Level and a +2 bonus to resist any "Social" or "Seduction" attacks from demons or NPCs.

  • The Risk: If you fail while your Pride Sin is active, you become "spiritually bloated," suffering a penalty to Dexterity/Agility because you feel too "elevated" to care about the physical world.

2. The Rose Cross

This is the ultimate "No-Fly Zone" for the soul. It doesn't banish entities; it makes you invisible to them.

  • Wretched Effect: You become immune to Aura Reading and Scrying. If a creature has a "Sense Evil" or "Sense Magick" ability, they must roll a check with a -5 penalty to even notice you are in the room.

  • Note: This is perfect for when you are being hunted by the Wretched setting’s powerful corporate or cultist hit-squads.

3. The Watcher’s Eye (Opening the Third Eye)

This ritual allows the Sojourner to see the "Aetheric" world superimposed over the material one.

  • Wretched Effect: For 10 minutes, you can see Ghosts, Auras, and Magickal Traps. You can also see "Shadow People" before they manifest.

  • The Cost: This is taxing on the human brain. Once the ritual ends, you must make a Stamina/Constitution save or suffer a "Migraine" penalty (-1 to all rolls) for $1d6$ hours.

4. Consecration of the Athame (or Tool)

Most Wretched monsters are resistant to normal bullets and blades. This ritual fixes that.

  • Wretched Effect: You spend an hour etching symbols into a weapon. That weapon now counts as Magical/Silver for the purposes of overcoming damage resistance.

  • Scaling: As you increase in Degrees (Level), you can imbue the weapon with specific banishing properties (e.g., +2 damage against Vampires or Demons).


Pro-Tip: The "Ritual Synergy"

In a crossover game, a Sojourner is most effective when they use their rituals to prep the battlefield.

  1. Use the Rose Cross to sneak into the cultist lair.

  2. Use the Watcher's Eye to find the hidden idol.

  3. Use the Middle Pillar to steel your nerves before the boss fight.

    To make your character feel like a true Sojourner embedded in the gritty, neon-and-filth world of Wretched Darkness, your background hook needs to bridge the gap between "high-minded occultist" and "street-level survivor."

    Here are three distinct hooks based on different types of Invisible College cells. Choose the one that best fits your campaign's location:

    1. The "Paper Trail" Archivist (The London/New England Hook)

    You were an intern at a prestigious university or a clerk for a high-end estate lawyer. You discovered a "glitch" in the records: a series of properties, trusts, and deaths that have been repeating in a perfect 70-year cycle since the 1700s.

    • The Hook: The Invisible College contacted you just before the "Cleaning Crew" (the antagonists) arrived to burn the evidence—and you.

    • The Wretched Twist: Your mentor in the College was recently found in a gutter, "suicided" via an impossible overdose. You have his encrypted ledger, but you need a crew of specialists (the other PCs) to help you reach the location it describes.

    • Starting Sin: Sloth (You spent your life hiding behind books until the world forced your hand).

    2. The "Aetheric" Medic (The Urban/City Hook)

    You work at a 24-hour urgent care clinic in a bad neighborhood. You started noticing "impossible" injuries: wounds that look like they were made by swords from the 16th century, or patients whose blood has literally turned to lead.

    • The Hook: You saved the life of a Sojourner who was bleeding out from an "Astral Parasite." In gratitude, they "opened your eyes."

    • The Wretched Twist: You realize your hospital is actually built on a Ley Line used by a local corporation to harvest "spiritual energy" from the dying. You are now an internal whistleblower for the College.

    • Starting Sin: Envy (You crave the power and health of the elites you see literally draining the life from your patients).

    3. The "Black Market" Antiquarian (The Noir/Underworld Hook)

    You are a "cleaner" or a high-end fence for stolen goods. You thought you were just dealing in rare art and occult kitsch until you handled a genuine Lesser Key of Solomon artifact. The moment you touched it, you saw the "Shadow People" that follow the local mob boss.

    • The Hook: The College "recruited" you by intercepting a deal and offering you a choice: work for the Great Work, or be left to the mercy of the things you can now see.

    • The Wretched Twist: You still have your criminal contacts. The College uses you to navigate the "Sleaze" of the city, while you use the College’s rituals to make sure you don't get sacrificed in a back-alley ritual.

    • Starting Sin: Greed (You know exactly how much a real demon-trapped gemstone is worth on the occult black market).


    Integrating the Cell

    In The Invisible College, you aren't a lone wolf; you belong to a Cell. In a Wretched Darkness game, this Cell usually acts as your "Patron."

    • The Cell's Cover: They might pose as a "Rare Book Restoration Society," a "Yoga & Meditation Retreat," or even a "Dark Web Crypto-Mining Group."

    • The Mission: They provide you with the Rituals (like the ones we detailed), but in exchange, you must perform "Errands"—which usually involve stealing artifacts from people who are too dangerous for the College's "Enlightened" leaders to face directly 

Monday, February 2, 2026

Two OSR Monsters Alphyn & Boreyne For Castles & Crusades, Wretched Darkness, & The New Flesh Rpg

 The Alphyn is one of those classic, heraldic-inspired monsters that fits perfectly into the old-school aesthetic of Castles & Crusades. While it looks like a relative of the Griffin or the Manticore, it has its own unique, bizarre flair. This blog post picks right up from here on the blog.



Here is a breakdown of how the Alphyn typically functions within the C&C framework.

The Creature: Alphyn

The Alphyn is often described as a "dragon-wolf." It possesses the body of a lean, powerful wolf, the scaled forelegs of a dragon (complete with eagle-like talons), and a long, tufted tail that often ends in a fleur-de-lis or a stinger-like point.

AttributeTypical Stat Range
Hit Dice5d8 (Large)
Armor Class16–18
Movement50 ft.
Attacks2 Claws (1d6), 1 Bite (1d10)
SpecialPounce, Terrifying Howl, Scent
SavesPhysical
AlignmentUsually Neutral (often used as guardians)

Key Combat Abilities

In a Castles & Crusades encounter, the Alphyn is a high-speed skirmisher. It doesn't just stand and trade blows; it uses its agility to isolate targets.

  • Pounce: If the Alphyn moves at least 20 feet toward a target and hits with a claw attack, it can immediately attempt a bite attack as a free action or try to knock the opponent prone (Strength save for the player).

  • Dragon-Claws: Its forelegs are exceptionally strong. In some variations, these claws ignore 1–2 points of mundane armor (leather or padded) due to their draconic sharpness.

  • Terrifying Howl: Once per encounter, the Alphyn can let out a bone-chilling bay. Players must succeed on a Charisma (CL 5) save or be shaken, suffering a -2 penalty to hit for 1d4 rounds.

Lore & Ecology

  • The Eternal Guardian: Alphyns are rarely "wild" animals. In heraldry and myth, they are symbols of loyalty. In your campaign, they are often found guarding ancient tombs, wizard towers, or the gates of noble estates.

  • Senses: They have an incredible sense of smell. They can track prey with a +4 bonus to any checks related to scent.

  • Diet: Despite their draconic features, they are primarily carnivorous, preferring large game or intruders who fail to give the proper password.


Running the Encounter

If you are the Castle Keeper (CK), play the Alphyn as highly intelligent. It isn't a mindless beast; it understands tactics. It will often target the character with the least armor first, using its high movement speed to "dart in and out" of the party's reach.

CK Tip: Because the Alphyn is a heraldic beast, consider giving it a "Knightly Code." Perhaps it refuses to attack an unarmed opponent or will stop fighting if the players offer a formal gesture of surrender.

In Wretched Darkness, a game known for its grittier, modern-to-horror atmosphere and "old-school" DNA, the Alphyn shifts from a noble heraldic guardian into a chimeric nightmare—a biological or supernatural anomaly that shouldn't exist.

Because Wretched Darkness (by The Red Room) uses a modified OSR engine where player characters are more vulnerable and hit points are lower, the Alphyn is a lethal "Apex Stalker" encounter.

The Wretched Alphyn

“It looked like a wolf from a distance, but the way it moved—the clicking of those talons on the concrete and the low, draconic hiss—told us this wasn't nature. This was a mistake.”

AttributeValue
HD5 (avg 25 HP)
AC16 (Tough Hide/Scales)
MoveFast (60 ft. / 20 ft. in combat)
Attacks2 Claws (1d6), 1 Bite (1d10)
SavesPhysical (as Level 5)
Morale10

Unique Traits for Wretched Darkness

  • Pounce & Rend: If the Alphyn hits with both claw attacks in a single round, it automatically deals an additional 1d6 rending damage as it tears into the target’s vital organs.

  • Shadow Camouflage: In low light or magical darkness, the Alphyn gains Advantage on Stealth checks. It is often used as a "Clean-up Crew" by occult organizations because it leaves no tracks other than the carnage it creates.

  • Keen Scent (Supernatural): The Alphyn can smell "fear" or supernatural energy. It tracks any character with a Corruption or Sanity score lower than 10 with ease, gaining +4 to all tracking rolls.

  • Fearful Baying (Sanity Check): When the Alphyn howls, all who hear it must make a Sanity Check (TN 12).

    • Failure: The character is Panicked for 1 round and Shaken (-2 to all rolls) for the rest of the encounter.


Tactics & Horror Integration

In the Wretched setting, the Alphyn is likely a bio-engineered weapon created by a clandestine agency or a summoned horror from a lightless dimension.

  • The Ambush: It uses its high speed to leap from rooftops or shadows. It doesn't bark; it hisses like a reptile.

  • The Kill: It focuses on the weakest member of the group, dragging them into the darkness to consume them while the others are still recovering from its howl.

  • The Weakness: As a creature of darkness and shadows, it is often sensitive to intense light. A flare or powerful flashlight may force it to make a Morale check or suffer a -2 penalty to hit.


Potential Plot Hooks

  1. The Lab Leak: An Alphyn has escaped a high-security research facility and is now stalking a suburban park. The PCs are hired to "retrieve the asset" before the police find it.

  2. The Noble’s Curse: A modern-day aristocrat has an ancient curse; every time they feel slighted, an Alphyn manifests from the family’s coat of arms to hunt the offender.

  3. Urban Legend: People are disappearing in the subway tunnels. The only clue is a strange "clicking" sound and a smell of sulfur and wet dog.


In Wretched Darkness, Dread Powers elevate a monster from a simple predatory animal to a true supernatural nightmare. For an Alphyn, these powers should emphasize its chimeric nature—part biological anomaly, part occult terror.

Choose 1 or 2 of these to give your Alphyn a unique, terrifying edge:

1. Shadow Meld (Passive)

The Alphyn’s fur and scales don't just mimic darkness; they absorb it.

  • Effect: While in dim light or darkness, the Alphyn is effectively invisible while stationary. If it moves, it appears only as a blurring, oily smudge in the air. Attacks against it while in this state suffer a -4 penalty unless the attacker has a specialized light source or thermal optics.

2. Corrosive Saliva (Offensive)

The draconic side of its lineage manifests as a caustic, black ichor dripping from its maw.

  • Effect: On a successful bite attack, the target takes an additional 1d4 Acid damage at the start of their next turn. Furthermore, if the target is wearing armor, they must make a Physical Save; failure means the armor’s AC bonus is permanently reduced by 1 as the scales and straps melt away.

3. Echoes of the Void (Supernatural)

The Alphyn’s howl doesn't just cause fear—it ripples the veil between worlds.

  • Effect: When the Alphyn howls, electronic devices (phones, flashlights, radios) within 50 feet flicker and die for 1d6 rounds. Additionally, players who fail their Sanity Check don't just feel fear; they see ghostly, translucent versions of the Alphyn circling them, making it impossible to tell which one is the "real" physical threat.

4. Preternatural Reflexes (Reactive)

The creature moves with a speed that defies the laws of physics.

  • Effect: Once per round, the Alphyn can completely negate one physical attack (melee or ranged) by performing a supernatural dodge. It essentially "blinks" a few feet to the left or right. It can also use this power to disengage from combat without drawing an attack of opportunity.

5. Blood-Scent Frenzy (Combat)

Once the Alphyn tastes blood, its tactical mind gives way to a draconic bloodlust.

  • Effect: As soon as any PC is reduced to below half their maximum Hit Points, the Alphyn gains an additional Claw attack per round and its Morale becomes "Fearless" (it will fight to the death).


How to Deploy These

  • The "Science Experiment": Give it Corrosive Saliva and Preternatural Reflexes. It feels like a high-tech bio-weapon that is too fast to hit and too toxic to touch.

  • The "Ancient Curse": Give it Shadow Meld and Echoes of the Void. This version feels like a mythic demon that has stepped out of a dusty tapestry to hunt the party in a modern setting.

 In The New Flesh, the Alphyn isn't a mythical guardian or a lab experiment—it is a Biopunk Abomination. In a world of forced evolution, surgical "sculpting," and runaway genetic synthesis, the Alphyn is a high-end, designer predator likely owned by a corporate executive or a black-market organ-harvester.



It is a masterpiece of "Cross-Phylum Stitching," blending canine muscularity with reptilian armor and predatory avian reflexes.

The Alphyn (Vat-Grown Stalker)

StatValue
Threat Level3 (Apex Bio-Weapon)
Vitality30
Armor Value4 (Chitinous Overlay)
SensesThermal Vision, Pheromone Tracking
InstinctTo isolate and dismantle.

Biological Traits & Augments

  • Dermal Grafting: Its "scales" are actually hardened keratin plates stitched over a wolf-like frame. This provides a high Armor Value against small arms fire and melee blades.

  • Taloned Fore-Grafts: Its front paws have been replaced with surgically implanted raptor-like talons.

    • Effect: Attacks ignore 2 points of Armor.

  • Adrenaline Overclock: The Alphyn’s nervous system is hardwired to a chemical reservoir.

    • Ability: It can take two Actions in a single turn, but must "cool down" (no actions) for one turn afterward as its body purges the heat buildup.

  • Pheromone Trigger: Usually "keyed" to a specific target. If the Alphyn is given a scent sample (clothing, hair, blood), it will ignore all other targets to reach that specific individual.


Dread Manifestations (The Horror of the Flesh)

In The New Flesh, the horror comes from the wrongness of the body. Choose one "Glitch" for your Alphyn:

  1. Vocal Mimicry: The Alphyn has a human larynx graft. It cannot speak, but it can perfectly mimic the screams or distress calls of its previous victims to lure teammates into an ambush.

  2. Exposed Pulsing: Its skin is translucent in patches. You can see the overclocked heart and the black, synthetic bile pumping through its veins. Seeing this mechanical-biological fusion forces a Stability/Stress Check.

  3. Rapid Mutation: When damaged, the Alphyn’s "Heal-Cells" go into overdrive. It doesn't just heal; it grows new, grosser defenses. (e.g., If stabbed, it grows bone-spikes in that area).


The "New Flesh" Encounter: The Trophy Room

Imagine the PCs breaking into a high-rise penthouse. The "Guard Dog" isn't a Doberman; it’s a 400lb Alphyn resting on a velvet rug. Its tail isn't fur—it's a prehensile whip of exposed muscle and bone used to trip intruders.

Combat Behavior:

The Alphyn doesn't just bite. It Harvests. It will attempt to pin a player and use its talons to selectively remove a "valuable" organ or limb to bring back to its master.

In The New Flesh, nothing goes to waste. When the PCs finally drop a bio-engineered nightmare like the Alphyn, the real game begins: the post-mortem harvest.

This table assumes the PCs have basic surgical tools and at least a few minutes before corporate "clean-up crews" arrive.

The Alphyn Harvest: d100 Loot Table

d100Loot ItemMarket Value / Utility
01–15Ruined CarcassValueless. The killing blow triggered a self-destruct sequence or cellular liquefaction.
16–30Vat-Grown Pelts1,500 Credits. High-end, bullet-resistant fur/scale hybrid. Fashionistas in the Upper Tiers love it.
31–45Hyper-Reflex Nerve Bundles3,000 Credits. Can be sold to a "Ripperdoc" to create Tier 2 Initiative-boosting implants.
46–55Draconic Talon Set4,000 Credits. Retractable keratin blades. Can be used as masterwork daggers or grafted as hand-razors.
56–65Adrenaline Pump GlandSingle-Use Injectable. When used, the PC gains +2 Actions next turn but suffers 1d6 damage from "The Crash."
66–75Thermal Optic Lenses5,500 Credits. The Alphyn’s eyes. Can be integrated into a helmet or cybernetic eye-sockets.
76–85Black-Box Neuro-LinkData Payload. Contains the last 24 hours of the creature's sensory data. Might reveal who its master is.
86–92"The Golden Bile"7,500 Credits. A rare digestive enzyme that can eat through industrial-grade plexiglass. (3 doses).
93–97Unstable Heart Core10,000 Credits. A miracle of bio-engineering. If kept on life support, it can power a small safehouse indefinitely.
98–99Intact Larynx GraftRare Find. A specialized vocal module that allows the user to mimic any voice they’ve heard.
100The Alpha EmbryoPriceless. A dormant clone-egg found in a pressurized cavity. You now own a baby Alphyn... or a death sentence.

Harvesting Rules (Optional)

To determine how much they get, have the player make a Medicine or Technology check:

  • Critical Success: Roll twice on the table and keep both.

  • Success: Roll once.

  • Failure: The item is damaged; reduce its Market Value by 50%.

  • Critical Failure: A defensive organ (like a poison sac or high-voltage nerve) ruptures. The harvester takes 2d6 damage.

The Boreyne is another rare "heraldic beast" that fits perfectly into the Castles & Crusades milieu. Like the Alphyn, it is a composite creature—a chimera of sorts—that traces its roots back to 15th-century British heraldry (specifically the badge of the Borough family).

In Castles & Crusades, the Boreyne is best utilized as a semi-aquatic guardian or a powerful "stump-breaking" brute in wilderness encounters.


The Creature: Boreyne



The Boreyne is a bizarre hybrid: it has the head of a bull (often with ram’s horns), the body of a dog/wolf, the mane of a horse, the forelegs of a lion, and the hind legs and talons of an eagle. A distinguishing feature is a spined dorsal fin running down its back.

AttributeTypical Stat Range
Hit Dice6d8 (Large)
Armor Class17
Movement40 ft., Swim 30 ft.
Attacks2 Claws (1d8), 1 Gore/Bite (2d6)
SpecialCharge, Aquatic Adaptation, Spined Back
SavesPhysical (Strength/Constitution)
AlignmentNeutral

Key Combat Abilities

The Boreyne is more of a "tank" compared to the agile Alphyn. It relies on its weight and bizarre physiology to dominate the battlefield.

  • Powerful Charge: If the Boreyne moves at least 20 feet and hits with its gore/headbutt, it deals double damage (4d6) and the target must make a Strength (CL 6) save or be knocked back 10 feet and stunned for one round.

  • Spined Back: Anyone attempting to grapple the Boreyne or attacking it from above (such as a rogue dropping from a ceiling) must make a Dexterity (CL 6) save or take 1d6 piercing damage from its dorsal spines.

  • Amphibious: The Boreyne is an excellent swimmer. It often lurks in moats or muddy rivers, leaving only its dorsal fin visible (looking like a strange fish) before lunging onto the bank to attack.

Lore & Ecology

  • The "Mud-Lion": In heraldic lore, the Boreyne is often associated with water and marshlands. In C&C, they are frequently used by swamp-dwelling lords or wizards to guard bridge-crossings.

  • Symbolism: In a campaign, seeing a Boreyne often indicates you are entering the territory of a specific noble house or a high-ranking knight, as these creatures were historically "badges" of rank.

  • Behavior: Boreynes are notoriously stubborn. Unlike many predators that flee when wounded, a Boreyne often enters a "stand-your-ground" state, gaining a +2 bonus to Morale when below half HP.


Castle Keeper Tips

  • Encounter Setup: Place a Boreyne in a partially flooded dungeon room. Use its dorsal fin to trick players into thinking it's a giant fish or a shark before the massive bull-headed chimera stands up on its lion-paws.

  • The Barbed Tongue: Some descriptions give the Boreyne a "spear-headed" or barbed tongue. You can add a special attack where it attempts a reach grapple (10 ft) with its tongue to pull a player into its gore range.

    In Castles & Crusades, a Bred War-Boreyne is a creature that has been selectively bred and trained by elite heavy cavalry or mountain-dwelling knightly orders. It is larger, meaner, and armored in heavy barding, making it a "Living Siege Engine."

    Because it has the head of a bull and the hind-talons of an eagle, it is one of the few mounts that can effectively fight both in front and behind itself simultaneously.

    The Bred War-Boreyne



    AttributeStats
    Hit Dice8d8 (Large)
    Armor Class20 (Natural Hide + Plate Barding)
    Movement40 ft., Swim 20 ft.
    Attacks1 Gore (2d8), 2 Front Claws (1d8), 1 Rear Talon Kick (1d10)
    SpecialTrample, Unstoppable Charge, Battle-Hardened
    SavesPhysical (High Strength/Constitution)
    Morale11 (Fearless)

    Special Combat Abilities

    • Unstoppable Charge: When ridden by a skilled knight into a charge (at least 30 ft), the Gore attack deals 3d8+6 damage. Additionally, any Medium or smaller creatures in the path must succeed on a Strength save (CL 8) or be trampled.

    • Trample: If a target is knocked prone by the charge, the War-Boreyne can make an immediate extra attack with its lion-like forepaws for 2d6 damage.

    • Rear Talon Defense: Unlike a horse, which can only kick blindly, the Boreyne’s eagle-like hind legs are dexterous. If a rogue or enemy attempts to flank the creature, it can make a Talon Kick as a reactive strike once per round.

    • Battle-Hardened: The creature is immune to non-magical fear and receives a +4 bonus on saves against Charm or Sleep spells, representing its iron-willed training.

    Equipping the Beast

    A War-Boreyne is rarely seen "naked." They are usually outfitted with:

    • Horn-Caps: Metal spikes fitted over the horns, adding +2 damage to Gore attacks (included in stats above).

    • The Howdah-Saddle: A specialized heavy saddle that grants the rider a +2 bonus to their own AC against melee attacks, as the creature's broad horse-like mane and spined back provide natural cover.


    The Cost of War

    Owning one of these is a massive status symbol.

    • Cost: 8,000–10,000 Gold Pieces (if a noble house will even sell one).

    • Maintenance: They require a diet of raw meat and grain, costing roughly 5 gp per day.

    • Temperament: They are fiercely loyal to one rider. Anyone else attempting to mount a War-Boreyne without the "Alpha-Bond" must make a Charisma (CL 10) check or be gored immediately.


    Castle Keeper Hook

    "The Iron Duke doesn't ride a destrier. He rides a Boreyne clad in blackened steel. When that beast hits your shield wall, it doesn't just break the line—it eats the men holding it."

     In Wretched Darkness, the Boreyne is less a "noble guardian" and more a brutalist enforcer. It represents the intersection of ancient folk-horror and modern occult grit. In this setting, the Boreyne is often a "familiar" for a bloodline of corrupt aristocrats or a byproduct of a ritual gone wrong in the rural marshlands.

    It is a creature of heavy, wet impact and crushing force.

    The Wretched Boreyne


    “We thought it was a bull that had escaped the slaughterhouse, but bulls don't have talons, and they definitely don't have a dorsal fin that cuts through the swamp water like a shark’s.”

    AttributeValue
    HD6 (avg 33 HP)
    AC17 (Thick Hide & Bone Plates)
    MoveMedium (40 ft. / Swim 30 ft.)
    Attacks1 Gore (2d6), 2 Claws (1d8)
    SavesPhysical (as Level 6)
    Morale11 (Stubborn)

    Unique Traits for Wretched Darkness

    • Relentless Juggernaut: The Boreyne is an engine of momentum. If it moves at least 20 feet and hits with a Gore attack, the victim must make a Physical Save (TN 14) or be knocked prone and lose their next Move action as the wind is crushed out of them.

    • Aquatic Ambush: The Boreyne can hold its breath for up to 30 minutes. It often submerges in shallow, muddy water, leaving only its jagged dorsal fin exposed. It gains Advantage on Surprise checks when attacking from water or deep mud.

    • Thick-Skulled (Mental Resistance): Its brain is encased in a massive, reinforced skull. The Boreyne has Advantage on saves against mind-altering supernatural effects or psionics.

    • Grisly Mane: Its mane is coarse, matted with the dried blood and hair of previous victims. Seeing the Boreyne emerge from the mist triggers a Sanity Check (TN 10).


    Dread Powers (Pick 1 or 2)

    1. Shattering Bellow: Instead of attacking, the Boreyne lets out a low-frequency roar. All glass within 30 feet shatters, and PCs must make a Physical Save or be Deafened and Disoriented (-4 to hit) for 1d4 rounds.

    2. Iron Hide: The creature is magically toughened. It gains Damage Reduction (DR) 3 against all non-magical, non-silvered weapons.

    3. Blood-Tracker: Once the Boreyne draws blood from a target, it can track that specific person anywhere within 5 miles, regardless of terrain or water. It "smells" the spiritual resonance of the wound.


    Modern Horror Integration

    • The Rural Legend: In the backwoods, locals whisper about the "Black Bull of the Fen." It’s treated as a local god that requires a seasonal sacrifice of livestock (or drifters) to keep it from wandering into town.

    • The Corporate Guard: A pharmaceutical company has "re-engineered" the Boreyne as a heavy-duty asset for guarding remote jungle labs. These versions are often fitted with neural-links and chemical injectors

In The New Flesh, the Boreyne is no longer a creature of legend—it is a Heavy-Industrial Biomorph. Engineered for "Area Denial" and "Front-Line Breaching," the Boreyne is a massive, vat-grown tank. If the Alphyn is a surgical scalpel, the Boreyne is a sledgehammer made of bone and muscle.

It is often used by corporate security forces to clear out slums or by cartel "enforcers" as a mobile barricade.

The Boreyne (Industrial Breacher)



StatValue
Threat Level4 (Biological Juggernaut)
Vitality50
Armor Value6 (Sub-Dermal Ballistic Plates)
SensesLow-Light Optics, Seismic Sensors (via hooves/paws)
InstinctTo crush, trample, and hold ground.

Biological Traits & Augments

  • Hydraulic Musculature: Its legs have been reinforced with synthetic muscle-fibers and hydraulic fluid reservoirs.

    • Effect: On a successful Gore/Charge, the Boreyne can choose to ignore the target's cover (breaking through walls, doors, or vehicles) to reach the victim.

  • Seismic Stomp: By slamming its massive front paws, it sends a vibration through the floor.

    • Ability: All targets within 15 feet must make a Balance/Stability Check or be knocked prone.

  • Dorsal Cooling Fin: That "heraldic" fin is actually a biological radiator. It allows the Boreyne to exert massive force without its internal organs cooking.

    • Weakness: If the fin is targeted and "disabled" (requires a called shot), the Boreyne gains the Overheated condition, losing 1d6 Vitality every turn it takes an action.


Dread Manifestations (The Horror of the Flesh)

In The New Flesh, these creatures often show the strain of their rapid growth and cybernetic integration:

  1. Leaking Hydraulics: Instead of blood, the creature bleeds a pressurized, steaming hydraulic fluid. Anyone in melee range when it is hit must save or be blinded by the hot, oily spray.

  2. Voice of the Machine: It has been fitted with an external PA system instead of a natural roar. It broadcasts static-filled corporate warnings or "Move Along" commands in a flat, synthesized voice while it attacks.

  3. Grafted Artillery: In some "War" variants, the Boreyne has a shoulder-mounted weapon rig bolted directly into its spine, allowing it to provide suppressive fire while it charges.


The "New Flesh" Encounter: The Breached Safehouse

The players are holed up in a reinforced apartment. They hear the heavy thud-thud of something massive coming up the stairs. The door doesn't just open—it explodes inward as 600lbs of armored bull-head and lion-muscle lunges through. The Boreyne isn't there to kill them quickly; it's there to pin them down until the "Collection Team" arrives.


Harvest Table (Bio-Tech Scrap)

If the PCs kill it, they can scavenge:

  • Sub-Dermal Armor Plates: Can be repurposed into high-grade personal ballistic vests.

  • Synthetic Muscle Fibers: Highly valuable to "Ripperdocs" for Strength-enhancing grafts.

  • Seismic Sensor Array: Can be rigged into a portable motion detector.