Wednesday, January 21, 2026

Updating The Zothique Campaign For Castles & Crusades Rpg - Campaign Notes, Zothique Demons, The Zothiquean Sorcerer PC class, Regions of Zothique, & Adventures

 Running a Castles & Crusades (C&C) campaign in Clark Ashton Smith’s Zothique is a match made in heaven. C&C’s "old-school" feel captures the cycle of decay, necromancy, and dark irony that defines the last continent of Earth.



In Zothique, the sun is a weary, blood-red ember, the old gods have returned as cruel masters, and the line between the living and the dead is paper-thin.


1. The Atmosphere: Dying Earth Aesthetics

Zothique is not about "saving the world"—the world is already doomed. It is about extravagance, decadence, and doom.

  • The Palette: Use descriptions of copper skies, purple seas, and crumbling porphyry towers.

  • The Tone: High adventure mixed with cosmic horror. Victory often comes with a bitter price or a cynical twist.

  • Magic: It is ubiquitous but dangerous. Sorcerers are often more powerful (and more insane) than kings.


2. Adapting the C&C Rules



To capture the "Smithian" flavor, you’ll want to make a few tweaks to the standard C&C framework.

Character Classes

  • The Knight/Paladin: Rebrand these as "Dutiful Sentinels" of dying city-states like Tasuun or Yoros. Their "holy" power comes from forgotten, indifferent deities.

  • The Rogue & Assassin: These are the bread and butter of Zothique. Grave-robbers, relic-hunters, and spies are the most common protagonists.

  • The Illusionist: In Zothique, reality is thin. The Illusionist is incredibly thematic here, representing the "glamours" used by the decadent elite.

The Attribute Check (The SIEGE Engine)

The Intelligence and Wisdom checks are vital here. Zothique is full of ancient languages, cursed idols, and mind-bending horrors. Use the SIEGE engine to handle "Sanity" or "Corruption" by gating certain dark rituals behind high-CL (Challenge Level) Intelligence checks.


3. The Pantheon of the Last Continent

Standard C&C deities don't fit. You need the dark, alien gods of the cycle:

DeityDomainAlignment
ThasaidonLord of the Seven Hells, Sorcery, MaliceEvil
VerghamaDestiny, Time, ImpartialityNeutral
BasatanThe Sea, Sea-Monsters, StormsNeutral
MordiggianThe Charnel God, Death, SilenceNeutral (The Ghoul-God)

4. Campaign Hook: "The Reliquary of the Weeping Sun"

The Setup: The players begin in the city of Orizha, a place of black marble and pale inhabitants. They are hired by a dying nobleman to retrieve the Ichor of Xylac—a substance rumored to grant a final hour of youth—from a tomb in the desert of Cynotaph.

The Twist: The tomb isn't guarded by traps, but by the "Liturgy of the Dead." The inhabitants are sentient ghouls who worship Mordiggian and view the players as "sacred offerings" that have delivered themselves to the altar.

Key Locations for the Sandbox

  1. Xylac: A land of powerful, haughty sorcerers and ancient feuds.

  2. The Isle of Uccastrog: A den of iniquity and torture where a mad king rules. Great for a "prison break" adventure.

  3. The Dead Cities of Tasuun: Endless underground catacombs perfect for a classic C&C dungeon crawl.


5. Monsters & Encounters

Replace standard goblins and orcs with:

  • Ghouls: Not mindless eaters, but a sophisticated, subterranean civilization.

  • Lamias & Vampires: The seductive, predatory remnants of fallen empires.

  • Colossi: Clockwork or magical automatons left behind by long-dead civilizations.

  • The Unseen: Extra-dimensional horrors summoned by reckless wizards.


Tips for the Castle Keeper (CK)

  • Limit "Good" vs "Evil": Shift the focus to Law (Order/Stagnation) vs Chaos (Entropy/Madness).

  • Strange Loot: Instead of a "+1 Sword," give them a "Scimitar of the Sunless Sea" that glows when a necromancer is within 60 feet but whispers dark secrets to the wielder at night.


  • Language is Key: Use archaic words. Don't say "red"; say "vermilion" or "carmine." Don't say "big"; say "cyclopean."

    In Zothique, demons are rarely "generic" monsters from a fiery pit. They are more often extra-dimensional entities, survivors of previous world-cycles, or the grotesque handiwork of Thasaidon.

    Here are three demons tailored for a Castles & Crusades campaign, including their SIEGE Engine-ready stats.


    1. The Porphyry Eidolon (Lesser Demon)

    These entities are summoned from the "Black Dimensions" to act as tireless guardians for the sorcerer-kings of Xylac. They appear as polished, faceless statues made of deep purple stone, only revealing their demonic nature when they unfold like jagged origami to attack.

    • HD: $5d8+10$ (HP 32)

    • AC: 19 (Stone Hide)

    • Attacks: 2 Slams ($1d10$)

    • Special: * Inanimate Falsehood: Until it attacks, it is indistinguishable from a statue. It gains a +10 bonus to surprise checks.

      • Magic Resistance: Standard SR 4.

    • CL: 6

    CK Note: Use these to punish players who ignore "decor" in a wizard’s sanctum. They don't breathe, eat, or sleep; they simply wait for a specific verbal trigger to kill.


    2. The Familiars of Thasaidon (Middle Demon)

    Small, spindly, and sporting the wings of a moth and the face of a wizened infant, these demons are the primary "whisperers" sent by the Lord of Evil to corrupt mortal wizards. They do not fight with brawn, but with the inevitable decay of the mind.

    • HD: $3d8$ (HP 14)

    • AC: 16

    • Attacks: 1 Sting ($1d4$ + Poison)

    • Special: * Poison: A failed Constitution save (CL 3) causes the victim to fall into a lethargic trance for $1d6$ hours, during which the demon feeds on their memories.

      • Invisibility: Can become invisible at will.

      • The Whispering Truth: Can cast Confusion once per day by whispering secrets of the world’s end.

    • CL: 5


    3. The Charnel-Reaper (Greater Demon)

    A terrifying manifestation often found in the service of necromancers or lurking in the ruins of Tasuun. It is a towering, skeletal figure draped in silks the color of dried blood, wielding a scythe made of "frozen shadow." It smells of old spice and ancient rot.

    • HD: $9d8+18$ (HP 60)

    • AC: 21

    • Attacks: The Shadow Scythe ($2d8 + 4$)

    • Special: * Cold Aura: All creatures within 10 feet must make a Constitution save (CL 9) or take $1d6$ cold damage per round.

      • Sever Soul: On a Natural 20, the target must make a Wisdom save (CL 9) or be struck by Fear (as the spell) and lose 1 level of experience (drained by the scythe).

      • Teleport: Can blink up to 60 feet as a move action.

    • CL: 11


    Using Demons in Zothique

    In a Castles & Crusades Zothique setting, summoning is always a gamble. If a player character attempts to summon such a creature (using Summon Monster or a scroll), I recommend the following house rule:

    The Price of Malice: Upon summoning, the caster must make an Intelligence Check (CL = Demon's HD). If they fail, the demon performs the task but exacts a "Cynical Cost"—perhaps stealing the caster's ability to see color for a month, or demanding the sacrifice of a cherished memory.

     In Castles & Crusades, the standard Wizard is a scholar. The Zothiquean Sorcerer, however, is a conduit for the decaying energies of a dying sun and the dark whims of Thasaidon. They don't just "study" magic; they bargain for it, bleed for it, and are eventually consumed by it.

    The Zothiquean Sorcerer uses the Wizard as a base class but replaces certain features to emphasize the "weird fiction" and necromantic themes of Clark Ashton Smith.


    The Zothiquean Sorcerer

    • Prime Attribute: Intelligence

    • Hit Dice: d4

    • Weapons: Dagger, Dirk, Staff, Scimitar, Whip

    • Armor: None

    • Abilities: Spellcasting, The Black Arts, Cynical Bargain, Sense the Grave

    1. Spellcasting

    Zothiquean Sorcerers use the Wizard spell list, but with a thematic restriction: they cannot cast spells with the [Light] or [Holy] descriptors. Their magic manifests as purple flames, black vapors, or translucent ghosts.

    2. The Black Arts (Level 1)

    The sorcerer is a master of the forbidden. They gain a +2 bonus to all SIEGE Engine checks (Intelligence) involving Necromancy, Ancient History, or Demonology. Additionally, they can cast Animate Dead as a 3rd-level spell rather than a 4th-level spell.

    3. Cynical Bargain (Level 3)

    In Zothique, when your mental reserves are dry, you can pay with your life force.

    • Ability: A Sorcerer can cast a spell they have already expended or a spell they do not have prepared by taking 1d6 points of damage per spell level.

    • This damage cannot be healed by magical means; it must be recovered through natural rest in a place of "dark luxury" (fine wines, silken sheets, and incense).

    4. Sense the Grave (Level 5)

    Having brushed against the veil so often, the sorcerer can sense death.

    • Ability: By concentrating for one round, the sorcerer can detect the presence of undead, corpses, or cursed items within 60 feet. This bypasses walls but is blocked by lead or "holy ground."


    Progress and Experience

    The Zothiquean Sorcerer uses the Wizard Experience Table.

    LevelHDEPs Required
    1d40
    22d42,501
    33d45,001
    44d410,001
    55d420,001

    New Spell: Vengeance of the Red Sun

    Level: 2 (Sorcerer/Wizard)

    Range: 50 ft.

    Duration: 1 round/level

    Save: Intelligence (Negates)

    The caster gestures toward the dying sun, and the target’s shadow suddenly detaches and begins to strangle them. The target is considered Grappled and takes $1d6$ damage per round. If the target is in total darkness, this spell cannot be cast.


    The "Doom of the Sorcerer" (Optional Rule)

    To capture the irony of Clark Ashton Smith’s tales, every time a Zothiquean Sorcerer reaches a new level, the CK (Castle Keeper) should roll on the following table to see how the "Black Arts" are changing them:

    d6The Toll of Magic
    1Pallid Flesh: Your skin becomes as white as a corpse. -1 Charisma.
    2Voice of the Grave: Your voice becomes a dry rattle. +1 to Intimidate, -1 to Persuade.
    3Eyes of the Void: Your pupils fill your entire eye. You gain Darkvision (30 ft) but are blinded by bright noon sun.
    4Shadow-Thin: You become unnaturally gaunt. +1 to Dexterity, -1 to Constitution.
    5Demonic Taint: A small, non-functional horn or vestigial wing grows. Animals grow uneasy in your presence.
    6Golden Age Vision: You occasionally see the world as it was 10,000 years ago. +2 to History checks, but -2 to Initiative as you are distracted by ghosts of the past.

    In Zothique, the universe is senile and its laws are fraying. When a spellcaster fails a SIEGE Engine check, rolls a Natural 1, or uses the Cynical Bargain ability, the "irony of the dying sun" may manifest.

    This table provides Cynical Costs. These are not just mechanical penalties; they are narrative curses that reflect the dark, poetic, and often cruel humor of Clark Ashton Smith's writing.


    The d100 Table of Cynical Costs

    d100The Manifestation of Irony
    01–05The Gilded Rot: Your skin takes on a beautiful metallic gold sheen, but you lose all sense of touch and smell for $1d6$ days.
    06–10Echoes of the Void: For the next 24 hours, any word you speak is repeated a minute later by an invisible, mocking voice. Stealth is impossible.
    11–15Shadow Rebellion: Your shadow refuses to follow you. It sits, stands, or points in the opposite direction, often revealing your location to enemies.
    16–20The Thirst of Yoros: You become pathologically thirsty, but any water you touch turns to fine, red desert sand instantly. Lasts $1d4$ hours.
    21–25Floral Decay: Everywhere you step, black, foul-smelling lilies sprout and instantly wither. You are incredibly easy to track.
    26–30The Weight of Aeons: You feel the gravity of the dying earth. Your movement speed is halved, and you require a cane to walk for $1d8$ hours.
    31–35Amnesia of the Self: You forget your own name and your companions' names. You retain your spells, but you act with total confusion for $1d4$ turns.
    36–40Midas’s Curse (Zothiquean Style): Any food you attempt to eat turns to flavorless ash the moment it touches your tongue.
    41–45The Pale Reflection: For $1d10$ days, your reflection in any mirror or pool appears as a rotting corpse that whispers your secret fears.
    46–50Verminous Aura: $1d100$ scarabs, moths, or flies crawl out of your sleeves and collar. They do no damage but cause a -4 penalty to Charisma checks.
    51–55Backward Tongue: You can only speak in a forgotten, pre-human language. You can cast spells, but no mortal can understand your speech.
    56–60The Blood-Red Vision: Your vision is tinted deep crimson. You gain Darkvision 60ft, but you cannot see the color blue or green (including "green" potions).
    61–65Magnetic Malice: Small metal objects (jewelry, daggers, coins) within 5 feet drift slowly toward you and cling to your skin.
    66–70The Raven’s Omens: A black bird follows you, perched on your shoulder. It screams loudly whenever you attempt to cast a spell stealthily.
    71–75Translucent Flesh: Your skin becomes clear like glass for $1d4$ days. Your internal organs and pulsing veins are visible to all. -2 to Constitution saves.
    72–80The Somnambulist: Whenever you sleep, you walk $1d6$ miles in a random direction. You wake up exhausted and lost.
    81–85Thasaidon’s Laughter: You are seized by uncontrollable, silent weeping or laughter (CK's choice) that lasts until the sun next sets.
    86–90Borrowed Time: You regain your spell, but you physically age $1d10$ years in a single heartbeat.
    91–95The Necromantic Magnet: Any corpse within 30 feet slowly drags itself toward you, seeking to touch your "warmth." They don't attack, but they won't leave.
    96–99The Soul-Slip: Your spirit partially detaches. You become ethereal for $1d6$ rounds, unable to touch the physical world or cast further spells.
    100The Ultimate Irony: The spell succeeds perfectly, but the person you intended to help or the object you intended to save is permanently erased from your memory.

    How to use this in your C&C Game:

    • The "Safety Valve": If a player rolls a Natural 1 on a spellcasting check, roll on this table.

    • The Bargain: If the Sorcerer uses their Cynical Bargain ability (taking damage for a spell), have them roll a Wisdom Save (CL = Spell Level). On a failure, they suffer one of these costs in addition to the damage.

      In the terminal age of Earth, the continents have shifted and merged into Zothique, the last landmass beneath a dying, ember-red sun. To travel Zothique is to walk through a graveyard of empires where the soil is composed of the dust of a million forgotten kings.

      Here are the primary regions for your Castles & Crusades campaign, categorized by their "flavor" of doom.


      1. The Northern Kingdoms (The Hub of Sorcery)

      These lands are the most "civilized," though their civilizations are decadent, cruel, and obsessed with the past.

      • Xylac: The preeminent kingdom of sorcerers. Its capital, Canyath, is a city of high domes and slender minarets. The people are haughty and view magic as a birthright.

        • CK Hook: A wizard-prince hires the party to steal a "star-stone" from a rival, only for the party to realize the stone is actually an egg for a cosmic horror.

      • Tasuun: A land of immense antiquity and subterranean mystery. The surface is dotted with the ruins of a thousand cities. Below ground lies the Catacombs of Ilalotha, a megadungeon where the dead outnumber the living ten thousand to one.

      • Yoros: A fertile but fading land known for its exquisite wines and lethal poisons. It is ruled from Faraad, the "City of Seven Fountains."


      2. The Western Deserts (The Land of the Dead)

      A scorched expanse of red sand and black rock where the line between the living and the spirits is thinnest.

      • Cynotaph: A desert so cursed that the sun seems to stand still. It is home to the Ghouls of Cynotaph, a sophisticated race of corpse-eaters who worship the god Mordiggian.

        • CK Hook: The players must seek sanctuary in a ghoul-city to hide from a demonic storm, but they must follow the "Law of the Shroud"—no light, no loud speech, and no disrespect to the dead.

      • The Araunian Desert: Home to nomad tribes and the "lost" city of Tshai, which is said to appear only during eclipses.


      3. The Eastern Sea & Islands (The Weird Waters)

      The seas of Zothique are purple, sluggish, and filled with monsters that have survived since the dawn of time.

      • Sotar: A kingdom of sailors and merchants who trade in spices, slaves, and "memory-crystals."

      • The Isle of Uccastrog: A nightmare isle of black volcanic rock. It is ruled by a line of kings so depraved that even the demons of Thasaidon find them distasteful. It is famous for its torture gardens.

      • Izdrel: A lonely isle where the inhabitants have forgotten the sun and worship the "Darkness Between the Stars."


      4. The Southern Reaches (The End of the World)

      As one travels south, reality becomes increasingly unstable. The sun hangs lower and larger in the sky.

      • Ulua: A jungle-choked peninsula where the ruins are so old they have become part of the geology. The inhabitants are cannibalistic and worship prehistoric deities.

      • The Abysmal Sea: The water here is black and thick like oil. It is said that if one sails far enough south, they will reach the edge of the world where the waters fall into the void.


      Region Summary Table for Travel

      RegionClimatePrimary ThreatC&C Encounter Type
      XylacArid/UrbanRival SorcerersPolitical Intrigue / Urban Crawl
      TasuunDusty/RockyAncient UndeadClassic Mega-Dungeon
      CynotaphBlistering HeatGhouls & ThirstSurvival / Horror
      UccastrogHumid/VolcanicMad CultistsStealth / Prison Break
      YorosTemperateAssassins & PoisonWilderness / Social

      The "Dying Sun" Mechanic (Regional Environmental Effect)

      In Zothique, the light is failing. When the party enters a new region, roll $1d6$. On a 1, the sun enters a "Lethargic Phase" for $1d4$ days:

      • Mechanical Effect: All non-magical light sources have their radius halved. All characters suffer a -2 penalty to Initiative as the crushing weight of the world's end induces a deep, magical malaise.

        To run a sandbox campaign in the Desert of Cynotaph, we focus on a "Hex Crawl" through the red sands. This region is a transition zone between the dying civilization of Tasuun and the absolute silence of the Ghoul-realm.

        The Desert of Cynotaph Hex Key

        Scale: 1 Hex = 6 Miles.

        Movement: Heavy sand/rocky terrain. Movement is reduced to 2/3 speed.

        Hex 01: The Obelisk of Uvadh

        A 40-foot pillar of green jade stands alone in the dunes. It hums with a low, vibrating frequency.

        • The Encounter: A Zothiquean Sorcerer (Level 6) named Vach-Nar is attempting to "tune" the obelisk to contact a demon of the outer spheres.

        • The Twist: If a player touches the jade, they must make a Wisdom Save (CL 6) or their mind is swapped with an inhabitant of a distant planet for $1d4$ hours.

        Hex 02: The Well of Bitter Tears

        A small oasis surrounded by black palms. The water is cool but tastes of salt and copper.

        • The Encounter: $2d6$ Desert Nomads (Tasuunian outcasts) are guarding the well. They are desperate and will trade information for fresh fruit or wine.

        • The Secret: The well is fed by the weeping of a subterranean statue of the goddess Nidra. Drinking the water allows one to go without sleep for 48 hours, but causes vivid hallucinations.

        Hex 03: The Bone-Orchard

        A field where thousands of ribcages sprout from the sand like strange white bushes.

        • The Encounter: $1d4$ Charnel-Reapers (see previous stats) are "harvesting" marrow.

        • Loot: A Silver Scimitar (+1) is clutched by a skeletal hand deep in the sand. If taken, the "owner" rises as a Wraith (C&C Monster Manual) at the next sunset.

        Hex 04: The Monasteries of the Silent God

        Crumbling sandstone structures built into the side of a red mesa.

        • The Encounter: The Monks of Silence. They have sewn their mouths shut. They are not hostile unless the players make loud noises (clanking armor, shouting spells).

        • The Danger: If the "Silence" is broken, the monks transform into Greater Ghouls (HD 4) and attack with unnatural speed.

        Hex 05: The Gateway to Zul-Bha-Sair

        The entrance to the legendary city of the Ghouls. It appears as a massive, lion-headed archway half-buried in a dune.

        • The Encounter: The Guardian of the Gate, a massive sphinx-like construct made of fused bone. It asks a riddle not of logic, but of despair.

        • The Riddle: "What grows larger the more you take from it?" (Answer: A Grave). If answered correctly, it allows passage. If failed, it breathes a cloud of Black Vapor (Constitution Save CL 8 or die).


        Random Encounter Table: Cynotaph Sands

        Roll $1d12$ once per day and once per night.

        d12Encounter
        1The Red Sirocco: A magical sandstorm. All navigation fails. Characters take $1d4$ damage/hour from heat/sand unless they find shelter.
        2A Ghoul Caravan: $3d6$ Ghouls transporting "fresh" delicacies (coffins) to Zul-Bha-Sair. They are neutral and willing to trade.
        3Mirage of the Past: The party sees a lush, ancient city. If they follow it, they wander $2d6$ miles off course.
        41d4 Giant Scorpions: Standard C&C stats, but their venom causes "The Gilded Rot" (see Cynical Costs table).
        5A Dying Hermit: He offers the players a map to a "Loom of Souls" in exchange for a peaceful death.
        6The Shadow of the Red Sun: A literal shadow falls over the party. It is a Nightwing (flying demon) hunting for a meal.
        7-12Oppressive Silence: Nothing happens, but the psychological weight increases. (Roll for a "Cynical Cost" on a Natural 1 of any check).

        Unique Magic Item: The Urn of Thasaidon

        Found in a hidden niche within Hex 04.

        A black clay jar sealed with lead. If opened, it releases a Purple Vapor that fills a 30-foot radius. All enemies within the cloud must make a Charisma Save (CL 7) or be struck with Feeblemind as their sanity is drained into the urn.

        • The Cynical Cost: Every time the urn is used, the owner’s eyes turn a deeper shade of violet. When they are entirely purple, the owner becomes an NPC servant of Thasaidon.

          In the center of the Desert of Cynotaph lies Zul-Bha-Sair, the "City of the Singing Charnels." Unlike the crumbling cities of men, Zul-Bha-Sair is impeccably maintained—not because its inhabitants value life, but because they have an infinite amount of time and a religious devotion to the aesthetics of death.

          The city is carved entirely into the side of a titanic ravine. Its "streets" are tiers of balconies and bridge-ways that look down into an abyss where the god Mordiggian is said to dwell.


          1. The Laws of the Shroud

          The Ghouls of Zul-Bha-Sair are not the mindless eaters of standard C&C. They are a somber, ancient race with a strict legal code. Characters entering the city must abide by the Liturgy of the Dead:

          1. The Law of Silence: Shouting, singing, or the clashing of weapons is a capital offense. All speech must be whispered.

          2. The Law of the Unclaimed: Any corpse brought into the city limits immediately becomes the property of the Temple of Mordiggian. Attempting to resurrect a body is considered "theft from the God’s table."

          3. The Law of the Living: The living are tolerated as "guests who have not yet ripened." They may stay for three days; on the fourth, they are considered "over-ripe" and must leave or be harvested.


          2. Key Locations in the City

          The Palace of the Charnel-King

          The city is ruled by King Pharnoc, a ghoul of such immense age that his skin has turned to the consistency of black parchment. He sits upon a throne made of fossilized ivory.

          • The King's Favor: Pharnoc is a collector of "tales from the surface." He may grant the party safe passage or rare artifacts if they can tell him a story of a kingdom he has not yet outlived.

          The Temple of Mordiggian

          A windowless, monolithic dome at the lowest point of the city. No torches are permitted here.

          • The Shadow-God: Mordiggian is a god of silence and darkness. He does not demand blood, only the bodies of the dead. It is said that within the temple, any corpse placed on the altar vanishes in a puff of purple smoke, and the bereaved find their grief instantly erased—along with their memories of the deceased.

          The Plaza of Perfumes

          Because the city is full of "curing" meat and ancient remains, the ghouls burn massive amounts of rare incense.

          • The Market: Players can buy Mummy Dust (used for powerful necromantic spells) or Ghost-Vine Wine (allows the drinker to see invisible spirits for $1d6$ turns).


          3. Encounter: The Feast of the Ecliptic

          During your campaign, the party might be invited to a feast by a Ghoul Noble named Nisthan.

          • The Setup: The "food" served to the players consists of strange, translucent fungi and fermented cactus juice (safe for humans). The ghouls, however, consume "vintage" remains.

          • The Conflict: A group of Xylacian Sorcerers (rivals of the party) breaks the Law of Silence by casting a thunderous spell to steal a relic from the palace. The Ghouls react with terrifying, silent efficiency. The players must choose: help the sorcerers flee, or assist the Ghouls to earn "Life-Credits."


          4. Unique NPC: The Human Embalmer

          Vira the Pale is a Level 4 Rogue/Alchemist and one of the few living residents. She has lived in Zul-Bha-Sair for ten years.

          • Role: She acts as a "fixer" for the party. She knows which balconies lead to the surface and which lead to the digestive pits of the Temple.

          • Secret: She is slowly turning into a ghoul herself and desperately seeks a Sovereign Remedy from the kingdom of Yoros to stop the transformation.


          5. C&C Stat Block: The Ghoul Noble (High Ghoul)

          Unlike common ghouls, these are Level 7-9 threats.

          • HD: $7d8+14$ (HP 46)

          • AC: 18 (Wears fine silks reinforced with bone-scales)

          • Attacks: 2 Claws ($1d6 + Paralysis$) or Ceremonial Flail ($1d8$)

          • Special: * Paralysis: Save vs. Constitution (CL 7) or be paralyzed for $2d4$ rounds.

            • Gaze of the Grave: Once per day, can cast Fear as a gaze attack.

            • Magic Resistance: 10%

          • CL: 8


          The Next Step in the Journey

          The party has survived the desert and navigated the politics of the Ghouls. However, King Pharnoc mentions that the Red Sun is darkening prematurely, and the only way to restore the light (or delay the end) is to travel to the Isle of Uccastrog to retrieve the "Eye of Thasaidon."

To sail the Purple Sea is to traverse a dying ocean that has grown thick and sluggish with the salts of a billion years. The water is the color of a bruised plum, and the waves do not splash—they thud against the hull like heavy velvet.

In Castles & Crusades, a sea voyage in Zothique shouldn't be a simple "travel montage." It is a test of the party’s sanity and resourcefulness against antediluvian horrors.


1. The Vessel: A Zothiquean Galley

The party likely commissions a ship from the port of Faraad in Yoros.

  • The Ship: A low-slung galley with lateen sails made of dyed bat-skin. The prow is carved in the likeness of Basatan, the Master of the Oarless Depths.

  • The Crew: A superstitious lot of "Sea-Kings" who paint their eyes with kohl to ward off the "Glance of the Abyss." They demand payment in gold, but also in "Liquid Luck"—rare wines or narcotics to numb the fear of the voyage.


2. Navigational Hazards: The "Tides of Entropy"

The SIEGE Engine handles the voyage through Intelligence (Navigation) and Charisma (Leadership) checks.

  • The Sargasso of Silks: Great floating mats of iridescent, carnivorous seaweed that mimic the appearance of sunken cities. Ships that enter are entangled; the weed slowly leeches the "vital warmth" from the crew (1 point of Con damage per day).

  • The Phosphorescent Fog: A glowing mist that hums. It acts as a Confusion spell (CL 6) for anyone on deck who doesn't cover their ears.

  • Basatan’s Breath: Sudden, oily waterspouts that don't carry water, but rather a vacuum that pulls the air from the lungs of the sailors.


3. The d10 Random Encounter Table (The Purple Sea)

d10Encounter
1The Ghost-Galley of Sosra: An ancient ship with translucent sails. It attempts to "dock" with the party's ship. The crew are Shadows (C&C MM) who want to trade 1,000-year-old coins for "a single hour of sunlight."
2The Great Kraken-Snail: A colossal, shelled mollusk with a hundred eyes. It doesn't want to eat the ship; it wants to use the hull to scrape parasites off its shell (Strength Check CL 8 to keep the ship from capsizing).
3Rain of Black Thorns: The sky turns black and rains needle-sharp obsidian shards for $1d10$ rounds. $1d6$ damage to anyone on deck.
4The Singing Reef: A rock formation that sounds like a choir of mourning women. It lures the navigator toward the rocks (Charisma Save CL 5).
5The Merchant of Izdrel: A lone sorcerer on a raft of bones. He sells "Bottled Breath" (allows underwater breathing) for the price of the buyer's ability to dream.
6-10The Doldrums of Dust: The wind dies completely. The sea becomes as smooth as glass. The crew begins to hallucinate their dead ancestors walking on the water.

4. Featured Mini-Dungeon: The Floating Tomb of Karath

The party spots a structure made of white marble drifting on the purple waves. It is a mausoleum-ship from a forgotten epoch.

  • The Goal: The crew refuses to go near it, but the party’s Zothiquean Sorcerer senses a Relic of the Old Sun inside.

  • The Guardian: A Sea-Ghoul (Use Ghoul stats, but give it a Swim speed and a "Drowning Touch").

  • The Loot: The Chronicle of the Crimson Moon—a scroll that, when read, allows the caster to freeze time for $1d4$ rounds, but ages the caster $1d4$ years.


5. Arrival at the Isle of Uccastrog

As the voyage nears its end, the purple water turns black and choppy. On the horizon, a single jagged peak of obsidian rises, wreathed in permanent lightning. This is Uccastrog, the Isle of the Mad Kings.

CK Note: Remind the players that the "Eye of Thasaidon" is here, but the island is a place of total Lawlessness masquerading as Absolute Order. The "Torture Gardens" are the first thing they will see upon landing.


Navigation Mechanic for the CK

Have the "Navigator" of the party roll an Intelligence Check (CL 5) each day.

  • Success: They stay on course.

  • Failure: Roll on the Encounter Table.

  • Critical Failure (Natural 1): The ship enters the "Vortex of Verghama," and the party loses $1d4$ days of time, arriving at Uccastrog to find their enemies have already landed.

    In Zothique, the Isle of Uccastrog is a place where cruelty has been elevated to a fine art. The Torture Gardens are not merely a place of execution; they are a sprawling botanical nightmare where the ruling elite of the island spend their afternoons.

    The gardens surround the obsidian palace of King Geon, acting as a lethal "buffer zone" for any uninvited guests.


    1. The Aesthetic of Agony

    The gardens are a lush, suffocating jungle of unnatural colors—fuchsia leaves, black vines, and flowers that pulse with the rhythm of a heartbeat. The air is thick with a cloying, honey-sweet scent used to mask the smell of iron and decay.

    • The Soundscape: There are no birds. The only sounds are the wind whistling through hollow, flute-like trees and the "Music of the Flesh"—the distant, rhythmic moans of the "plants."

    • The Atmosphere: Any character entering the gardens must make a Wisdom Save (CL 7). On a failure, they are overwhelmed by a sense of morbid fascination and suffer a -2 penalty to all Wisdom-based checks as they find themselves staring too long at the "exhibits."


    2. The Botanical Horrors (The "Plants")

    In Uccastrog, the line between flora and fauna is blurred by necromancy.

    The Singing Orchids

    These massive, pale flowers have petals that resemble human lips.

    • The Trap: When someone passes, the flowers begin to hum a lullaby. The target must make a Constitution Save (CL 5) or fall into a deep sleep.

    • The Fate: The vines of the orchid then slowly weave into the victim’s skin, drawing nutrients while keeping the host alive and dreaming for years.

    The Iron-Briar Labyrinth

    A maze of thorns as hard as steel and sharp as razors.

    • The Hazard: The thorns are coated in a paralytic toxin. If a character takes damage ($1d4$ per round of movement), they must save vs. Paralysis (CL 6).

    • The Twist: The "hedges" are actually the tangled limbs of thousands of prisoners who have been transformed into living wood over centuries.

    The Weeping Willows of Uccastrog

    Unlike normal trees, these drip a caustic, acidic sap that looks like liquid gold.

    • The Encounter: Hidden among the "weeping" branches are 1d6 Garden Sentinels (Level 4 Assassins) who wear glass armor to protect themselves from the sap.


    3. The Central Feature: The Fountain of Living Quicksilver

    In the heart of the gardens lies a basin filled with magical, liquid metal.

    • The Purpose: King Geon uses this as a scrying pool. By dropping a drop of a victim's blood into the mercury, he can see through their eyes.

    • The Guardian: A Demon of the Gardens—a creature made of thorns and teeth that moves with the silence of a shadow.


    4. Key NPC: Malygris the Younger

    A disgraced apprentice sorcerer who has been "planted" in the gardens but has managed to retain his mind through sheer hatred. He is currently half-human, half-cactus.

    • The Interaction: If the players can heal him or provide him with a quick death, he will whisper the Secret Word of the Obsidian Gate, which allows them to enter the Palace without alerting the stone guardians.

    • The Cost: He asks the players to find his heart, which King Geon keeps in a velvet box, and crush it so he can finally die.


    5. Random Garden Events (d6)

    Roll every 2 turns of exploration:

    d6Event
    1The King’s Procession: King Geon passes by on a litter carried by blind giants. The party must hide (Dex/Stealth CL 10) or be invited to "stay for dinner" (which is a death sentence).
    2Spore Cloud: A patch of fungi explodes. All characters must make a Strength Save (CL 6) or their armor begins to rust and decay instantly.
    3The Mockingbird: A bird made of brass mimics the voice of a loved one calling for help from the center of a briar patch.
    4Pollen Haze: The air turns yellow. Characters gain +1 to all Magic checks but take $1d4$ Psychic damage per turn as they see visions of their own deaths.
    5The Grafting: The party finds a prisoner mid-transformation. He begs for a weapon to end his life before he becomes a tree.
    6Sudden Stillness: All sounds stop. The "plants" turn their leaves toward the players. The next encounter is a surprise attack by the Garden Sentinels.

    The Goal: Beyond the Greenery

    At the end of the garden path stands the Obsidian Palace. Its walls are smooth, mirror-black, and have no visible doors. Only by using the "Secret Word" or performing a blood-sacrifice at the threshold can the party enter to find the Eye of Thasaidon.

    The Throne Room of King Geon is the architectural heart of Uccastrog’s depravity. It is a vast, circular chamber of polished obsidian, so dark and reflective that it creates the illusion of standing on a thin glass floor suspended over a starless void.

    In Castles & Crusades, this is a "Boss Room" designed for high-stakes social maneuvering or a brutal, vertical battle.


    1. The Architecture of the Void

    The room has no pillars. The ceiling is a dome of "Translucent Porphyry" that filters the red light of the dying sun, casting a bruised, purple-and-crimson glow over everything.

    • The Echo: The room is acoustically cursed. Any sound made above a whisper is amplified and distorted, sounding like a chorus of screaming voices. (Spellcasters must make a Wisdom Save CL 6 to maintain focus when casting spells with verbal components).

    • The Floor: The obsidian floor is magically slick. Anyone moving more than half their speed must make a Dexterity Save (CL 5) or fall prone.


    2. The Throne of Bone and Brass

    At the far end of the hall, King Geon sits upon the Throne of the Last Cycle. It is fashioned from the gilded skeletons of the kings he has overthrown, fused together with molten brass.

    • King Geon (The Mad King): He is a Level 10 Zothiquean Sorcerer/Fighter multiclass. He wears a mask of beaten gold because he has traded his facial features to Thasaidon for eternal life. He is rail-thin, dressed in rags of heavy brocade, and carries a Staff of the Black Sun.

    • The Eye of Thasaidon: The artifact is not in a vault; it is currently embedded in the King’s own chest, glowing with a rhythmic, sickly violet light through his translucent skin.


    3. The Court of the Damned

    The "courtiers" standing along the walls are not living men. They are The Eviscerated—nobles who displeased Geon, turned into mindless, skinless zombies who are magically preserved to feel eternal cold.

    • The Guard: $4$ Demons of the Garden (from the previous section) cling to the ceiling like gargoyles, waiting for the King to point a finger.

    • The Jester: A small, shriveled homunculus that scurries around the floor. It doesn't tell jokes; it whispers the PC's worst sins back to them, forcing a Wisdom Save (CL 8) or the PC suffers a -2 penalty to AC from distracted guilt.


    4. The Encounter: The King’s Mad Game

    Geon does not immediately attack. He is bored with the immortality he has won. When the party enters, he offers them a Cynical Choice:

    "The Eye pulses for blood, and my gardens are hungry. Give me one of your party members—the one with the most 'hope'—and the rest of you may take a single jewel from my crown and sail away. Refuse, and you shall become the new pillars of this hall."

    Tactical Combat Features:

    1. The Mercury Pits: There are four pits of quicksilver around the throne. On Geon's command, the metal rises as Small Earth Elementals (stats-wise) but with a liquid form that allows them to slip through armor.

    2. The Ceiling Drop: Geon can use a move action to cause the porphyry dome to vibrate. All PCs must save vs Constitution (CL 10) or be deafened and take $2d6$ sonic damage.

    3. The Eye's Pulse: Every 3 rounds, the Eye of Thasaidon emits a wave of necrotic energy. All living beings take $1d8$ damage (No save), but Geon is healed for the total damage dealt.


    5. Loot: Beyond the Eye

    If the party defeats King Geon and survives the extraction of the Eye:

    • The Mask of Geon: A golden mask that allows the wearer to cast Dominate Person once per day, but the wearer loses their own sense of identity while wearing it.

    • The Staff of the Black Sun: A $+2$ Quarterstaff that can cast Darkness at will.

    • The Map of the Abysmal Sea: A scroll that shows the path to the very edge of Zothique, where the final temple of Thasaidon sits.


    The Final Move

    With King Geon dead and the Eye in their possession, the Isle of Uccastrog begins to tremble. The "plants" in the gardens start to wither and scream. The party must flee back to their ship as the palace begins to sink into the obsidian depths.

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