Saturday, December 13, 2025

Five new Magical Swords & Guardians for Castles & Crusades rpg

 Here are five magical swords, & guardians designed for the Castles & Crusades (C&C) RPG, each with a distinct theme, power, and potential for adventure.


That is an excellent idea! A magical sword is only as good as the peril required to obtain it.

Here are five magical guardians, tailored for a Castles & Crusades (C&C) adventure, designed to protect the swords and challenge a party's different skills.


 Magical Guardians for the Five Swords

1. Guardian of the Blade of Whispering Secrets (Long Sword)

  • Sword: The Blade of Whispering Secrets (Divination/Illusion)

  • Guardian: The Echo of the Oracle

  • Type: Aberration/Construct (Incorporeal)

  • Challenge Focus: Mentalism, Willpower Saves, and Insight

DetailDescription
Description:A shifting column of shadow and light that takes the form of the last person who lied near it. It constantly speaks in whispers that only the targeted creature can hear.
Mechanics:It attacks primarily by forcing the party to question their reality. Its main attack is a mental assault, forcing a Charisma Save (Difficulty 16) against being overwhelmed by psychic noise, causing 1d6 points of Wisdom damage on a failure.
Defense:It is incorporeal (standard immunities apply). Physical attacks are only half effective. It can only be truly damaged if the party successfully pieces together the true identity of the last honest person who entered the chamber.
C&C Note:If a character uses their Charisma Prime Attribute for the save, they gain advantage against the mental noise.

2. Guardian of Wyrmfang, The Dragonslayer (Great Sword)

  • Sword: Wyrmfang, The Dragonslayer (Abjuration/Transmutation)

  • Guardian: The Pyre Drake Golem

  • Type: Construct (Elemental Fire)

  • Challenge Focus: Raw Combat, Heat Resistance, and Tactical Positioning

DetailDescription
Description:A massive, vaguely reptilian golem constructed entirely of petrified wood and cooled magma, animated by a core of pure elemental fire. It exudes incredible heat.
Mechanics:Fiery Aura: All adjacent creatures take 1d4 points of fire damage at the start of their turn. Its physical attacks deal weapon damage plus 1d6 fire damage. It is immune to fire and takes half damage from slashing weapons.
Defense:It is extremely tough (high AC and HP). The most effective way to defeat it is by using cold damage or exploiting the surrounding environment (e.g., collapsing the ceiling on it, or luring it into a pool of water).
C&C Note:Wyrmfang itself (if held by another creature) grants a +2 bonus on Fortitude Saves against the Golem's fire damage.

3. Guardian of Starfall, Blade of the Zenith (Bastard Sword)

  • Sword: Starfall, Blade of the Zenith (Evocation/Radiance)

  • Guardian: The Shadow Sentinel

  • Type: Undead/Outsider (Shadow)

  • Challenge Focus: Light Sources, Turn Undead, and Faith

DetailDescription
Description:A figure clad in ancient, pitted armor that absorbs all ambient light. It moves with impossible silence, leaving icy trails of shadow wherever it steps.
Mechanics:Light Suppression: The Sentinel projects a field of permanent shadow in a 30-foot radius. Within this area, all light sources (torches, light spells, etc.) are suppressed. It gains advantage on attack rolls in this darkness.
Defense:It has high resistance to physical damage unless the attack comes from a magical source. It is extremely vulnerable to radiant energy. A successful Priest's Turn Undead attempt forces it to flee for $1d6$ rounds.
C&C Note:The Starfall sword, if drawn, pulses with a divine light that shrinks the Guardian's darkness field to 10 feet.

4. Guardian of The River's Kiss (Scimitar)

  • Sword: The River's Kiss (Enchantment/Illusion)

  • Guardian: The Mirror-Shaper

  • Type: Fey (Shapeshifter)

  • Challenge Focus: Dexterity, Observation, and Non-Lethal Tactics

DetailDescription
Description:A beautiful, ethereal entity that resembles a water nymph or a swift-running stream. It wields two illusory copies of The River's Kiss.
Mechanics:Blinding Speed: It has a very high AC (18+), representing its ability to dodge and weave. Reflecting Image: Once per round, it can create a perfect duplicate of itself (Illusion). The party must determine which is the true Fey before attacking. Missing the true Fey means the attack hits the illusion, which vanishes, triggering a confusion effect (Willpower Save Difficulty 14 or suffer $-2$ on next attack).
Defense:It is weak to fire and electricity. The true challenge is hitting it, not dealing heavy damage. It avoids combat if possible, preferring to disarm or incapacitate the party using complex maneuvers.
C&C Note:Characters with Dexterity as a Prime Attribute can use an action to make a Sight check (Difficulty 15) to discern the true reflection before making their attack.

5. Guardian of Bloodthirst, The Soul Leech (Short Sword)

  • Sword: Bloodthirst, The Soul Leech (Necromancy)

  • Guardian: The Crimson Host

  • Type: Swarm/Undead (Blood Fiends)

  • Challenge Focus: Area Damage, Fortitude Saves, and crowd control

DetailDescription
Description:The sword is guarded by a massive, seething swarm of tiny, winged, blood-sucking vermin, animated by the collective spite of the sword's previous victims.
Mechanics:Swarm Attack: The Host occupies a 10-foot cube and can attack every creature within that area, dealing 2d4 damage (no attack roll needed). Creatures caught in the swarm must make a Fortitude Save (Difficulty 14) or become Fatigued (suffering -1 on all checks) until the swarm is dispersed.
Defense:It is immune to single-target attacks (arrows, swords, etc.). It can only be damaged by area-of-effect spells (like Fireball) or effects that cover a large area (flamethrowers, magical wind). Attacking it with Bloodthirst causes the sword's wielder to take 1d6 damage as the swarm tries to consume the blade.
C&C Note:Spells that affect multiple targets, such as Burning Hands or Sleep, are highly effective against the low HP swarm components.

Five Magical Swords for Castles & Crusades

1. The Blade of Whispering Secrets (Long Sword)

  • Type: Long Sword (One-Handed/Two-Handed)

  • Aura: Faint Divination and Illusion

  • Enchantment: +1 Attack, +2 Damage

AttributeDetails
Special Power: The Inquisitor's WhisperOnce per day, the wielder may invoke the blade's power. It forces one sentient creature (that can hear) within 30 feet to make a Charisma Save (Difficulty 15). On a failure, the creature must truthfully answer the next question the wielder asks, or be struck deaf for 1d4 rounds (in a blinding flash of psychic backlash).
Flaw: The Weight of TruthIf the wielder ever uses the blade to knowingly tell a lie, they suffer a -2 penalty on all Charisma-based checks and saves for the next 24 hours.
Lore:Believed to be forged by a cynical Sylvan courtier, this blade only grants its loyalty to those who seek the unvarnished truth, no matter how painful it may be.
C&C Mechanic Note:The save is a Charisma Prime Attribute check for those with Charisma as Prime, and a standard save (d20 + level + mods) for others.

2. Wyrmfang, The Dragonslayer (Great Sword)

  • Type: Great Sword (Two-Handed)

  • Aura: Strong Abjuration and Transmutation

  • Enchantment: +2 Attack, +4 Damage

AttributeDetails
Special Power: Scale SplitterWhen attacking a creature of the Dragon type (or a creature with a naturally hardened/magical hide, GM's discretion), the sword deals an additional 1d6 points of damage and ignores up to 5 points of natural/magical AC (but not shield or worn armor AC).
Special Power: Dragon's Rebuke (Caster Only)If wielded by a character who can cast magic (Wizard, Priest, Bard, etc.), once per day as a standard action, the sword can dispel a single ongoing magical effect (spell, condition, etc.) on the wielder, requiring an Intelligence Save (Difficulty 17) to succeed.
Lore:Forged in the breath of a defeated red dragon and quenched in a frozen mountain lake, this ancient blade is heavy, crude, and singularly focused on ending the terror of the great wyrms.

3. Starfall, Blade of the Zenith (Bastard Sword)

  • Type: Bastard Sword (Requires 10 Strength to wield one-handed)

  • Aura: Moderate Evocation

  • Enchantment: +1 Attack, +1 Damage

AttributeDetails
Special Power: Celestial FlareThree times per day, the wielder can choose to substitute the sword's regular damage with a burst of intense, pure light energy. The attack is made normally, but if it hits, it deals 2d6 points of radiant damage instead of the regular weapon damage. This damage is devastating to Undead and Shadow creatures (they must make a Wisdom Save (Difficulty 13) or be Blinded for $1$ round).
Flaw: Sun's DrawIn areas of deep darkness (dungeons, night, etc.), the light-drawing nature of the sword imposes a -1 penalty on the wielder's Dexterity-based saves.
Lore:This beautifully crafted sword's hilt is made of a strange, dark metal, and the blade always seems to shimmer faintly, as if reflecting a distant star. It is a favored weapon of Paladins and those who serve the divine light.

4. The River's Kiss (Scimitar)

  • Type: Scimitar (Light, Fast)

  • Aura: Faint Enchantment and Illusion

  • Enchantment: +1 Attack, +0 Damage (Focuses on speed and defense)

AttributeDetails
Special Power: Fluid MovementThe wielder gains a +1 bonus to their Armor Class (AC) due to the blade's constant, fluid motion. Additionally, once per day, the wielder may re-roll a failed Dexterity save against an area effect (like a fireball) or a grapple attempt.
Special Power: The Gentle CutThe blade allows the wielder to deal only non-lethal damage without penalty, even to armored foes. If the attack roll exceeds the target's AC by 10 or more, the target is stunned for 1 round (Fortitude Save Difficulty 15 to avoid the stun).
Lore:A sword of peace and defense, The River's Kiss was once used by the royal bodyguards of a nomadic desert kingdom. Its movements are said to flow like water, turning aside blows before they can land.

5. Bloodthirst, The Soul Leech (Short Sword)

  • Type: Short Sword (One-Handed/Off-Hand)

  • Aura: Moderate Necromancy

  • Enchantment: +1 Attack, +1 Damage

AttributeDetails
Special Power: Life DrainWhenever the wielder deals a critical hit (a natural 20) with this sword, the wielder immediately regains 1d4 hit points. This power can only activate once per round.
Curse: Unending HungerThe blade instills a minor, but persistent, bloodlust in the wielder. After a combat encounter where the blade drew blood, the wielder must make a Willpower Save (Difficulty 13). Failure means they suffer a $-1$ penalty on all non-combat skill checks and saves until they next draw blood in anger.
Lore:A wicked blade with a crimson gleam. It is not sentient, but it hungers for vitality. Over time, those who rely on its healing power become increasingly brutal and reckless in battle.

Friday, December 12, 2025

London The Steampunk Vigilante NPC For The Victorious Rpg & The Belle Époque Role Playing Game

 London, the public-domain character from the Golden Age Daredevil Comics (not the Marvel character), is an excellent choice for a Victorian-era steampunk setting in the Victorious RPG. This post picks right up from here on the blog. 

However, since London is a relatively obscure public domain character, and Victorious is an independent RPG, pre-existing, official stats for London in the Victorious system do not appear to be readily available.

Therefore, I created a detailed, custom profile for "London, the Steampunk Vigilante" that fits the Victorious RPG's style and the steampunk theme, drawing on the character's original abilities.




 London: The Clockwork Crusader (Victorious RPG Profile)

London's original Golden Age origin involved a scientist, Dr. Drew, who created a gas that made him superhumanly strong, bulletproof, and granted limited flight. We'll reinterpret this to fit a Steampunk/Victorian-era context, focusing on advanced, quasi-scientific gadgetry and chemical enhancements.

Character Concept

London is the alter-ego of Lord Alistair Drew, a brilliant but eccentric chemist and engineer from an old, established family. Disgusted by the grime, corruption, and social inequity of Victorian London, Drew created a pressurized, brass-and-leather suit of armor containing a volatile chemical cocktail—the "Hyper-Vapor"—which enhances his physical capabilities to superhuman levels.

Key TraitDescription
Identity:Lord Alistair Drew (Secret)
Origin:Gadgeteer/Enhanced Human (Chemical & Technology)
Setting Focus:Urban Vigilante, High Society, Chemical Science

 Statistics

Victorious typically uses a d100 percentile system where success is rolling under a characteristic score.

CharacteristicScoreDescription
Strength (STR)70%Due to the suit's pneumatic assistance and Hyper-Vapor, he is immensely strong, capable of lifting carriages or punching through brick walls.
Agility (AGI)55%Enhanced, but slightly hampered by the bulk of his armored suit.
Endurance (END)75%The suit and chemicals grant immense fortitude, making him highly resistant to damage and fatigue.
Reason (REA)80%Alistair Drew is a brilliant, highly-educated scientist and tactician.
Charm (CHA)50%Average. London is a silent, imposing figure. Alistair is reserved and focused on his work.
Willpower (WIL)65%Determined and focused on his mission to clean up London's streets.
Wounds (Threshold)16(END/5 + 1) for damage soak.
Sanity (Threshold)13(WIL/5 + 1) for mental resilience.

 Skills and Talents

SkillRankDescription
Brawl (STR)Expert (+20%)Trained to fight with his inhuman strength.
Engineering (REA)Expert (+20%)The creator and sole maintainer of his complex suit and weapons.
Chemistry (REA)Master (+30%)The foundation of the Hyper-Vapor and many of his gadgets.
Intimidation (WIL)Adept (+10%)His imposing, armored appearance is terrifying to criminals.
Acrobatics (AGI)Trained (+5%)Basic mobility in the suit.
Criminology (REA)Adept (+10%)Keeps up with the criminal underworld's activities.

Special Talents (Feats/Merits)

  • Iron Will: When rolling to resist an effect using WIL, London gains a +10% bonus.

  • Scientific Intuition: Once per session, London can declare he has an obscure chemical or engineering component needed for a quick fix or improvised gadget.


Steampunk Gadgetry (The "Hyper-Suit")

London's equipment is the core of his abilities, replacing the vague "gas" origin.

GadgetTypeAbility and Mechanics (Victorious)
The Hyper-Vapor SuitArmor/SupportProvides Damage Resistance (DR) of 6 vs. Physical Damage (from small arms, knives, blunt force). The suit is sealed, granting immunity to airborne toxins and disease.
Pneumatic GauntletsWeapon (Brawl)Damage: 2d6 + STR Bonus (typically $\approx 2d6+7$). Can punch through thin metal or wood.
The 'Elevator' BootsMovementSmall, concealed pressure jets in the soles. Allows for short bursts of flight/leaping. London can easily clear 3-story buildings or glide between rooftops. Mechanics: +20% to Acrobatics rolls related to jumping or soft landings.
Chem-GogglesSensoryBuilt into his helmet, they use lenses and filtration systems to highlight trace chemical residues and minute pressure changes. Mechanics: Grants +10% on Reason checks to analyze crime scenes or track subjects by scent/residue.
Vaporizer PelletsThrowable (Ranged)Small, thrown capsules containing non-lethal knockout gas (chloroform derivative). Mechanics: Successful AGI check (Range: 10 meters). Target must make an END roll (Difficulty 50%). Failure results in being Stunned for 1d3 rounds, followed by Knocked Out for 1d6 hours.

 Steampunk Plot Hooks

Here are some ideas for involving London in a Victorious campaign:

  1. The Sabotage of the Hyper-Vapor: A rival scientist or criminal organization has stolen the rare components needed for Drew's Hyper-Vapor and is using a corrupted, unstable version to create chemically-addicted brutes terrorizing the East End.

  2. The Society Debut: Lord Alistair Drew must host a high-society event while simultaneously investigating a conspiracy that involves his wealthy guests, requiring delicate balancing of his polite and powerful personas.

  3. The Airship Raid: London must use his "Elevator Boots" to board a heavily-armored pirate airship to recover a stolen piece of advanced technology, testing the limits of his suit's pressure systems high above the smog.

Thursday, December 11, 2025

Five New Demons For The Baptism of Fire Rpg With Guardians, Monsters, Treasures, and Adventure Hooks

 The Baptism of Fire setting, with its grim and fiery themes, calls for truly terrifying adversaries.



Here are five distinct demons, complete with stats, special abilities, and expanded material suitable for your campaign. These demons are designed to fill various roles, from foot soldiers to powerful unique entities.


 Five Demons for Baptism of Fire RPG 

The following stat blocks use a simplified system, assuming core attributes (like Might, Agility, Resolve) and a difficulty/power rating. Adjust these to fit your specific $d$-system mechanics if needed.

AttributeDescription
MightPhysical Strength, Damage
AgilitySpeed, Reflexes, Defense
ResolveWillpower, Resistance to Sorcery
Power Rating (PR)General strength/Challenge Level (Higher is harder)
Wounds (W)Hit points/damage capacity

1. The Cinderling (Lesser Foot Soldier)

Small, quick, and numerous, Cinderlings are the larval stage of stronger demons, often appearing as vaguely humanoid shapes wreathed in smoldering ash and embers. They are typically encountered in groups.

 Stats

AttributeValue
Might2
Agility4
Resolve1
Power Rating (PR)1
Wounds (W)5

 Attacks & Abilities

  • Claw Rake: Deals 2 Might damage.

  • Ash Cloud: As an action, the Cinderling can kick up a cloud of ash. All non-demon creatures within close range suffer a penalty (e.g., $-1$ or Disadvantage) on their next attack roll due to irritation and reduced visibility.

  • Flammable Body: When defeated, the Cinderling explodes in a small burst of heat. Anyone adjacent to it must pass an Agility test or take 1 point of Fire damage.

 Expanded Material: Tactics & Lore

  • Role: Minion, Swarm threat.

  • Weakness: Water (deals double damage).

  • Tactics: They attack relentlessly, relying on numbers to overwhelm opponents. Their primary tactic is using Ash Cloud to cover the advance of a larger demon or to make escape difficult. They have little fear and will attack even the most heavily armored foe.


2. The Hell-Forger (Artisan/Bruiser)

A massive, slow-moving demon with skin like pitted obsidian and hands like anvils. The Hell-Forger is a master of infernal construction and a deadly melee combatant.

 Stats

AttributeValue
Might6
Agility2
Resolve5
Power Rating (PR)4
Wounds (W)18

Attacks & Abilities

  • Infernal Hammer: Deals 6 Might damage. Critical hits ignore 1 point of non-magical Armor.

  • Searing Chains (Ranged): The Forger can extend a length of white-hot chain (up to Medium range). Target must pass an Agility test (Difficulty 15) or take 4 Fire damage and be Immobilized for one round.

  • Armor of Heat: The Hell-Forger is naturally encased in incredible heat. Any non-magical melee weapon that strikes it takes 1 point of stress/damage. Anyone grappling or touching it takes 2 Fire damage per round.

 Expanded Material: Tactics & Lore

  • Role: Heavy hitter, Guardian, Infrastructure defender.

  • Goal: They are responsible for repairing and building the permanent structures in the infernal realms or constructing siege weaponry.

  • Encounter Hook: The party might be tasked with destroying a crucial infernal forge, guarded by a Hell-Forger who is actively building a weapon that must not be completed.


3. The Siren of Regret (Tempter/Controller)

This demon appears as a figure of exquisite beauty and profound sorrow, cloaked in mist and shimmering light. The Siren is not a brute, but a master of mental manipulation and despair.

Stats

AttributeValue
Might1
Agility5
Resolve7
Power Rating (PR)5
Wounds (W)12

 Attacks & Abilities

  • The Sweetest Whisper (Mental Attack): Targets one creature within sight. The victim must pass a difficult Resolve test (Difficulty 18) or be struck by overwhelming regret, suffering a $-2$ penalty on all attack and ability rolls for 2 rounds.

  • Echoing Guilt (Area Effect): The Siren utters a soul-rending cry. All non-demon creatures in Close range must pass a Resolve test (Difficulty 15) or spend their next action frozen in place, reliving their greatest failure (Stunned).

  • Mesmerizing Form: Opponents targeting the Siren in melee suffer a $-1$ penalty on their attack roll, distracted by its illusory beauty.

 Expanded Material: Tactics & Lore

  • Role: Social manipulator, Mental damage, Caster.

  • Pact Focus: The Siren offers victims the chance to "undo" their greatest mistake in exchange for their soul.

  • Encounter Hook: The Siren could be disguised as a captured comrade or a loved one, attempting to sow discord and turn the party members against each other before revealing its true, terrifying nature.


4. The Pit-Shaker (Siege Beast/Tank)

A colossal creature resembling a volcanic rhinoceros or bison. Its horns are constantly glowing, and its hooves cause the very ground to tremble. It is an instrument of pure destructive force.

Stats

AttributeValue
Might8
Agility1
Resolve4
Power Rating (PR)6
Wounds (W)30


Attacks & Abilities

  • Goring Charge: Requires a full movement action. Deals 10 Might damage and forces the target to pass a Might test (Difficulty 16) or be knocked Prone and pushed 5ft back.

  • Tremor Stomp: As an action, the Pit-Shaker stomps the ground. All creatures in Close proximity (except the Pit-Shaker) must pass an Agility test (Difficulty 14) or fall Prone.

  • Thick Hide: The Pit-Shaker's thick, igneous hide grants it an innate Armor bonus of 3 against all physical damage.

Expanded Material: Tactics & Lore

  • Role: Siege breaker, Battlefield control.

  • Weakness: Slow to turn and maneuver. Attacks from the flank or rear gain an advantage (e.g., $+1$ to hit).

  • Tactics: The Pit-Shaker attempts to charge the most heavily armored enemy or the enemy with the most devastating ranged attacks, using its Tremor Stomp to disrupt formations and knock smaller foes off balance. It rarely acknowledges smaller threats.


5. The Arch-Fiend Malakor, Keeper of the Blighted Pact (Unique Boss)

Malakor is an ancient, unique demon, a general in the infernal armies. It appears as a skeletal, winged humanoid clad in blackened plate armor that perpetually drips shadow and malice.

 Stats

AttributeValue
Might7
Agility6
Resolve8
Power Rating (PR)10
Wounds (W)45 (Plus 2 Stages of Combat)

 Attacks & Abilities

  • Sword of Shadowflame (Melee): Deals 7 Might damage plus 3 Fire/Shadow damage. Damage cannot be healed for 1 round.

  • Warp Reality (Sorcery): Targets one enemy. Requires a successful Resolve test (Difficulty 20) to resist. Failure results in the target being teleported to a random location 20ft away (potentially into danger) and suffering 5 points of psychic damage.

  • Call Infernal Aid (3/Session): Summons $2d3$ Cinderlings (Stat Block 1) to aid it immediately.

  • Blighted Aura: All non-demon creatures within Medium range suffer a $-1$ penalty to their Resolve tests due to the demon's corrupting presence.

Expanded Material: Tactics & Lore

  • Role: Final boss, Campaign antagonist, Army commander.

  • Stages of Combat: Once reduced to half Wounds, Malakor sheds its armor (Stage 2), gaining +1 Agility and $+2$ to its Sword damage, and can fly freely.

  • Lore: Malakor is a notorious signatory of pacts on Earth, particularly with ambitious warlords and dark cults. Killing him will weaken the demonic influence across an entire region. His defeat is a major victory, not just a skirmish.

That's an excellent choice! Focusing on Warp Reality is key to making Malakor a unique and terrifying final boss.

Here is an elaboration on the Warp Reality ability, including mechanics for the Baptism of Fire system, and a short, high-stakes encounter outline where Malakor uses this power effectively.


 Elaboration on Malakor's "Warp Reality"

The Arch-Fiend Malakor doesn't merely teleport enemies; it briefly tears the fragile fabric separating their reality from the raw chaos of the Outer Hells.

 Warp Reality (Sorcery) - Full Mechanic

DetailDescription
Action Cost1 Major Action
RangeMedium (30 ft)
TargetOne creature (non-demon)
Resistance TestResolve Test (Difficulty 20)
Failure Effect (Standard)The target is Warped and takes 5 Psychic Damage.
Failure Effect (Warped)The target is instantly moved $3d10$ feet in a random direction (determine direction via a d8 roll, 1-8). This movement is often dangerous.

 Consequences of the Warp

When a target is Warped, the random movement can place them in hazardous locations. Roll a 1d4 on the following table to determine an additional threat Malakor has conjured:

d4Additional Warp Consequence
1Into the Fire: The target is placed adjacent to a significant source of fire (e.g., an infernal brazier, a lava pool). They take 3 Fire Damage.
2Spatial Shock: The target suffers disorientation, imposing Disadvantage (or a $-2$ penalty) on their next attack roll.
3Adjacent to Malice: The target is placed adjacent to the nearest Cinderling or other summoned demon. If none are present, Malakor summons one Cinderling adjacent to the target instantly.
4Unstable Ground: The target is placed on unstable footing. They must pass an Agility Test (Difficulty 12) or fall Prone.

 Encounter Outline: Malakor's Chokepoint Defense

This encounter is designed for a dramatic moment where the party is attempting to breach a final defensive line or escape a deadly area.

 Setting: The Obsidian Bridge

The party is on a narrow, 15-foot wide bridge made of slick, black obsidian spanning a chasm of pulsating shadow and fire. Malakor stands in the center, flanked by two Hell-Forger bodyguards (Stat Block 2).

Setup

  1. Limited Movement: The narrow bridge and the chasm (a instant-death or major damage hazard) heavily restrict maneuvering.

  2. Obstacles: Two infernal braziers (sources of Fire Damage) are placed near Malakor.

  3. Initiation: Malakor starts the fight by using Blighted Aura passively, weakening the party's Resolve.

 Malakor's Core Strategy: Isolation and Hazard Use

  • Round 1: Malakor's primary target is the party's Might character (the Tank or heavy hitter). Malakor uses Warp Reality.

    • Goal: Isolate the tank, ideally warping them next to one of the braziers (Consequence 1) or placing them Prone (Consequence 4) in the limited space.

  • The Hell-Forger Duo: The two Hell-Forgers immediately move to block the path of any remaining party members, using their Searing Chains to Immobilize and separate the group further.

  • The Sorcerer's Turn: If the party's Sorcerer or ranged attacker is attempting to fire from a distance, Malakor uses its next action to hit them with Warp Reality, aiming to move them dangerously close to the chasm edge or into the waiting Hell-Forger's melee range.

  • Wound Check: As Malakor reaches half Wounds (Stage 2), it activates its flight and gains movement advantage, using its Warp Reality to create chaos and escape, forcing the party to chase it while dealing with the remaining Hell-Forgers.

Key Tension Points

  1. The Chasm: The random nature of the Warp can throw a character directly towards the deadly drop, turning a simple failure into a life-or-death crisis.

  2. Resource Management: The constant Resolve checks against both Blighted Aura and Warp Reality will quickly drain the party's mental resources.

Here are the stats and effects for the Infernal Brazier Hazard, designed to be a static but highly threatening element in Malakor's encounter.


 Hazard: Infernal Brazier

These large, ornate metal containers burn with an unnatural, sickly green or black fire. They are not merely heat sources; they are containers for raw infernal energy and serve as focal points for demonic power.

AttributeDetail
LocationStatic (cannot be moved or knocked over easily)
DurabilityHigh (Requires 15+ Might damage or a targeted Sorcery attack to destroy)
Aura RangeClose (5 feet)
Hazard TypeEnvironmental, Fire, and Corrupting

 Hazard Effects

The Brazier presents two distinct threats: the immediate danger of the fire and the lingering corrupting influence.

1. Searing Touch (Immediate Contact)

Any creature that is moved, falls, or is forced adjacent to the Brazier (e.g., via Malakor's Warp Reality) or begins its turn in contact with the Brazier suffers immediate damage.

  • Damage: $1\text{d}6$ Fire Damage (per round of contact).

  • Armour Effect: This fire is supernaturally hot; standard (non-magical) armor only reduces this damage by a maximum of 1 point.

2. Corrupting Heat (Aura)

The Brazier radiates a spiritual heat that affects the minds and souls of mortals. This effect targets anyone within the Close (5 ft) range, even if they are not touching the Brazier itself.

  • Ability Check: Any non-demon creature that starts its turn in the Aura Range must immediately make a Resolve Test (Difficulty 14).

  • Failure Effect: The creature suffers 1 Psychic Damage (due to dread and corrupting thoughts) and takes a $-1$ penalty on their next attack roll or saving throw as their concentration wavers.

  • Success Effect: The creature resists the corruption for this round.

3. Demonic Nexus (Interaction)

The Brazier empowers nearby demons.

  • Any demon (including Malakor and the Hell-Forgers) starting its turn adjacent to the Brazier gains a minor benefit:

    • They recover 1 Wound (healing).

    • The Difficulty of their next attack or ability check is reduced by 1 (minimum 10).

 Countering the Brazier

The Brazier can be destroyed, which is often a strategic necessity to defeat Malakor.

  • Destroying the Brazier: Requires a successful attack that deals a minimum of 15 damage in a single hit.

  • Consequence of Destruction: Upon destruction, the infernal energies contained within erupt. All creatures within Medium Range (30 ft) must pass an Agility Test (Difficulty 16) or take 2d6 Fire Damage from the catastrophic explosion.

Destroying the Brazier removes all three of its ongoing hazard effects, making the battlefield significantly safer, but the initial burst of power is highly dangerous.

That's the perfect finishing touch! Infernal treasures should be powerful, but always carry a sinister drawback or a corrupting influence, fitting the dark fantasy tone of Baptism of Fire.

Here are unique treasures for each of the five demons, ranging from minor components to powerful artifacts.


 Infernal Treasures of the Blasted Earth

1. The Cinderling: Cinderscale Pouch (Consumable Component)

  • Description: A small, brittle leather pouch woven from the demon's dried skin, constantly leaking fine, warm ash.

  • Effect: The pouch contains enough Cinder Ash for three uses.

    • Use (Action): Toss the ash at a target within Close range. The target must pass an Agility Test (Difficulty 12) or suffer the effects of the Blind condition for one round, due to the burning grit in their eyes.

  • Drawback (The Residue): The Cinder Ash is slightly corrosive. Any non-armored surface it touches (including skin) takes minor, permanent staining or pitting. If the character uses the pouch more than three times in a single adventure, their eyes become bloodshot and perpetually irritated, imposing a permanent $-1$ penalty on all sight-based Perception checks.


2. The Hell-Forger: The Aegis of Pitted Iron (Armament)

  • Description: A massive, unevenly forged piece of iron armor, crudely shaped like a shoulder pauldron or chest plate. It feels impossibly heavy and radiates low heat.

  • Effect (Armor Upgrade): When worn as a heavy piece of armor, it grants an additional +1 Armor rating.

  • Active Ability (Molten Shrug): Once per session, when the character suffers Fire damage, they can activate the Aegis (Reaction) to absorb the heat. They take 0 Fire Damage, and the next melee attack they make deals an additional +2 Fire Damage.

  • Drawback (The Burden): The heat of the Aegis is painful and its weight is exhausting. While worn, the character suffers a $-1$ penalty on all Agility rolls for movement, dodging, and stealth. The character must also pass a Might Test (Difficulty 15) at the start of each day or take 1 point of non-healing Fatigue.


3. The Siren of Regret: The Shard of Unfinished Love (Arcane Focus)

  • Description: A jagged piece of crimson crystal that feels cool to the touch. When held, the wielder sees fleeting, painful memories of things they have lost.

  • Effect (Sorcery Focus): The wielder may use this shard as a focus to cast any Sorcery/Resolve-based spell. When doing so, they gain a +2 bonus to their casting roll.

  • Active Ability (Dredge Up Fear): Once per session, the wielder can spend a major action focusing on the Shard to target one creature within Medium range. The target must pass a Resolve Test (Difficulty 16) or suffer a $-2$ penalty on their next Resolve test, as their mind is suddenly flooded with paralyzing guilt.

  • Drawback (The Whispers): The Shard is never truly silent. The wielder gains Disadvantage (or a $-2$ penalty) on all attempts to resist manipulation or emotional duress from non-combat, social encounters, as they are constantly distracted by the shard's whispers of regret.


4. The Pit-Shaker: Hoof Fragment of the Seismic Beast (Component/Totem)

  • Description: A piece of the Pit-Shaker's igneous horn or hoof, which still pulses faintly with vibrational energy.

  • Effect (Earth Control): The wielder can drive the fragment into the ground (Action). For the next three rounds, all non-flying creatures in Close range (except the wielder) treat the area as Difficult Terrain (movement reduced by half) due to minor, continuous tremors.

  • Active Ability (Tremor Resistance): The wielder is immune to being knocked Prone by ground-based effects (like the Pit-Shaker's own Tremor Stomp).

  • Drawback (The Call): The fragment acts as a low-level beacon. When the Earth Control ability is used, there is a 1-in-6 chance of attracting a lesser earth-aligned demon (e.g., Cinderlings or a lesser earth elemental) to the wielder's location within the next hour.


5. Arch-Fiend Malakor: The Blighted Pact Ring (Unique Artifact)

  • Description: A simple, heavy iron signet ring, cold to the touch. It bears a deep, swirling sigil that is impossible to look at directly for long. Malakor used this ring to seal his most important contracts.

  • Effect (Resolve of the Fiend): The wearer gains a permanent +1 bonus to their Resolve score.

  • Active Ability (Negate Warding): Once per day, the wearer can spend a minor action to target one ward, seal, or non-magical barrier within sight. The seal/ward is instantly Nullified (magical wards resist with a Resolve Test against Difficulty 18), or a non-magical barrier is cracked and easily bypassed.

  • Drawback (The Signature): The ring is Malakor's property. If the wearer dies while wearing it, their soul is instantly and irrevocably claimed by Malakor's Master in the Hells (no chance for resurrection or retrieval). Furthermore, the wearer is automatically targeted by any holy or divine magic cast nearby, increasing the Difficulty of their Resistance Test by +2.

Here are five distinct adventure hooks, one tailored for each demon, focusing on their unique abilities and threats in a Baptism of Fire setting.


Adventure Hooks for the Infernal Host

1. The Cinderling (The Swarm in the Ashes)

  • Hook Title: The Perpetual Ember

  • The Problem: A small, outlying village (or a critical military outpost) has not been physically overrun, but all commerce and travel have ceased. Scouts report that the main roads are now perpetually shrouded in a stinging, blinding ash.

  • The Demon's Role: A particularly large, or perhaps hundreds, of Cinderlings have taken up residence in nearby ruins or catacombs. They are not attacking en masse, but their continuous use of Ash Cloud is effectively isolating and starving the location, preparing it for an easier conquest by a larger force.

  • The Objective: The party must infiltrate the source of the ash, deal with the swarming Cinderlings, and find a way to permanently seal the gateway they are emerging from before the isolation leads to a panic and mass civilian exodus.


2. The Hell-Forger (The Engine of War)

  • Hook Title: The Hammer of the Black Forge

  • The Problem: Intelligence confirms that a major infernal siege weapon—perhaps a massive ram, a battery of demonic artillery, or a corrupted war engine—is nearing completion in a hidden, fortified valley. If deployed, it will guarantee the collapse of the nearest major defensive city wall.

  • The Demon's Role: The Hell-Forger is the solitary master craftsman and guardian of this site. He is currently working on the final, most crucial component, guarded only by the heat of his forge and the strength of his hammer.

  • The Objective: The party must execute a high-risk stealth and sabotage mission to destroy the siege weapon and defeat the Hell-Forger before his work is finished (perhaps against a ticking clock, such as the approach of dawn or an enemy army).


3. The Siren of Regret (The Seed of Discord)

  • Hook Title: The Court of Whispered Guilt

  • The Problem: A key leader, noble, or general essential to the war effort has suddenly become withdrawn, erratic, and paranoid. They are making disastrous, self-sabotaging decisions (e.g., executing loyal officers, abandoning defensive positions). Their inner circle has been dismissed.

  • The Demon's Role: The Siren of Regret has infiltrated the leader's confidence (perhaps disguised as a new advisor or a romantic partner). Using The Sweetest Whisper and Echoing Guilt, the Siren is slowly driving the target insane and controlling them, intentionally creating chaos and mistrust.

  • The Objective: The party must expose the Siren, break her emotional hold over the victim without killing the important target, and then defeat the Siren before she manages to pit the victim's remaining loyalists against the heroes.


4. The Pit-Shaker (The Route Destroyer)

  • Hook Title: The Scorched Earth Convoy

  • The Problem: A crucial supply convoy (carrying food, rare magic resources, or essential medical supplies) must pass through a specific gorge or mountain pass. However, that route has been effectively destroyed—massive landslides, collapsed tunnels, and pits of fire make it impassable.

  • The Demon's Role: The Pit-Shaker has been deployed specifically to render a key geographic choke point unusable. It is currently patrolling the area, using its Tremor Stomp and immense size to collapse terrain and ensure nothing can pass.

  • The Objective: The party must clear the pass. This might involve luring the Pit-Shaker away from the chokepoint to allow the convoy to pass, or engaging it directly in a terrain where its Tremor Stomp could be used against it (e.g., near an unstable cliff face).


5. Arch-Fiend Malakor (The Finalized Contract)

  • Hook Title: The Signature on the Blighted Map

  • The Problem: A powerful enemy kingdom or cult leader is about to formalize a massive, game-changing pact that involves ceding vast territory and countless souls to the infernal realm, massively empowering the demon invasion. The Arch-Fiend Malakor has arrived to officiate the sealing of the pact.

  • The Demon's Role: Malakor is actively negotiating or finalizing the details of the pact in a highly protected, ritualistic location. His defeat is necessary to void the contract and prevent the supernatural catastrophe. He will use all his abilities, especially Warp Reality, to make sure the pact is completed before he falls.

  • The Objective: The party's mission is not just to defeat Malakor, but to do so within the confines of the ritual chamber, ideally disrupting the ritual itself and retrieving the document (or object) upon which the Blighted Pact Ring will be used to sign.