Jamison Stone's Blog, page 12
February 10, 2021
Privateers Press are Taking Us to The Iron Kingdoms
We here at Apotheosis Studios know to show our love to the great creators we rub shoulders with every day. We're doing our own work in the world of unique settings for 5th Edition Dungeons and Dragons, but by no means are we alone in that big wide world.
The fine people at Privateer Press have sunk their hearts and souls into their latest Kickstarter, to glowing success. Funded in 73 minutes, their ambitious Iron Kingdoms campaign setting has just a few short days to go, and near all of its stretch goals met. There's much to be excited about in this gritty steampunk vision.

Iron Kingdoms Logo by Privateer Press
The Minds Behind the MetalPrivateer Press has been a mainstay in tabletop gaming since they started in 2000. They’ve hit their personal motto of “producing the best games possible“. They’ve achieved this in many strides, with their Warcaster and Warmachine miniatures games, and the numerous board games.

Well this looks like a heist gone wrong? or right? - artwork by Privateer Press
The height of their work comes in their world of magic and technology. For the first time, their setting Iron Kingdoms: Requiem is available for Fifth Edition. We can trust seasoned veterans of tabletop gaming to know how to handle their world in the most played roleplaying system right now, but what can we expect from this beloved and quickly backed Kickstarter project?
Keys to the KingdomThe Iron Kingdoms setting is steeped in ancient magic, strange powers, true grit, and steampunk flair. Readers can expect a blast of rich, layered world history of warring nations tearing their continent to take a foothold of what is rightfully theirs. There’s a tenuous peace, but everyone knows that a change in the power dynamics can tip on a moment’s notice.
Gone are the days of serene natural vistas, and peaceable kingdoms discussing things over political debates. This is a world with dragons attacking steam trains, and the world’s scum and villainy will shoot you in the face with a magical flintlock. As a fancier of the mighty steampunk nation myself, this is a place I’m intensely eager to visit.
The team at Privateer have put their own spin onto the beloved and familiar about fifth edition. The fantastical races of current Dungeons and Dragons are always a welcome mainstay, with their own twists to reflect the vast and detailed kingdoms of the setting. The consistent classes are welcome and have their own special place in this world, but Privateer have very special inclusions to offer. New classes include, among others, gun mages, arcane mechanics, combat alchemists, and warcasters. A unique world of magic and machines needs their own explanations, but they have us covered. Extensive rules for the arcane technologies of the setting dominate a chapter all to themselves.

your average adventuring party isn’t average in the iron kingdoms - Black Dogs by Privateer Press
All to Play For“We’ve waited a long time to return to roleplaying, and with recent narrative events in the IronKingdoms and the popularity and availability of 5e, now was the time to come back,” says PrivateerPress’ owner and Creative Director Matt Wilson. This return to the tabletop RPG world is welcome and celebrated. I can’t think of a better return to the form. This is a drop that has me immensely excited and eager to take my trip to the Iron Kingdoms.
Now we want to hear from you. Have you put your name to the Kickstarter? You don’t have long to go! What kind of adventures and stories are you looking to tell in the Iron Kingdoms? Let us know in the comments below or on the Apotheosis Studios discord server.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com , he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
February 8, 2021
Have a Relaxing Time Underground at The Underspa
The backdrop of an adventure can lead heroes to many different places across your fantasy setting. The most relatable locales; like shops and cities with their own unique, magical spins can take us on the most magical trips. One only need to look back at the past locations I've covered in this blog.
It's important to remember that high fantasy can give us some wonderful things. Impossible architecture and magically supported places are all over, and something we really need to celebrate.
The thing which has bound all of my pieces is that they've been made. A place that has been settled by travellers and built on by master craftsmen of their age. I think it's time to see something new. We in this world see magical natural wonders everywhere. Was Uluru a table of gods and giants? Did something fill Niagara Falls with water? If you want to come up with a place to inspire your players, it's good to see the magic of somewhere natural and real.

The immense waters flow beneath the skin of the world - Image of The Ruby Falls in Memphis Tennessee
The Grand UnderspaThere are an uncountable number of civilisations and landscapes under the skin of the world in Dungeons and Dragons. Entire years, in game and at the table, can occur without ever coming up to the surface. Deep underground makes for an alien, unique biome, and it can lend for some very unique visuals.
Underground Seas are the source of life for underground civilisations and very strange fish. They flow through rivers and ground water often, and funnel through immense subterranean chasms down waterfalls. One such fall dominates the hollowed out, tall chamber, the size of a mountain. The peoples that live under the mountain have found a very mixed use for these waters.
The geological force created this cave keep the pooling water naturally steamy. Natural light from glowing mushrooms called Miner's Delights. Lime yellow light refracts around the chamber through numerous, uncut gemstones in the walls across the entire cave. The intense roaring sound of water on water can be heard from all around, with pools collecting together.

The minerals give the water a serene colour, even if there’s no peace between the people near it - Underground Rock Pool - Image provided by SquareSpace
In Hot WaterThe perfect mixture of the water moving through the water, flowing over stones and gems, then being heated up by the natural vents in the cavern makes this the perfect spot for those who live underground. Aside from being a welcome getaway spot, the magical water has curative powers. For any creature that take a short rest bathing in the water, any number rolled on a Hit Die is considered the maximum number.
The power of these healing waters have cause quite a stir in the many underworld peoples and civilisations. It's hotly debated by one race of people that the gemstones in the wall are immeasurably valuable, and have to be mined immediately. Another society think the place is sacred, and that it's a place to be protected and understood, never damaged.
If your party happens upon this place, they may be caught in the heat of a debate that may spiral into war for magical water. As to how the players handle it, it could make for an immense arc of a campaign in itself, with a delicate magical location hanging in the balance.
Now we want to hear from you. Would you have a location like this for your players to stumble upon? What other magical properties could a spot like this have if it were in your world?
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com , he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
February 2, 2021
Hunt for your Ambitions Alongside the Aspect of Determination
Beings of ancient power and unfailing knowledge walk our world and the other planes constantly, without our knowing. The embodiments of concepts and ideals which bind thinking beings together can walk the world as we know it as a living, thinking being.
These are known as The Keepers. Entities made of the collective unconscious of hundreds, united together by ideas so similar, that they bind together to create a living thing which follows the collected belief. If this way of thinking ends, so to does the keeper. This has happened in history as superstitions gave way to facts. Otherwise, the Keeper is an immortal being, who's form will reappear somewhere else if killed.
We talked about the vision of aggression and violence in our last article. This entity is decidedly much more subdued. To call it benevolent would be an unfair generalisation. It is a fair entity, with an excellent and unending memory.
Aspect of Determination
The Aspect watching ever vigilant - Lantern Wolf by JadeMerien
Some things in this world require attention. Work, strategy, even crossing the street requires a person to take in all their surroundings and get a sense of everything. When a task requires care and attention, the benefits of The Aspect of Determination can be felt.
Each Keeper retains a different look, and often changes between deaths and rebirths. The Aspect of Determination has appeared as a multi tailed wolf since its creation at the dawn of time. Great spines hold natural lights, as its tail holds up an immense lantern, which provides clarity and understanding.
The Aspect of Determination has been tided in many cultures as a good omen. The spirit of the wolf keeps eternal watch, ensuring safe passage and determination. In times when a person must keep watch, or on a dangerous and long journey, this Keeper will follow that person and guide them to where they need to be. Be it a journey or a project which must be brought to completion. The lantern light doesn't brighten the world, it brightens a person's spirit. Many consider that this is why it's called enlightenment.
Unlike most Keepers, there is one force that weakens and hampers the Aspect of Determination. Procrastination. In the presence of a person who hesitates, decides against, or is in some way hampered from acting, the lights that surround the Keeper dim and become less effective. In most cases, the person who stalls becomes aware of this lag and has to choose if the Keeper can bring its light back. Many cases this does not happen, and the Aspect of Determination moves on.

Aspect of Determination Stats generated on Homebrewery
Lead the PackInteracting with a Keeper is an unlikely event for most folk in a Dungeons and Dragons setting, but not the players. There may be an immense trial or villain impossible to defeat, and the motivation of an unrelenting entity. Perhaps there's a town that's slowed to a stop, and no work is being done, leading to the players having to seek out this entity in the hope it can inspire life and action back in this place.
With all that to consider, we want to hear from you. How would you use The Aspect of Determination in your games? Would they bring change and virtue in the world, or drive the forces of destruction. Let us know in the comments below or on the Apotheosis Studios Discord server.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com , he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
January 31, 2021
The Peak Where Heroes are Made - The Grand Precipice
Fantasy RPGs often lend to extravagant places. Impossible locations that would be once in a lifetime destinations can be commonplace for heroes on an adventure. I personally grew up with a saga of fantasy films that might as well have been commercials for New Zealand's countryside tourism.
In the extreme outskirts of a fantastical world, we can expect some very intense locations. Most people in such a setting would still avoid a place that is often described as a death trap or an unsafe place. But just like thrill seekers in our world who bungee jump from the sides of dams, there are plenty of people who would seek out places that are magically fascinating and dangerous too.
As with my last location articles; tailor shops, witches hovels, and underground fighting rings; this will all have a lack of names, and nonintrusive themes. This will make it nice and easy for Game Masters of every system to graft this delightful slice of the universe onto their universe.

The bridge itself mercilessly tests all heroes - The Howling Abyss by Sixmorevodka
The Grand PrecipiceIn the fringes of society, where the highest mountain peaks scrape the sky, there are very few living people. Few does not equal zero. Swathes of people populate the sides of the mountain. The immense winds can never topple buildings hewn from the sides of the mountain itself. Alpine logs and cabins from the trees set break up the craggy brown of the mountain facade.
There is one such mountain, where the buildings were there before the settlers. Between twin peaks, there's a great bridge made of stone found somewhere much further away than this mountain range. The bridge is roughly forty feet wide and just under two hundred feet long. No one race or civilisation of people have claimed responsibility for building it. In my own games, it's in a range of mountains far enough away from any settlement or civilisation to make it seem like a strange, unknowable ruin.
The bridge known as The Grand Precipice has elements that makes it seem like it could have been made by any race. The details of the stonework shows that masterful craftsmanship. The size and scale of the structure assumes that Giants had to have done some amount of the heavy lifting. The inherent magic that keeps it looking pristine despite the howling winds and rockslides only makes the place all the more mysterious.
Cross the AbyssThe size of the structure makes it visible from the ground if you're standing at the right angle of the mountain's base. Once they see it, most people find them drawn to it from respect of the sublime. Adventurers and monsters often found at the peaks of mountains often brush past each other in grand battles trying to cross the bridge at the top of the world.
Player characters may find themselves at The Grand Precipice by reputation. In my time of Game Mastering, it has drawn out many players who seek glory for their characters. The players may have been chosen to cross the bridge to survey the mountain or inspect the magical bindings that keep the ancient structure pristine. Maybe nations local to the mountain range seek to claim it as part of their empire and the players seek to keep this wonder of the world neutral or part of another interested party's purview.
With the great challenge of The Grand Precipice looming overhead, now we want to hear from you. Where in your world would a place like this be? What trials will the players face on the bridge; monsters, madness, or more? Let us know in the comments below or on our Discord server. We'll see you at the top of the mountain!
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com , he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
January 26, 2021
The Avatar of Slaughter Comes to Conquer
There are some forces in Humanoid civilisations that are universal, or universal enough that it brings people together. The power of abstract concepts like revenge and learning, violence and communication. These things are far younger than gods, and hold a different level of power.
With the dragon series I've brought with love and care done for the moment, I wanted to look into another ongoing series of things to bring about. Giants are easy, but largely done. Stories by another writer about living embodiments of concepts was where my love of writing truly started. These are my take on endless living concepts. I call them Keepers.
In Keeping With KeepersAs this is the first what will be a new series of articles about The Keepers, it's good to get some of their wider lore and history out there before talking about the one in question.
The Keepers were created spontaneously, out of the collective unconscious of all Humanoids. They aren't omniscient like gods of knowledge, but they have a general awareness of anything that they're a part of. The later mentioned Avatar of Slaughter knows where violence that would slake its desires is being done, but would need to get physically closer to find out the particulars.
Keepers only truly die if their ideal dies with them. The Vessel of Conversation is weakened when in a room where people are silent, but would only truly die if all people everywhere truly stopped talking.

Avatar of Slaughter by Jason A. Engle
Avatar of SlaughterDeath is its own entity, but this keeper oversees and delights in violent, unnecessary death. The Avatar of Slaughter is present in the hearts of any living thing that sows pain or brings death for its own sake. Cults to this entity offer painful tributes and the presence of this Keeper inspired ritual and blood sacrifice into the world's oldest faiths.
This Keeper is among one of the oldest. Like the rest, they appeared spontaneously at the formation of the world, when one person was immensely, needlessly cruel to another. The drive to bring violence stems from this being. As the gods of war began to spread across the worlds of Dungeons and Dragons, it was the warfare committed by the Humanoids in their name that fed the Keeper. Every act of wanton aggression, though it may have fuelled a cause or brought about change, has only ever added more aggression to the world.
The Avatar of Slaughter is largely uninterested in the affairs that created it. It's far more interested in the new and destructive ways humanoids feed it. As it oversees the carnage, its will inspires the victor and the loser. The aggression it radiates is inspiring and intoxicating.
It's said that the Avatar of Slaughter is armed with a legendary sword, called Worldslayer. It's believed, that this was the first sword ever forged in history, and has since grown with power for as long as it's been at the Avatar's side.

Avatar of Slaughter Stats - generated on Homebrewery
Eternal EmbodimentsThe Keepers are here forever. If you ever decide to use them in your games, consider how a relatively indestructible entity could function. The Avatar of Slaughter would be a great antagonist, but maybe it as an unlikely ally to drive back an invading force or a warrior to beseech tactical advice from may be interesting.
Now we want to hear from you? How would you use an entity like this in your game? Would it be an ally or enemy? What other broad concept could you think of manifesting as a Keeper. Let us know in the comments below or on our Discord server.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com , he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
January 23, 2021
Scourge of the Marshlands - There Be Dracotaurs
The figure of the centaur, in our world's myth, goes all the way back to Ancient Greece. Chiron was a wise instructor who helped Hercules complete the twelve labours. In Dungeons and Dragons, the centaurs are wise sages and fearsome warriors who live on the fringes of society. Or at least that's how I write them, if they're fast talking gunslingers from the old west then that's how you write them. There are no right answers, just new ideas.
It's a done thing to staple two creatures together to make a new one. Evolution did it with the platypus, and I did it with the porcuparrot. Looking at the centaur, I see two very common creatures pushed into one. Let's get strange.

Dracotaurs by Chris Seaman
DracotaursThe swamps and bogs far beyond the comforting walls of civilisation are home to many strange beings that want to wear your skin like high fashion and feed your eyes to their children like candy. Lizardfolk do this out of pragmatic survival. Dracotaurs do this for the love of the hunt.
In areas where the jungle is densest, keeping the treeline thick and the way treacherous, many can find columns of smoke and chanting in a strange dialect of draconic.
The dracotaurs are distinctly shaped. Their name was once a colloquial term in Common. They're draconic centaurs, with an upper torso like a reptilian humanoid, and the reptile body beneath them. Natural claws and extended fangs are natural weapons that each individual dracotaur uses with zeal. Traits common to most lizards and reptiles are found on these creatures. Some tribes may have the scales which change according to mood like a chameleon, while some may sport large frills or tall fins.
The dracotaur traces their lineage back to the dragon, but there is neither love nor hatred for their progenitors. The dragon is an elemental being that the dracotaur somewhat fears and respects. The dracotaur rightly treats the dragon as a figure to respect and ultimately ignore, ravaging and attacking beasts and humanoids it rightly thinks it can kill.
Dracotaur TraitsDracotaur names are derived from the draconic, but are nouns based on things their fear or respect, such as 'fire', 'storm', and 'tree'.
Your dracotaur character has certain traits deriving from your reptilian ancestry.
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Dracotaurs mature within the two years of hatching, reaching adolescence within the first six months. Old age comes at around 50 years, but they seldom live long enough.
Alignment. Dracotaurs are often in the Neutral alignment, acting from the basic desire to survive and thrive. The destructive nature of dracotaurs draws them to evil alignment.
Size. Dracotaurs stand around 6 feet tall with reptilian bodies under them. Your size is medium.
Speed. Your base walking speed is 40 feet.

Dracotaur Stat block generated on Homebrewery
Poison Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage.
Claws. Your hands and front limbs are natural melee weapons, which you can use to make unarmed strikes. On a hit, you deal 1d4 + your Strength modifier slashing damage instead of the normal bludgeoning damage for an unarmed strike.
Prehensile Claws. Your lower limbs resemble hands far more than feet. You have a climbing speed of 15 feet, and can keep both hands free while climbing something that's intended to be climbed, such as a ladder.
Languages. You can speak, read, and write Draconic.
Scales of InsidiousnessFor a bit of flair, to help Game Masters introduce the dracotaurs to their world, the stat block for them in combat are also here for your use. Now we want to hear from you. Will they be a race you'd try? Will they be an antagonist they hope to dodge in the swamps? Let us know in the comments below or on our Discord server.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com, he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
January 19, 2021
Magical Birdsong - The Rare Fuya Birds
The worlds of fantasy RPGs are vast, and limited only to the imagination of the Game Master. It's always exciting to fill your world with great unknowable monsters from between worlds or immense dragons dominating the skies.
It's also easy to do this. I think for a game master to make their world magical but lived in, they must twist the normal, the familiar. Putting a magical spin on something we all know makes the world familiar but alien.

The lone fuya bird leaving great streaks of energy in its wake - Dreamtail Heron by Caio Monteiro
Fuya BirdsMany birds we find in this world are equally common in worlds of high fantasy. Eagles, doves, and vultures are key symbols in old and new mythology, with the obvious pop culture call backs of robins and ravens.
There's little more beautiful or scary, than when birds swarm. They move as a cloud of thousands and swirl as one, with absolutely no way of talking. Imagine how they'd move and behave in a world of magic.
Fuya birds are flocking birds, that travel in the thousands along the magical leylines present in the worlds of Dungeons and Dragons. Birds by the thousand are charged with magical energy. The birds have slender, long necks and tall legs to let them strut the turbulent ground that these magical lines often situate themselves on. Their deep blue plumage often ebbs with magical energy.
Flocking TogetherIt is almost impossible to catch a single fuya bird on their own. The inherent magical energy within the birds draws them together. There's a faint psychic link between birds all born in the same flock. If one is away from their flock for more than one day, the magical energy within them fades and the bird dies.
It's a common tactic for those who poach fuya birds to isolate them, yet keep them in magically isolated cages to keep the energy within their forms. Their bones and feathers have been a key ingredient in magical items for centuries.

They gather on the wind and travel great distances
Chorus of the ManyThe excess raw magic found in every fuya bird has to be expelled in some natural fashion. The fuya birds migrate across the world constantly. They cover miles every day, flying in enormous flocks of in the thousands.
Mages and ornithologists seek out the paths of these birds to find a very interesting natural phenomena. If a person stands alone near a swirling flock of fuya birds, they will be instinctively drawn to the stranger. The person has nothing to fear if they stand still. The birds will harmlessly swarm around them. The psychic link between the birds will extend out to the standing person.
The birds will give a psychic reading to the person, and give it back out in an abstract way. The person's thoughts, feelings, and memories are sung back to them as a grand song. A person can only hear this song once in their life, and it's completely unique.
An adventuring party may see a flock of fuya birds on the edge of their vision. They might be tasked to find a flock out in the wilderness either to hear the song, or to get the birds to lead them to a magical disturbance. They aren't harmful or aggressive, but they do bring great mystery and wonder to a game.
Now we want to hear from you. How would you introduce fuya birds to your game? Are there creatures from our world that got a strong magical twist. Let us know in our Discord server or in the comments below.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com, he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
January 13, 2021
Facets of Despair - The Side Effects of Fracture Mind
In this trying time, the name of one disease is on almost everyone's mind. It has been everywhere and changed so much for all people. So me writing today about a magical disease feels a little, unexpected.

The last stage of Fracture Mind Disease - Geode by OrangeSavannah
Rest assured, the thing that's kept us house-bound for months has been bad for sure and not something most people want to talk about. That's why I'm doing something a little bit different. Illnesses in a world of monsters and magic are just as grand and terrifying as the monsters and magic themselves.
Fracture Mind DiseaseThis strange infection manifests in pretty ways. For those who live beneath the surface of the world, where it's most common, it's called “The Miner's Demise”. The clinical name Fracture Mind Disease describes the final symptom. The disease manifests increasingly more destructive symptoms the longer it gestates.
Symptoms manifest 1d6 weeks after infection, which happens when a beast, giant, or humanoid comes into contact with crystals charged with the magical disease. During this time, the infected creature feels an intense itch one their upper limbs.
This itching sensation ends with an intense, sharp pain. At that point of pain, the infected sees a thin, clear crystal slowly poking from a hole in their skin. The crystal continues to grow at a rate of one inch per week for the first three weeks, by then it dominates the infected limb and takes on a unique colour. Attempts to remove the crystal manually only cause it to regrow from the beginning, delaying the inevitable.
After this point, the growth of the crystals exponentially increases until the infected limb is entirely encompassed. For the next two weeks, the limb is slowly taken over until there is no more flesh or bone. The crystals become fused with the host, and shape themselves like the lost limb. It becomes fully dextrous and can be used like an arm or leg.

The shards make for pretty displays, but may have deadly consequences - Mountain Goat by Polar Engine Studio
Once this stage has been reached, the crystals will spread up to the creature's head for a period of weeks. Once the crystals enter the brain, their will ceases to be their own. They become a thrall to the gems. They grow more and more inert, defending themselves against attack, but likely finding somewhere isolated and below ground. The crystals continue to grow until there's no body left. Who knows how many lost miners over the centuries have become the treasures they sought to mine.
The disease can be cured with the Greater Restoration spell at any stage before it reaches the brain. Once it does, the crystals will cease to grow, but will still be a part of the body.
Thralls of the Stone
When left, the host becomes more gem than creature - Crystalline Giant by Jason Rainville
A beast, giant, or humanoid can become a Fracture-Mind Thrall. When a creature does, it retains all its statistics except noted below.
Type. The creature's type changes to elemental.
Damage Resistance. The thrall has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Giant Goat and Hill Giant Stats - Stat Blocks Generated on Homebrewery
New Action: Shard Splinters. The thrall shoots a cloud of razor sharp crystals. Each creature in a 20ft cone must succeed on a Dexterity Saving throw (DC = 8 + thrall's proficiency bonus + thrall's Constitution modifier). The creature takes 17 (5d6) slashing damage on a failed save, or half as much on a successful one. Any creature who takes damage from this attack must roll a d20. On a 1, they're infected with Fracture Mind Disease.
Here the Fracture Mind Thrall template has been applied to a giant goat and a hill giant.
Cracked ConscienceA pervasive, body warping disease that leaves the prettiest residue. It's a scourge for those living underground but unheard of to many in other locations. Now we want to hear from you. Would this feature in your world? Would you dare subject a player to this ailment, and let the grand quest for a cure lead their way? What other strange poisons and diseases seek to hinder the players in your setting? Let us know in the comments below and on our discord server. Until next time, dear reader, live free and roll well.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com, he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
January 6, 2021
Grey Dragons - Devoted to the Dark
In the world of dragons, there are many ancestral reasons why the beasts hoard their gold or other treasures. I've lifted the veil on Steel and Titanium dragons, who become masters of magic or bastions of an ideal. What of the chromatic dragons? Are they the destructive visions of agony from bedtime stories? Most are, but they don't have to be.
I can't think of a better way to open 2021 than to talk about the most unusual breed of chromatic dragons. A brief note before going ahead, that eagle eyed readers probably noticed by now. Apotheosis Studios is an international company, and I am an avid writer based in Jolly-Old England. What you are reading about are GREY dragons, which are the same as GRAY dragons. Spelling is weird.

Grey Dragons
Sometimes referred to as badlands dragons, or Ascetics of the Stone, the grey dragon is a wellspring of knowledge about one very specific topic: Evil Deities. The great mother of chromatic dragons is usually who they follow, but religious devotion to any Evil Aligned god or goddess is what pulls a grey dragon's interest.
The slender beast has a gaunt face and judging eyes. The skin over its wings are incredibly thin, nearly see-through. This makes the deep grey skin easier to blend into their mountain bluff, or grey rocky surrounding all the easier. Their thin, dextrous neck makes them able to see in most directions whilst also making camouflaging themselves into the rock face all the easier.

Ancient grey dragon stats - generated on homebrewery
Warped Devotion
From an early age, the grey dragon is curious. Their thirst for knowledge is rivalled only by titanium dragons. In their frantic search for meaning, as they grow their skills in predation and deviousness, the grey dragon will usually find forbidden writing in the hoards of dragons they plunder or holdfasts of humanoid towns that they pillage. The nature of evil deities are something they're drawn to when rooting through their possessions.
Their ancestral heritage to the mad dragon goddess is the usual deity they're drawn to. In other cases, a dragon may wander with tribes of orcs or raiding societies and fall interested with the gods of war. A dragon spying on a guild of thieves may start to avidly read about gods of trickery and deception. Once they find a force they respect, they'll bring about their own twisted interpretation of those ideals.

Adult Grey Dragon Stats
This makes each grey dragon's manner and temperament so wildly different between each one you meet. In a deep cave on the mountains bordering a city, a grey dragon could be tricking people into bad deals to appease the god of lies, while another is foaming at the mouth, eager to appease the goddess of conquest.
Grey Dragon LairsGrey dragons nest in low mountain slopes, scrublands, and sand wastes. Anywhere where the ground is parched or the elevation is high, where they can best use their grey exteriors to blend with the surroundings.
Lair ActionsOn initiative count 20 (losing initiative ties) the dragon takes a lair action to take one of the following effects:
The dragon calls on their deities' aid. A 20ft cylinder of light that originates on a point the dragon can see. All creatures in the cylinder must make a DC 15 Dexterity Saving throw, taking 10 (3d6) radiant damage on a failed save or half as much on a successful one.
The dragon glares at one creature it can see and extends its stony will onto it. The target must succeed on a DC 15 Constitution Saving throw or have its speed reduced to 5 until next initiative count 20.
Region Effects
Young Grey Dragon and Grey Dragon Wyrmling stats
Within 6 miles of a dragon that venerates a Lawful Evil god, any damage that would be dealt to a creature with a weapon attack, other than the dragon itself, deals 1 extra damage.
Within 6 miles of a dragon that venerates a Neutral Evil god, whenever a creature rolls a Charisma based skill checks made to a creature other than the dragon, they get a +1 bonus to that check.
Within 6 miles of a dragon that venerates a Chaotic Evil god, weather patterns over the skies are unpredictable, changing between extreme states at a moment's notice.
Fade to GreyPlayers can never be sure the motives of a grey dragon. Their quest may lead them to one who's heading a cult, or perhaps the party may be at the mercy of devotees to a force lost to time, and only a grey dragon can reveal the truth, at a steep cost. Now we want to hear from you. How would you use grey dragons in games you GM? What dark gods would you have them worship? Let us know in the comments below or on our discord server.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com, he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.
December 30, 2020
Mercury Dragons - Eye of the Deal
In a game like Dungeons and Dragons, it's only right that the skies be filled with dragons. We've looked at many breeds of dragons in this run of articles, and it's been a wild ride.
Bringing them to life has generated many interesting design questions. Maybe dragons don't need to roost in one lair, which made me think of cobalt dragons. Maybe dragons don't need to be Good aligned, which made me think of our friend today and steel dragons. The biggest question on my mind, which lead to another breed of dragons was simple but opened a huge rabbit hole for me. What if dragons have bigger plans for their gold than just hoarding?

The Mercury Dragon stalking the cliffs - ‘Mercury Dragon‘ by Zoltan Boros & Gabor Szikszai
Mercury Dragons
The reputation of the mercury dragon is alluring and dangerous as mercury itself. People see the glimmering silver metal and think of it as a treasure or an ingredient of science and alchemy. The longer you work with alchemy, the more poisonous it becomes. The mercury dragons have a similar allure, insisting on your attention with a literal silver tongue. The longer you hold their attention, the more their unique take on greed appears.
Mercury dragons are the most slender and lithe of all major dragon species. The signature thin neck and serpentine tail meets with spines behind the two horns on the back of its head. The face is sharp and the often bright eyes meet with a scowl. Unlike most breeds of dragon, where the colours of their scales become more muted as they age, mercury dragons retain the sheen of their scales for their entire lives.

Ancient Mercury Dragon Stats generated on homebrewery.naturalcrit.com
Fencing Ace
Most dragons hoard their favourite kind of bauble, trinket, or precious good. Mercury dragons are far less picky. The more malicious of their kind will plunder humanoid settlements or other dragon's lairs to take what they can. As they gain their wealth, they never seek to keep it for long.

Adult Mercury Dragon Stats
The mercury dragon knows there is value in the things they collect, and will use the financial capital they have gained to amass more treasure, influence, or to further some other desire or interest.
The mercury dragon's ability to appraise and value items rival experts the world over. They'll leverage that fact whenever they can. Seeking out a mercury dragon to date an artefact or assess the provenance of art will always give an accurate answer, but draw the dragon's interests. Mercury dragons are renown the world over as fences and antiquarians, but ones who have as much interest in building their own collections at the same time.
Mercury Dragon LairsMercury dragons are as selective with their homes as they are with their collections. They prize well fortified, secure locations. Their ability to polymorph grants them the benefits of humanoid civilisation's security. There will never be a vault secure enough for a mercury dragon's liking, but the best that money can buy will suffice.
Lair ActionsOn initiative count 20 (losing initiative ties) the dragon takes a lair action to take one of the following effects:
Thin beams of red light intersect across the lair. Each creature in the beam's path when they appear must make a DC 15 Dexterity Saving throw or take 10 (3d6) radiant damage. The beams remain in place until next initiative count 20.
A magical klaxon, blaring an alarm rings throughout the lair. Each creature, other than the dragon must make a DC 15 Constitution saving throw or be deafened until the end of that creature's next turn.
Region EffectsAll precipitation within six miles of the dragon's lair falls twice as heavily.
The natural ageing effect on objects and items ceases within one mile of the dragon's lair.
Bonds of Quicksilver
Young Mercury Dragon and Mercury Dragon Wyrmling Stats
The mercury dragon can fit many roles for game masters out there. Want a shady information and antiquities broker that the players need to pry information from? Want an eccentric collector on the edge of town who'll give them an unforgettable fetch quest to a deep dungeon? The mercury dragon is as changeable as mercury itself.
Now we want to hear from you? How would you use a mercury dragon in your game? Are there other, unexpected twists to dragons you'd like to see in a future article? Let us know on our discord server or the comments below, and thanks for keeping up with the dragons.
Adam Ray contributes much for adventurers here on Apotheosis Studios. As co-founder of fantasticuniverses.com, he writes about card gaming and PC gaming to a corner of the internet he carved out himself. On Youtube, he can be found game mastering for No Ordinary Heroes, or editing the antics on The Hostile Atmosphere. Follow his Twitter @IzzetTinkerer.