3 Deals of the Devil

by Zakarizero

Search GM Binder Visit User Profile

"We played God and created the Devil."

- Dr. Marek


Pandora Protocol

Pandora Protocol is a special-edition limited series of Dungeons & Dragons 5th Edition adventures, masterfully blending survival horror elements inspired by iconic games like Resident Evil. Each installment in the series explores a distinct theme of terror, immersing players in an unrelenting atmosphere of dread, despair, and danger. Drawing from a variety of fears and phobias, the adventures challenge players' resourcefulness, teamwork, and sanity as they navigate through Parasol Industries’ web of horror.

The series is unified by its overarching narrative: Parasol Industries, a sinister corporation revered for its groundbreaking medical and technological advances, hides a dark truth. Their experiments with the mutagenic Nova-9 virus have unleashed unspeakable horrors into the world. As the party delves deeper into Parasol's shadowy dealings, trust fractures, alliances crumble, and every decision could mean life or death.

Riftwatch

The Riftwatch subcategory of the Pandora Protocol series offers a compelling mix of horror, the occult, and supernatural investigation. By focusing on the Ghostlight Bureau, a group dedicated to uncovering the paranormal and its connections to the Nova-9 virus, it deepens the mystery and fear of the overarching narrative while providing a unique twist with its occult themes. This set-up allows for a blend of investigative thriller and supernatural horror within the world of Pandora Protocol, creating a more eerie and mysterious atmosphere for players to explore.

The Ghostlight Bureau

The Ghostlight Bureau is an enigmatic and shadowy agency specializing in supernatural and occult phenomena. Operating under the radar, it tackles cases that are too strange, dangerous, or inexplicable for conventional law enforcement. The Bureau’s headquarters is a mysterious, ever-changing building hidden in plain sight, accessible only through specific occult means, such as a Riftgate—a portal bridging different realms of reality. The headquarters itself is a labyrinth of arcane technology, ancient tomes, and rooms that shift in response to the Bureau’s ongoing investigations. The deeper the Bureau goes into the supernatural, the more the headquarters mutates and adapts to its agents' needs, sometimes manifesting strange artifacts or secrets from the Bureau’s own dark past.

Difficulty Over Levels

In Riftwatch, the traditional leveling system is replaced with a dynamic difficulty-based progression. This innovative approach ensures that players can seamlessly switch between characters without the burden of individually leveling each one. By focusing on the overall difficulty setting rather than character-specific advancement, the system provides a streamlined and versatile gameplay experience.

Difficulty Settings Adapt Gameplay

The challenge level directly shapes the threats, rewards, and overall experience, rather than relying on character levels to dictate balance. This ensures that all characters, whether newly introduced or long-standing favorites, are equally viable.

No Character Levels

Players can rotate or introduce new characters without worrying about grinding experience points or maintaining parity with the rest of the group. This allows greater flexibility for storytelling, experimentation, and team composition.

Progression Through Adventure

Instead of gaining levels, players achieve progression by overcoming challenges tied to the difficulty setting. This includes unlocking unique items, discovering new abilities, and mastering the nuances of the environment and enemies.

A Focus on Narrative

With this approach, Riftwatch removes the barriers of traditional leveling, placing the emphasis on teamwork, strategy, and the shared journey. Whether players prefer to dive deep into a character’s story or experiment with different builds, this system guarantees a balanced and engaging experience every time.

Difficulty Settings

In Riftwatch, the difficulty setting profoundly shapes the gameplay experience, influencing not only enemy strength but also item availability, encounter intensity, and environmental challenges. Players can select their preferred difficulty at the start of the adventure, tailoring the campaign to their desired level of challenge. Whether seeking a story-focused narrative or a punishing test of survival, the choice of difficulty impacts every aspect of the journey.

Each setting balances combat mechanics, pacing, and immersion, ensuring that the adventure aligns with the group’s playstyle and expectations. From narrative-driven exploration to grueling encounters, the difficulty level provides a customizable experience for all.

Casual

Easiest / Beginners

Designed for newcomers or those prioritizing story over combat. This setting minimizes difficulty, offering a relaxed experience with lighter mechanics, reduced enemy threats, and a focus on exploration and narrative. Perfect for first-time players or groups seeking an approachable introduction to Riftwatch.

Veteran

Medium / Standard

A balanced challenge ideal for experienced players. Combat and exploration require thoughtful decisions and strategic gameplay, offering a rewarding experience without overwhelming difficulty. This is the default mode for groups seeking a fair yet engaging adventure.

Brutal

Hardest / Expert

For those who crave an intense, high-stakes challenge. Brutal difficulty raises the stakes with unforgiving combat, scarce resources, and relentless foes. Every decision matters, and mistakes carry heavy consequences. This mode is tailored for skilled players ready to test their limits in a punishing world.

Overview:

This limited series is from Pandora Protocol: Riftwatch and follows the story of Darien Veynar, a man haunted by the catastrophic mistake of summoning an ancient and infernal entity. Driven by decades of guilt and relentless research, Darien has uncovered a potential way to correct his error. However it requires the acquisition of three powerful relics.

Each adventure focuses on acquiring a different piece of the relics needed to bind the entity. Each relic brings with it its own set of challenges, dangers, and moral quandaries. The overarching theme of this series is the cost of knowledge, the pursuit of power, and the inevitable sacrifices one must make when dealing with dark forces beyond comprehension.

Throughout each adventure, the team will face personal tests, confront dark forces, and navigate the complex moral terrain of sacrificing for the greater good. Darien's ultimate goal could come with a heavy price that others may pay.

As the team faces infernal forces and the weight of their choices, they’ll uncover whether redemption is truly possible—or if Darien’s quest will lead to even greater tragedy. In the end, his goal may come at a cost far heavier than anticipated, one that others may bear.


Themes

At its heart, the series explores:

The Cost of Knowledge:

The price of seeking forbidden truths and the toll it takes on mind and soul.

The Pursuit of Power:

The allure and corruption that comes with wielding forces beyond comprehension.

Moral Quandaries:

How far will they go to obtain these relics, and what lines will they cross?

Sacrifice for the Greater Good:

When redemption demands more than one person can give, who will pay the price?











































Wicked Wealth

The Auction

In this opening chapter, the Ghostlight Bureau (GLB) learns that an ancient ledger, a dark relic of infernal origin, has resurfaced at a high-profile auction in a corrupt, lawless city known for its wealth and danger. The Ledger, a cursed book created by an archdevil to track mortals who made dark pacts, has been passed through countless hands, and its current owner plans to sell it to the highest bidder.














































The GLB must infiltrate the auction and either win the Ledger through bidding or steal it before it falls into the wrong hands. They will face competition from powerful factions, including cults, mercenaries, and rival occultists. The Ledger’s sinister nature makes it a dangerous item to possess, and the auction itself may be riddled with traps and deceit, as well as the growing attention of those who wish to control it.












































The Cradle Of Secrets

The Cabin

The second chapter in this series revolves around locating the second relic, a quill, currently in the possession of a mysterious author. Darien informs the GLB that when the relic was recently used, it was detected by a cult that is dedicated to the infernal entity. The cult memebers, known as Debtkeepers, have become pursuing the author.















































Darien charges the GLB with traveling to a remote forest to find the author's cabin before the debtkeepers reach him. The GLB must acquire the item through any means, and if possible, return the author to Darien.











































The Beacon of Fate

The Lighthouse

The third and final item is a mystical relic known as a Strand of Power. It is a sacred artifact drawn from a being capable of weaving the threads of fate itself. The relic has the power to complete Darien's ritual. However, obtaining the relic, comes with a personal cost, potentially in a way that could have far-reaching consequences. Darien tells the GLB they are heading to the beach, a lighthouse on the coast more specifically.














































The lighthouse itself is a place of great mystery, a repository of cosmic power where the relic is kept hidden. The journey will take the party through dangerous trials, and they will be confronted by powerful entities—some who wish to stop them, others who will try to manipulate them into taking the Ribbon for their own gain.

Crossroads Hotel

The Crossroads Hotel

A sprawling, Victorian-era luxury hotel steeped in supernatural energy, The Crossroads Hotel serves as the Ghostlight Bureau's headquarters. Its dark wood paneling, opulent furnishings, and flickering gas lamps evoke a sense of eerie grandeur. The hotel is sentient, with shifting hallways, hidden chambers, and ghostly staff who assist in various ways. Every floor holds secrets, and its very existence is tied to the paranormal world.

The Crossroads Hotel was the site of the Bureau’s first case. Decades ago, it was plagued by a malevolent entity known as The Shadow Host, which tormented guests and staff alike. After the Bureau neutralized the entity, the hotel's sentience emerged as a side effect of the exorcism. Some of the original spirits remain, assisting Bureau members out of gratitude or unfinished business.

Hotel Floors

Ground Floor

  • Grand Lobby: A cavernous room with high ceilings, a massive crystal chandelier, and a fireplace that never extinguishes. The front desk is manned by La Salle, the spectral concierge, who appears as a translucent figure in Victorian attire. Hidden Feature: A key rack behind the desk holds keys to mysterious rooms not found on maps.
  • Ballroom: A grand space used for Bureau briefings, strategy meetings, and celebrations. Magically soundproofed and equipped with spectral music that plays on command.
  • Dining Room: An elegant space with tables set for ghostly and human diners alike. Food and drink are served by incorporeal waitstaff.

Second Floor

  • The Haunted Exhibition: This floor is a museum of paranormal artifacts collected by the Bureau.
  • Rooms: Displays range from cursed objects and haunted paintings to jars of ghostly ectoplasm.
  • Investigation Archives: A sprawling library and record room holding the Bureau's case files, reports, and research. Books often rearrange themselves, guided by invisible hands.

Third Floor

(Bureau Headquarters)

The third floor is reserved exclusively for Bureau members.

  • Each room is uniquely themed to reflect its occupant's personality or paranormal specialty.
  • A room with shifting stars on the ceiling for a stargazer investigator.
  • A room with shelves of bottled phantoms for a spirit-talker.
  • Memorial plaques outside rooms of fallen agents.

Third Floor Common Areas:

  • Training Room: Simulates various supernatural phenomena, from poltergeist activity to spectral combat.
  • Laboratory: Equipped for analyzing ectoplasm, cursed items, and other paranormal substances.
  • Meeting Room: A central room for strategy discussions, featuring a large map of paranormal hotspots that updates in real-time.

Fourth Floor

  • Restricted Research: Only accessible by senior Bureau members. Contains powerful and dangerous items, some locked behind magical wards.

Basement

  • The Rift Chamber: A secured room with an unstable rift to another dimension, used for research and training. Hidden Rooms: Secret passages lead to storage for sensitive artifacts and escape routes.

The Concierge: La Salle

Appearance:

A spectral figure with a calm demeanor, dressed in a well-tailored Victorian suit and gloves. His translucent form glows faintly blue. Cryptic yet charming, La Salle offers cryptic advice, often with a sardonic wit. He can summon spectral staff for assistance, open and seal doors to hidden areas of the hotel. He also provides "hints" for investigations, though his answers often require interpretation. In life, La Salle was the hotel's concierge and a master of discretion, helping wealthy guests keep their secrets. His spirit lingers to ensure the hotel’s new guests—paranormal investigators—are equally well-served.

Mr. Mechanical

The Leader

Ezra "Mr. Mechanical" Kael was once a high-ranking investigator in a bustling city, celebrated for his keen intellect and ability to solve seemingly impossible cases. His life changed during a case involving a string of mysterious disappearances linked to a cursed artifact: a lantern imbued with the power to reveal hidden horrors.

Mr. Mechanical uncovered that the artifact was a fragment of an eldritch force and narrowly survived destroying it, but not before making a pact with a mysterious entity tied to the shadows between realms.

This encounter revealed to Mr. Mechanical that the world teeters on the brink of devastation from forces unseen. Realizing that traditional institutions were blind to these threats, Mr. Mechanical left his post and founded the Ghostlight Bureau.

Mr. Mechanical is always three steps ahead, often solving puzzles or uncovering motives before others realize there’s even a mystery.

He speaks with calm confidence, drawing respect and loyalty from those around him. His presence is both reassuring and slightly unnerving. Mr. Mechanical carries guilt for the lives lost in his final case as an investigator and is determined to never let such a tragedy happen again.

Darien Veynar

The Concierge

Darien Veynar was once a rising star in the world of academia, known for his brilliant intellect and passion for uncovering the unknown. As a young scholar at one of the most prestigious magical academies, he earned a reputation for his unconventional approach to arcane studies, particularly in the field of the supernatural. His academic pursuits led him to explore ancient, often forbidden, texts and rituals, hoping to understand the true nature of reality and the entities that lurk just beyond the veil.

However, his obsession with the occult and the eldritch took a dangerous turn when he attempted to summon an ancient being from another dimension. The ritual, intended to unlock forgotten knowledge, went horribly awry, tearing the very fabric of reality and allowing the entity to briefly breach through. The aftermath of the failed ritual resulted in unimaginable chaos, leading to a series of deadly events that endangered the academy and its students.

Darien was disgraced, blamed for the catastrophe, and banished from the academic community. His reputation ruined, he found himself shunned and hunted by those who feared his knowledge and the consequences of his actions. But the Ghostlight Bureau saw potential in him. Recognizing his vast knowledge of arcane lore and the occult, they offered him a place among their ranks. Now, as The Archivist, Darien has become the Bureau’s foremost expert on eldritch threats and supernatural phenomena, dedicated to ensuring that no one else falls victim to the same dark knowledge he once sought.

Darien’s tiefling heritage is apparent in his horned head and red skin, but his scholarly demeanor and polished attire set him apart from typical arcane adventurers. He wears glasses that shimmer faintly with arcane energy, enabling him to decipher hidden or forgotten languages and magical scripts that others cannot. His clothes are always neat, though the dark circles under his eyes betray long hours spent poring over ancient texts. His hands are usually stained with ink, and he often carries a satchel full of books or scrolls, even when not actively researching.

As the Lorekeeper and Analyst, Darien’s role is to serve as the Bureau’s chief researcher, specializing in eldritch threats and supernatural entities. His vast library of arcane tomes and ancient grimoires is considered one of the most comprehensive collections in the world. Darien frequently advises Bureau members on how to deal with occult cases, providing crucial insight into enemy tactics, dangerous rituals, and magical phenomena.

Despite his preference for remaining behind the scenes, Darien's knowledge makes him an invaluable asset to the Bureau. He is often called upon to study artifacts, decipher texts, or investigate supernatural occurrences that require expertise beyond the average investigator’s skills. His work, however, comes with the constant pressure of his past failure—he is determined to ensure that no one else suffers the consequences of his reckless pursuit of knowledge.

La Salle

The Concierge

La Salle exudes an aura of elegance and mystery. His spectral form is impeccably dressed in a sharp, Victorian-era three-piece suit, complete with a waistcoat and silver pocket watch. His gloves, once pristine white, now appear faintly translucent, glowing with a soft blue hue. His eyes, though kind, hold a glimmer of sorrow, suggesting knowledge of secrets he dare not share. His hair is perfectly styled, slicked back in the fashion of his time. When he moves, a faint ripple trails him, like the shimmer of heat on a summer's day, and his presence is always accompanied by the faint scent of aged parchment and lavender.

Beneath his composed exterior lies a sardonic wit. He often teases guests with dry humor or clever barbs, delivered with a charming smile. Despite this, he is not unkind—his humor is a veil to mask the burden of his forgotten past and the deep sense of duty he feels toward the Crossroads Hotel and its guests.

Though he is a staunch ally of the Ghostlight Bureau, his assistance is rarely straightforward. He enjoys crafting personalized advice tailored to the intellect and temperament of his audience, believing that understanding a solution is more valuable than receiving it outright.

In life, La Salle was the epitome of discretion, catering to the wealthy and influential guests of the Crossroads Hotel. He was known for his ability to solve problems and keep even the most scandalous secrets buried. From arranging illicit meetings to quietly disposing of compromising evidence, La Salle's network of contacts and his unflappable demeanor made him indispensable.

His death, shrouded in mystery, was as abrupt as it was tragic. La Salle recalls nothing of his final moments, though faint glimpses of fire, screams, and broken glass haunt his fragmented memories. Despite this, he remains tethered to the hotel, compelled by a sense of duty he cannot abandon. Over the decades, La Salle has taken on the role of an intermediary between the living and the dead. While he values the work of the Ghostlight Bureau, he harbors a quiet resentment toward their inability to uncover the truth about his own death. He hides this frustration beneath his polished exterior, focusing instead on ensuring that others receive the help he never did.

Abby

The Orphan

A pale, ethereal figure of a child, wearing a faded pinafore dress with lace trim, stained with dirt and tears. Her hair is in two uneven braids, and she clutches a broken doll with missing eyes. Her presence is often accompanied by faint giggling or the sound of a skipping rope. Abby is playful but melancholy, alternating between moments of childish curiosity and heartbreaking sorrow. She often warns investigators about dangers in her cryptic, sing-song manner.

Abby was the daughter of a hotel maid. She died tragically in a fire that consumed one wing of the building. Unaware of her fate, she wanders the halls in search of her mother, latching onto kind figures who remind her of maternal comfort. Abby often helps the Ghostlight Bureau, though her warnings can be difficult to decipher.

Abby’s innocence and vulnerability can create a bridge of trust between the Ghostlight Bureau and other spirits, particularly those who are similarly lost or lonely. Abby gravitates toward compassionate figures, providing moral support and guidance in emotionally intense situations.

Abby can interact with small objects, such as unlocking doors, retrieving items from hard-to-reach places, or disabling traps. This ability is perfect for investigations where access to sealed or hidden areas is critical. Abby’s cryptic drawings provide clues to hidden truths, whether it’s the location of an item, the identity of a ghost, or warnings about potential dangers.

Abby’s scream can stun hostile entities, providing a critical opportunity for investigators to regroup or make a hasty escape. However, her limited energy reserves mean this should be used sparingly.

Yvette

The Escort

A hauntingly beautiful woman with an hourglass figure, draped in a revealing red silk gown torn at the edges. Her face is pale, with smudged rouge and mascara streaked as though she had been crying before her death. Her eyes burn with a faint, ghostly light, and her footsteps echo with the clink of spiked heels. Seductive and vengeful, Yvette has a sharp tongue and a dangerous temper.

However, she has a soft spot for those who show genuine kindness, especially toward women.

Yvette worked at the hotel as a high-class escort, catering to powerful men who often mistreated her. Her death was staged as a suicide, though she was murdered by a jealous client. She resents the Ghostlight Bureau, believing they will abandon her as others did. Yet, she sometimes helps if appealed to with compassion.

Yvette’s ability to reveal the lingering emotional "imprints" of traumatic events is invaluable for understanding a crime or haunting’s underlying motives. Her insight into these moments could help identify perpetrators, victims, or unresolved emotions fueling supernatural disturbances. Her own tragic past gives her a deep understanding of suffering and betrayal, allowing her to empathize with lingering spirits or victims who might resist communication.

Yvette’s sharp tongue and manipulative abilities allow her to extract information from spirits or living individuals who might otherwise be unwilling to talk. Yvette can use her illusions to lure hostile entities away from investigators, giving the Bureau a chance to escape or regroup. In hostile encounters, Yvette’s aura can weaken or disorient adversaries, buying time for the team to investigate or prepare countermeasures.

Jack Of Fates

The Gambler

The Jack of Fates is a dapper figure trapped in time, forever clad in his 1860s poker tournament attire. He wears a finely tailored waistcoat adorned with intricate playing card embroidery, a crisp white shirt, and a black cravat tied with precision. A wide-brimmed gambler’s hat sits slightly askew on his head, casting a shadow over his piercing, ghostly eyes that flicker with a spectral glow. His trousers are neatly pressed, and polished boots reflect the faint shimmer of his translucent form.

Occasionally, his spectral form reveals faint bullet holes in his chest, a haunting reminder of his untimely demise. When angered or defensive, a faint wisp of black smoke rises from the bullet wounds, and his once-charming grin twists into a menacing smirk. A deck of ghostly cards is always in his hands, shuffled with fluid precision, the sound of the cards snapping like distant echoes.

In life, Jack was a world-renowned poker player who thrived on the thrill of high-stakes gambling. Known as “The Jack of Fates” for his uncanny ability to win against impossible odds, he was both admired and feared. During a prestigious tournament at the Crossroads Hotel, his reputation was shattered when another player accused him of cheating. The accusation quickly escalated into violence, and Jack was shot dead at the card table before he could defend himself.

Now a ghost, Jack is consumed by the need to prove his innocence—or at least prove his skill. He lingers in the hotel’s gambling parlor, coaxing investigators and other spirits into games. The truth of whether Jack cheated that fateful night remains shrouded in mystery, and even he seems uncertain. Some suspect he represses the truth to preserve his fragile pride.

Jack's charisma and refined charm make him an invaluable asset in negotiations with other ghosts or hostile entities. His ability to engage in games of wit and chance allows the GLB to strike deals, extract information, or neutralize threats nonviolently. His Spectral Deck and Illusions allow him to create diversions or manipulate enemy perceptions, giving the GLB time to act or escape.

Jack’s enigmatic connection to the spectral plane and his Illusions of past events make him a key investigator. He can reveal glimpses of a spirit’s death or critical moments tied to hauntings. For example, while investigating a ghostly uprising, Jack uses his cards to reconstruct the final moments of a spirit’s life, revealing a lead that the GLB can pursue.

Benny The Bellhop

The Keeper of Keys

Benny's ghostly form appears as a teenage boy of about 16, forever trapped in the uniform of a bellhop from the early 1930s. His oversized red jacket, with gold brass buttons, is a little too large for his slim frame, and his trousers are slightly wrinkled, like they were never quite tailored for a ghost. His polished black shoes seem to glow with an unnatural sheen, and his cap, while perched atop his head at an odd angle, never falls off. His youthful, freckled face is always caught in a wide, eager grin, though his expression sometimes shifts when he’s reminded of the violent death that took him too soon.

The most notable feature of Benny’s ghostly form is the Mystical Skeleton Key that dangles from a tarnished chain around his neck. It’s no ordinary key—it radiates an eerie, golden glow and seems to pulse with energy whenever there’s a locked door or hidden passage nearby. His otherworldly presence is accompanied by a faint metallic jingle, the sound of keys constantly moving on his belt.

Benny was a young bellhop, always excited to show guests to their rooms, carrying keys with unmatched enthusiasm. Despite his youth, he had an unerring memory of where everything was in the hotel, and his devotion to the job was unmatched. Benny was looking forward to his future in the hospitality world, with dreams of one day becoming the head of the concierge staff.

But everything changed when the Ghostlight Bureau returned from a dangerous assignment, unknowingly followed by a deadly creature that had latched onto their trail. Benny, ever the eager boy, came out to greet the Bureau with a cheerful wave, but before anyone could react, the creature attacked him, killing him instantly in front of them. The Bureau dispatched the creature, but Benny was gone. Despite their grief, the Bureau failed to stop his death, and they were left to wonder if they could have done more.

Now, as the Keeper of the Keys, Benny’s ghost cannot help but assist the Bureau, always trying to make up for the time he lost. He has no memory of his death—only that he “let it happen”—and it haunts him. He believes that if he can just be helpful enough, he might finally find peace and a way to atone for his tragic fate.

Benny’s Mystical Skeleton Key makes him invaluable for uncovering hidden locations or secrets within the hotel. He can bypass any lock, physical or metaphysical, which allows the GLB to access areas and knowledge that would otherwise remain sealed. Benny’s Unlocking Unseen Dangers ability doesn’t just open doors—it reveals hidden emotions or suppressed memories in those around him. While this can be unsettling, it provides the GLB with powerful insights into the motivations and unresolved traumas of the spirits they encounter.

Benny’s well-meaning but disruptive nature can create unintended challenges for the GLB. His Annoying Disruption ability keeps the team on their toes, forcing them to adapt and improvise. While this can lead to setbacks, it also creates unexpected opportunities.

CeCe

The Songbird

Cece is a vision of timeless glamour. Her long, dark curly hair cascades over her shoulders in perfect waves, framing her striking features. She wears an elegant, deep burgundy lace gown that glimmers faintly, as if catching an otherworldly light. Her neck and wrists are adorned with vintage jewelry—pearls and diamonds that seem to sparkle with a life of their own. Her movements are fluid and hypnotic, like a slow dance with the air itself.

Cece’s voice is a smooth, sensual contralto, with just a hint of a smoky rasp. Each word she sings seems to hang in the air, drawing listeners into her haunting, seductive melodies. She exudes confidence and allure, her gaze often locking with the audience as if she’s singing directly to their souls. Despite her captivating presence, there’s a faint melancholy in her smile, a trace of the tragedy that binds her to this world.

Cece was a rising star, a jazz singer with a voice that captivated audiences every time she took the stage. Her raspy yet smooth tone, combined with her gorgeous presence, made her a standout performer in the opera house. The Fractured Mask, an entity known for jealousy and envious rage, watched from the shadows as Cece garnered more and more attention from the opera house's patrons. His bitterness grew until it festered into a horrifying plan to punish Cece for overshadowing him.

One fateful night, the opera house was packed to the rafters for a grand performance. Cece, ever confident, leaned into her final note, drawing the crowd into a trance-like stillness. But just as she reached the crescendo of her performance, the stage lights overhead exploded in a blaze of sparks. The heavy glass fixtures rained down on the audience, and one shard, sharp and deadly, pierced Cece's throat—the very instrument of her stunning voice. She fell to the stage, her last breath a choked gasp as her dying eyes met the shocked faces of her fans. The Fractured Mask watched from the shadows, his cruel satisfaction at her death unmistakable. Cece’s dream of stardom was violently and tragically silenced in front of her adoring audience.

The Restless

Together, Cece, Mathias, and Sebastian form a hauntingly beautiful trio, blending their unique talents into mesmerizing performances. Their music is both enchanting and sorrowful, reflecting their shared tragedy and eternal bond. Guests at the hotel often find themselves drawn to the lounge, unable to resist the spell of The Restless, unaware that the musicians they watch are no longer among the living.

Mathias

The Violinist

Mathias is a dashing figure, his chin-length dark hair often tucked neatly behind his ears as he plays his violin. His crisp, tailored white tuxedo with subtle gold accents gives him the air of a refined, old-world musician. His violin is a masterpiece of craftsmanship, with intricate wood inlays that seem to shift and shimmer under the lounge’s dim lighting. His eyes carry a distant, introspective gaze, as if his thoughts often drift somewhere far away.

Mathias is an artist through and through. He is passionate about his music, pouring his entire being into every haunting melody he plays. His bow glides across the strings with precision and emotion, filling the room with an otherworldly resonance. Offstage, he has a gentle, slightly reserved demeanor, though he occasionally flashes a roguish grin that hints at a playful spirit beneath his polished exterior.

Mathias was the son of a famous violinist and lived his life in the pursuit of musical perfection. On the night of the fire, he chose to stay behind to protect his precious violin, a gift from his late mother. His loyalty to his craft and his instrument tethered him to the lounge, where he continues to create spellbinding music that echoes with both beauty and sorrow.

Sebastian

The Pianist

Sebastian is the picture of quiet dignity, with a slight stoop that makes him appear older than his fellow bandmates. His gray hair is combed back neatly, and his pale, ghostly complexion gives him a stately presence. His black three-piece suit is simple yet immaculate, with a faint shimmer that suggests a connection to the ethereal. His fingers move with precision and grace on the piano keys, despite their translucent, spectral quality.

Sebastian rarely speaks, but his nods and knowing smiles carry a warmth that words cannot match. His presence is calming, grounding the other two members of The Restless with his quiet strength. He has an air of wisdom, as though he’s seen lifetimes pass before him, and his playing reflects this—deep, resonant, and filled with complex emotion. His music often serves as the foundation upon which Cece and Mathias build their performances.

Sebastian was a lifelong pianist who found solace in the keys. He had been playing at the hotel for decades, providing music to soothe the weary and inspire the joyous. On the night of the fire, he played until the very end, hoping to calm the chaos with his melodies. His enduring connection to his piano kept him tied to the lounge, where he continues to play with a profound sense of purpose.

The Imprisonment of The Forgotten Circle

Long before the age of mortal kingdoms and divine temples, there was The Forgotten Circle, an ancient pantheon of gods whose insatiable desires threatened to unmake existence itself. These primordial beings consumed without limit: heat, dreams, life, and even time itself. As their power grew, so too did their influence, weaving chaos across the mortal and divine planes alike.

As The Forgotten Circle grew too powerful, threatening to dominate not only the mortal realms but also the divine balance, the New Pantheon—gods born of mortal ideals, faith, and creation—took action. Though weaker individually, the New Gods unified their power to enact an unparalleled judgment: to lock each member of The Forgotten Circle in a prison designed to mock their nature and render their powers a cruel irony.

Prison Design Philosophy

Each prison was crafted to reflect the very domain of the imprisoned god and simultaneously negate their ability to consume that domain. The prison would embody that which repulsed the god most, as well as to serve as an eternal reminder of their defeat.

These prisons were not mere chains but ironic reflections of the domains the Forgotten Circle once ruled. Each was crafted with divine precision to both suppress their strength and torment their pride. The Forgotten Circle, once titans of existence, were reduced to shadows of their former selves, their very prisons mocking their dominion.

Cryomithis, the Pale Harbinger (God of Cold)

Trapped in The Pyroclastic Vault, an infernal cavern of endless fire and molten rivers. The heat consumes the cold essence of Cryomithis, leaving the god powerless and mocked by the flames they cannot extinguish.

Xal'Thur, The Dream Eater (God of Dreams)

Bound to The Sleepless Mire, an eternal swamp where no dreams can form. Xal’Thur is tormented by an unending waking existence, forever denied the sustenance of dreams or the solace of slumber.

Vaeruthis, The Obsidian Monarch (God of Decay)

Sealed within The Eternal Bloom, a realm of ceaseless regeneration. Decay is thwarted at every turn as life blooms endlessly around Vaeruthis, mocking the god’s hunger for entropy.

Lor’thara, The Fractured Mask (God of Art)

Cast into The Unchanging Canvas, a void where creation is impossible. Every attempt Lor’thara makes to craft beauty is swallowed by the emptiness, leaving only an unyielding nothingness.

Zorathis, The Devouring Void (God of Oblivion)

Imprisoned in The Radiant Nexus, a realm of blinding, infinite light where shadows and voids cannot exist. Surrounded by overwhelming presence, Zorathis is starved of the nothingness they once devoured.

Orvakos, Heart of the Mirage (God of Corruption)

Contained in The Crystal Bastion, an incorruptible fortress of pure diamond. Orvakos, who thrives on twisting innocence, is surrounded by purity and perfection, forever unable to taint or break it.

Veltharion, the Faceless Architect (God of Time)

Trapped in The Timeless Cage, a paradoxical prison where time is frozen. Veltharion, who consumed the flow of time, is stranded in an eternal now, unable to move forward or backward.

Gor'ran'rath'gar, The Hollow One (God of Despair)

Locked within The Radiant Chorus, a domain filled with endless hope and joy. Despair cannot take root, leaving Gor'ran'rath'gar starved in an environment of unyielding optimism.

Akryndos, The Red Sovereign (God of Sacrifice)

Confined to The Bloodless Altar, a sterile, silent realm where no sacrifices can be made. The altar remains empty, a mocking reminder of the blood Akryndos once craved.

Rhyberus, The Soul Broker (God of Deals)

Ensnared in The Null Contract, a domain where agreements and promises are voided. Souls cannot be claimed or bartered, leaving Rhyberus isolated and powerless.

Melee

Weapon Type DMG ATT Crit Bonus
Fist Light/Melee 1 3 2x
Knife Light/Melee 1 2 2x
Baseball Bat Heavy/Melee 2 1 2x
Machete Large/Melee 2 1 3x
Sledgehammer Large/Melee 2 1 3x

Manticore MKI

Size: Small (One Hand), Large (Two Hands), Modifications

  • Attack Bonus: Add this bonus to Attack rolls
  • Damage: When this weapon hits, it deals this damage
  • Attacks Per Turn: When you Attack, you attack this many times
  • Reload Capacity: How many rounds the firearm can fire before reload
  • Critical Bonus: For Critical Hit damage, multiply the Damage by this number
  • Durability: Loses 1 point each time the weapon is reloaded. If melee, it loses 1 point after each use

AR-17 Viperstrike

Large, Suppressor

  • Attack Bonus: +0
  • Damage: 1
  • Attacks Per Turn: 3
  • Reload Capacity: 20
  • Critical Bonus: 2x
  • Durability: 5
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.