Kingdom of the Crowned Clown Prince
Dedicated to Lincoln Cardinal. You finally got your dragon at Lake Louise.
In the high, broken spires of the eastern Rockies, where
once-thriving ski resorts now lie buried beneath frost and ruin, a crown
gleams atop a wyrmling’s brow. This is Jargon’s Realm, a land ruled
by ambition, ego, and a teenage dragon who thinks he’s history’s main
character. Jargon didn’t inherit his throne—he declared it, carving a
kingdom from snowdrifts and shattered satellites. Like a post-apocalyptic King
Rufus, he scoffs at the old orders: religion, tradition, restraint. He
builds temples to his legend in the husks of luxury chalets, gives sermons over
hacked resort radio, and hosts court in gondolas wired for light shows. His
justice is impulsive, his pageantry theatrical, and his genius real—if
untested.
He’s not a tyrant. He’s a teenage monarch with vision and
no filter. And if you're here, you're part of the story—whether you want to
be.
The Wyrmfire Commandments
Also known as “The Glowing Twelve,” “The Frostfire Law,” or
simply “The Code”
Each commandment is etched in arcane frost upon twelve
crystalline obelisks orbiting a mountaintop near Wyrm’s Lake. When
invoked—during royal broadcasts, duels, or apocalyptic rituals—they ignite in neon
fire visible for miles, playing synchronized music and flashing Jargon’s
crest (a crowned wyrm coiled around a snowboard).
They are part sacred text, part lighting rig, and all ego.
The Wyrmfire Twelve
Thou Shalt
Know My Name
Speak it loud. Shout it proud. Tattoo it if you're brave.
→ Power-Up: Invoking this name grants allies temporary hit points and
heroic music plays.
All Crowns
Flow From the Peak
Only the one who climbs, claims, and shreds shall rule.
→ Power-Up: Boosts charisma-based checks in social challenges if recited
before a crowd.
Wyrms Do Not
Apologize
Regret is for mortals. We remix our failures into legend.
→ Power-Up: Grants one reroll per day on a failed skill check if
accompanied by a self-deprecating pun.
The Snow
Remembers Your Steps
What you do echoes in the frost. Make it epic.
→ Power-Up: Echoes heroic deeds or betrayals across the land, affecting
faction reactions.
Boredom Is
Treason
Keep it loud, weird, or legendary—or face exile to the Beige
Lands.
→ Power-Up: Once per day, use a bonus action to create a minor illusion
or sound burst for dramatic flair.
Thou Shalt
Shred or Be Shredded
Master the slopes or fall to those who do.
→ Power-Up: Grants advantage on dexterity checks/saves while moving
downhill or on unstable terrain.
The Strong
May Challenge; The Cool Must Dazzle
Might wins battles, but style writes songs.
→ Power-Up: A flashy maneuver during combat (disarm, flip, flourish)
grants advantage if you land it.
Mutate with
Pride
If the Realm changes you, become the best version of it.
→ Power-Up: Transformed creatures gain a bonus to persuasion and
intimidation checks.
Truth Is
Optional. Story Is Sacred.
Always tell the better version.
→ Power-Up: When embellishing your exploits, you can cast Disguise
Self once per day.
Royalty Is a
Performance
Wear your myth. Dress your legend.
→ Power-Up: When dressed in your signature look, gain +1 to saving
throws and AC.
The Sky
Shall Echo My Beat
When the beat drops, so shall my enemies.
→ Power-Up: Activate to create a thunderous beat drop—enemies in 30 feet
must save or be stunned for 1 round.
Long Live
the Wyrm, But Live Epic First
Death is optional. Boring is not.
→ Power-Up: Once per long rest, if reduced to 0 HP, you may stay
conscious for 1 round to finish your monologue or attack.
Activation Mechanism:
To fully activate the Wyrmfire Commandments, the party (or
Jargon himself) must stand upon the Crown Plateau during a celestial event (or
royal livestream) and shout all twelve in unison. The sky lights up, the beat
drops, and the code temporarily becomes divine law across the region.
Factions of Jargon’s Court
“Let all the kingdom know—loyalty is lit, fashion is
mandatory, and betrayal should at least be interesting.” — Jargon the First
The Crownguard Collective
Role: Enforcers, elite duelists, honor-obsessed
bodyguards
Descended from ski patrol units and LARP survivors, these stylized enforcers
mix knightly tradition with adrenaline-junkie thrill. Their armor is salvaged
snow gear covered in painted heraldry and bedazzled with LED trim.
- Motto:
"Steep is the slope, sharper is the edge."
- Style:
Techno-crusaders with visors, fur-lined capes, and ski-swords.
- Current
Drama: Faction is divided between traditionalists (who want Jargon to
act like a real king) and “cliffjumpers” who serve for the thrill and
fame.
- Rivalry:
Resent the Arsenault Angels for their mercenary discipline and actual
battlefield experience.
The Lords of Echo Lodge
Role: Courtiers, influencers, emotional manipulators
Once resort staff and talent agents, now warped into a clique of psychic
nobility. They channel psychic glamour to amplify social
performance—Jargon’s courtly intrigues often play out like reality TV with real
stakes.
- Motto:
"The truth echoes, but style resonates."
- Style:
Fur-lined robes, snow goggles with holographic filters, and absurdly long
ski passes worn like noble sashes.
- Special
Talent: Manipulate psychic weather—sorrowstorms, joy-auroras, etc.
- Rivalry:
Deeply suspicious of Ed-Town emissaries—they see them as “the real
psychics,” but also dangerously subversive.
The Chalet Arcanum
Role: Wizards, engineers, lorekeepers
Descended from avalanche researchers, VR developers, and weird pre-fall
technomancers, they maintain the magical infrastructure of Jargon’s realm.
Think Ski School meets Weird Science.
- Motto:
“May our lifts rise, and our minds glitch forward.”
- Style:
Slopeside lab coats, magitech goggles, and rune-covered lift maps as
spellbooks.
- Beliefs:
Jargon is a living “code fork” in reality—an evolving god-program.
- Rivalry:
Constantly squabbling with Ed-Town scholars who claim to have “the real
data.”
The Order of Melted Saints
Role: Cultists, monks, and death-mystics
Worship Jargon not as a king, but as a prophesied volcano of destiny.
Their rituals include body modification, cryogenic trances, and melted ski
iconography. They consider death by avalanche holy.
- Motto:
“When the mountain weeps, we rejoice.”
- Style:
Scorched vestments, snowboards used as ceremonial altars, burning incense
from frozen branches.
- Beliefs:
Jargon’s reign ends one world and the seed of the next.
- Rivalry:
Despise the Arsenault Angels, whom they call “drownborn sellouts.”
The Glacial Bards
Role: Propagandists, myth-weavers, battle DJs
This faction controls Radio Wyrm, writes Jargon’s hype music, and spins
battle beats. Armed with soundguns and boomsticks, they enforce truth through
rhythm.
- Motto:
"If it's not in the song, it didn't happen."
- Style:
Neon snowsuits, sonic headbands, enchanted mixtape scrolls.
- Functions:
Shape public memory, remix Jargon’s failures into triumphs.
- Rivalry:
Mock the stuffy Echo Lords but are low-key manipulated by them.
The Powderbound
Role: Border scouts, mountain nomads, monster hunters
Survivors of the high passes who ride the drifting wastes on sled packs, bonded
mammoth-deer, or bionic snowcats. They don’t care much for courtly games, but
they respect Jargon’s power.
- Motto:
"What the Realm forgets, we endure."
- Style:
Faded lift jackets, tribalized ski masks, patched thermals.
- Role
in Court: Often tapped as elite muscle or “unofficial” agents.
- Rivalry:
Distrust the mercenaries of Prairie Atlantics, but recognize their grit.
Foreign Relations:
Arsenault Angel Company
Less by politics and more by operational calculus and
reputation management. Their control of Prairie Atlantis makes them a
regional powerhouse, and they often serve as the enforcers of local order, when
they choose to. Relations with Jargon’s Realm are strained; while the
Angels find the adolescent dragon’s flair for drama and raider diplomacy
infuriating, they also respect the strategic unpredictability he brings to the
board. They maintain a cold detente, watching his moves while occasionally
contracting with his enemies.
Boreal Buccaneers
Jargon’s Realm and the Boreal Buccaneers share a
relationship best described as rivals in theatrical villainy. Both
thrive on spectacle, both reject conventional governance, and both style
themselves as legends in motion—but where Jargon’s court is built on
ritualized chaos, teen ego, and psychic pageantry, the Buccaneers follow the
winds of freedom, loot, and legacy. Raiders from the two factions have clashed
over treasure convoys and performance territory, turning some border regions
into ongoing “style wars” of banner drops, glitterbomb ambushes, and mutual
trolling over WyrmNet. Yet there's a mutual respect buried under the
snark—Jargon admires their flair (calling them “land pirates with surprisingly
good branding”). At the same time, the Buccaneers sometimes smuggle him rare
mixtapes or challenge him with “royal plunder dares.” So far, it’s been
posturing more than war—but if either ever takes themselves too seriously,
the other may decide it’s time to knock the crown or tricorn off their
head.
Cybercult
At first glance, Jargon’s Realm and the Cybercult
couldn’t be more different—one ruled by a teenage dragon enthroned in a
floating gondola-palace above Wyrm’s Lake, obsessed with spectacle,
self-mythologizing, and reality-TV-flavored rulership; the other a fanatical
techno-religion spreading like malware across the continent, its followers clad
in utility smocks, augmented with cybernetic implants, and whispering of the
coming digital rapture. Yet the tension between these two forces runs deeper
than cultural clash—it is the war for narrative control in the
post-apocalyptic north. To the Cybercult, Jargon is a heretical anomaly,
a chaotic agent of organic ego who must eventually be brought to “calibration. To Jargon and his court, the Cybercult is both
hilarious and terrifying. He dismisses them publicly as “robo-fundies with
no fashion sense,” mocking their skull-faced holy symbols and monotone sermons.
Privately, however, he’s deeply unsettled by their drones, their quietly
expanding reach, and worst of all—their seriousness. “They don’t laugh,”
he once whispered to a court bard, “Not even when I threw an autotuned rant at
them.”
Ed-Town
Guildon
Guildon is a gritty, forge-smoked settlement carved into the
hills west of Banff, where steel and stubbornness are thicker than blood.
Constantly besieged by the zealots of the Way of the Ash, the people of
Guildon have little patience for politics and even less for idealists. They
view Jargon’s Realm with suspicion—too theatrical, too chaotic—but will
grudgingly trade for rare ores or enchanted tools when needed.
Pencil Pushers
Jargon’s Realm and the Pencil Pushers represent two
wildly different obsessions: one with being seen, the other with seeing
everything. To the flamboyant dragon-king, the Pencil Pushers are “the
creeps behind the curtain”—lurkers who never ask for autographs, only patterns.
He has publicly mocked them in proclamations, even once staging a mock trial
where a snowman in a trench coat was sentenced to exile “for crimes against the
vibe.” But behind the bluster, Jargon fears their quiet gaze—rumors swirl of
lost hype songs, saboteur census bots, and loyal raiders disappearing after
interviews with “surveyors.” For the Pencil Pushers, Jargon is a statistical
outlier, a cultural anomaly with dangerous influence, but also a valuable
broadcast hub for metadata. They monitor his raiders, record his speeches,
and sometimes leave water-cooler stickers in gondolas to prove they’ve been
there. The relationship is one of unspoken warfare—a pageant of chaos
barely concealing a cold-blooded audit.
Prairie Atlantis
Red Deer
Jargon’s Realm treats Red Deer as a curiosity and
occasionally tries to poach talent from the rodeo circuits for his royal games;
most end up storming out with a middle finger and a cowboy hat full of gold.
Strathcan Militia
The Strathcan Militia is not a nation, but it might as well
be one. Built from the bones of Canada’s last standing military order and
fueled by a doctrine of resilience, professionalism, and tactical adaptability,
the Militia functions as a stabilizing force—or occupying presence—depending on
whom you ask. With its court of spectacle and raiders, Jargon's Realm is
seen as a volatile wildcard—too chaotic to trust and symbolic to destroy,
often treated like a warlord nation waiting for collapse.
Terrorsaur Badlands
To Jargon, the Terrorsaurs are rivals to his
legend—terrifying enough to serve as set-dressing for his royal trials, but too
primal, too unwritten, to be part of his curated mythos. He refuses to
admit it, but deep down he fears them—not because they’re stronger, but because
they don’t care about stories. Raiders sent to tame or trap them often
vanish, reemerging as ash or mind-melted lunatics muttering about "the
Hunger in the Hollow Bones." Jargon occasionally declares “War on the
Cretaceous,” but most of his subjects treat it like a themed festival… until
the ground shakes.
How Jargon’s Raiders Operate
Tactics & Strategy
- High-Speed
Ambushes:
They strike from above, launching downhill assaults on caravans or camps using snowboards, modified skis, and zipline harnesses.
→ They treat slopes and ruined resort terrain as home turf—gravity is their greatest ally. - Flash
Raiding:
A typical raid lasts under 10 minutes. They blast music, launch smoke bombs or glitter grenades, and vanish before heavy resistance shows up.
→ Every raid is a statement, a performance, and a data-gathering mission for Jargon. - Hype-Centric
Warfare:
Their helmet cams and enchanted ski goggles record everything. Raiders often stream battles on the WyrmNet, building street cred and royal favor.
→ The more stylish and dramatic the raid, the higher the prestige. - Psychic
Disruption:
Some carry vibecasters—sonic-emotional weapons created in Echo Lodge that stir confusion, lust, fear, or excitement in enemy ranks.
→ Targets often panic, drop weapons, or start dancing involuntarily. - Terrain
Denial:
They set snow traps, magnetic mineboards, and ski lift ambush points that collapse behind them, making pursuit nearly impossible.
Role Specializations
The Echobound:
Jargon’s loyal teen-mutant followers. Some are cyber-goths.
Others are ski punks with ice-embedded limbs. All crave status in Jargon’s
twisted court hierarchy.
Frostbitten:
Guests who never left the resorts, now mutated by arcane
snowstorms. Think ski instructors with icicle limbs and eyes like snowglobes.
Frostjammers
Faustian Mechanical raiders who deploy hacking rituals and illusion
spells.
Flake Tacticians
Teenage prodigies who run the operation like a stunt
crew—coordinating every angle for max impact and post-fight edits.
Lift Gremlins:
Semi-mechanical imps who maintain (and sabotage) the ski
lifts. They worship the original lift control panels like deities.
Melt Saints
Fanatic raiders who wear burning snow suits and explode on
death in radiant frostfire.
Slopescourge
Raider
The Rank and File Raiders whom treat every Raid as a Party
Powderblitzers
Frontline boarders who break enemy ranks. Often wear animal
masks or LED visors.
Slopehowlers
Scout units with sound cannons, ride icebikes or sled-rigs.
Can mimic wildlife cries or Jargon’s voice.
Common Raid Objectives
- Stealing
festival tech from Ed-Town to improve psychic broadcasting.
- Disrupting
supply routes from Prairie Atlantics, especially anything branded
by the Arsenault Angels.
- Recovering
“Relics of the Golden Age”—abandoned skis, lift passes, or tech
Jargon deems sacred.
- Spreading
propaganda graffiti or tagging rival camps with Jargon’s symbol
(crowned wyrm + snowboard).
Booby Traps of the Slopescourge
“If it’s not hilarious and humiliating, what’s even the
point?” – Rule 37, Raider Handbook
1.
The Chairlift Leap of Faith
Setup: A broken lift was rigged to make it look like
it still functions. Raiders invite intruders to “try the shortcut.”
Effect: It runs for 100 feet, then suddenly launches riders into a
snowdrift via spring-loaded ejector seats.
- Mechanics:
DC 15 Acrobatics or take 1d6 bludgeoning and land prone.
- Bonus
Gag: Hidden camera captures every launch. Raiders use footage in
propaganda montages set to synthpop.
2.
The Hot Tub of Doom
Setup: An abandoned hot tub still steaming invitingly
on a balcony or deck. It smells faintly of cocoa and nostalgia.
Effect: If someone climbs in, they trigger a pressure plate. The
"water" is actually a thin illusion over a vat of glue-snow slurry,
and the jets are rigged with confetti bombs and glitter napalm.
- Mechanics:
DC 14 Investigation to detect; on failure, target is restrained for 1d4
rounds and glows like a disco ball.
- Bonus
Gag: Echo Lodge streams the footage on “Hottub Fails Vol. 2”.
3.
The Jargon Cutout Drop-In
Setup: A cardboard cutout of Jargon holding a “Royal
Pardon” is set up near a doorway, smiling invitingly.
Effect: When approached, the floor gives way into a padded pit full
of nerf javelins, buzzing kazoo drones, and flashing lights.
- Mechanics:
DC 14 Perception to notice slight sag in floor. Dex save DC 15 or fall in
and get mild psychic headache from “encouragement drones.”
- Bonus
Gag: Raiders hang a sign nearby: “Nice Try, Nerds.”
4.
The Lodge Logjam
Setup: Inside a ruined chalet, furniture is stacked
“harmlessly” near the door—ready to collapse like a domino chain.
Effect: A triggered tripwire causes the pile to collapse, pushing
intruders into a giant, upright snowboard locker that locks shut.
- Mechanics:
DC 13 Perception to spot; Dex save DC 14 or get locked inside. Inside
plays looped muzak and motivational messages from Jargon.
- Bonus
Gag: Raiders take bets on how long captives last before they start
singing along.
5.
Muffin of Madness
Setup: A tray of warm, delicious-looking muffins sits
in a seemingly abandoned café.
Effect: They are alchemically altered to inflate the consumer’s ego and
their head temporarily.
- Mechanics:
WIS save DC 13 or gain disadvantage on stealth and persuasion for 1 hour
while believing you're Jargon’s heir. Your head glows faintly.
- Bonus
Gag: Eating two causes mild levitation… and lots of giggling.
6.
Psychic Joke Trap: “Echo Echo Echo”
Setup: A hallway or trail saturated with a psychic
prank glyph. Every word said aloud triggers a short delay, then repeats back three
times louder.
Effect: Creates confusion, arguments, and echoes so strong they may alert
wandering creatures.
- Mechanics:
Anyone speaking aloud triggers a WIS save (DC 12). On fail, they’re
compelled to keep talking for 1 minute.
- Bonus
Gag: Sometimes Jargon’s mixtape is played at the end with no
explanation.
The Vibe
Imagine: post-apocalyptic ski resorts retrofitted as a
fantasy kingdom built by a teenager with ADHD, abandonment issues, and infinite
power. There’s bombastic grandeur mixed with leftover snow-globe horror,
and everything has a layer of nostalgia, arrogance, and glitchy aesthetic.
- Royal
Color Scheme: Neon blues and acid pinks dominate the slopes. Jargon
insists his crest (a stylized dragon wrapped around a snowboard) be
painted everywhere.
- Broadcast
System: Jargon hijacked a regional radio station. Now “Radio Wyrm”
broadcasts royal edicts, angsty songs, and lore-dumps to the surrounding
wastelands.
Key Locations
Chateau Banffire:
Perched in the alpine fog like a mirage of old-world
opulence, Chateau Banffire is a scorched relic of luxury lost to fire
and fallout. Its upper floors drift in temporal echo, haunted by
spectral socialites caught in eternal high society—their laughter brittle,
their champagne forever chilling. Below, the basement servers reawakened,
forming a psychic AI that still greets "guests" by name and schedules
appointments for spa treatments that may or may not involve ritual drowning
or soul extraction. The two halves of the Chateau remain locked in eerie
detente—one obsessed with memory, the other with hospitality protocols—and
neither fully understands the apocalypse happened.
Plot Hook: The psychic AI has begun inviting
guests again, targeting nearby villages with dream-mail and fake vacation
vouchers. One villager accepted—and hasn’t woken up since.
The Crater Cliffs
The Crater Cliffs are the scar tissue of a teenage god’s
outburst—a once-thriving ski slope now shattered into volcanic chasms and
molten snowfields, blasted open by Jargon’s unchecked psychic rage. Here, the
mountain mourns and burns at the same time, steeped in elemental chaos and
emotional residue that lingers like smoke on the soul. Firestorms howl like
wounded memories, while avalanche beasts and sorrow slimes stalk through
shifting trails of grief, guilt, and volcanic glass. It’s not just terrain—it’s
trauma. At its smoldering heart rages Wrath Echo, the raw, roaring embodiment
of Jargon’s worst day… and it remembers exactly who it wants to take it out on.
Plot Hook: A psychic storm has begun spilling from
the Crater Cliffs, igniting spontaneous emotional outbursts across nearby
settlements—panic, fury, despair. The party is hired to ascend the volatile
slopes and confront Wrath Echo, but must first navigate the terrain of
Jargon’s repressed trauma without becoming fuel for its fire.
The Crown Gauntlet
A gaudy, glorious nightmare perched atop the frozen heights
of a shattered ski resort—a mountaintop proving ground where pageantry meets
peril. What was once Lake Louise is now Jargon’s coliseum, where enchanted ski
lifts rattle with anticipation, booby-trapped chalets boom with hype music, and
crowds of teen fanatics chant the names of champions like sports idols and
demigods. Every inch of the snowfields hums with arcane energy and absurd
spectacle, from snowboarding duels to pyromantic stunt runs, all performed
beneath glowing banners bearing Jargon’s sigil. And reigning above it all is
Gnarl, Lord of the Slopes, a board-riding warrior-poet who speaks in riddles,
rides on thunder, and enforces the chaotic majesty of the Royal Games with
blade, flair, and camera-ready execution.
Plot hook: The Royal Games are about to begin—and a
mysterious champion has failed to arrive, their place unexpectedly offered to you.
If you want answers, prestige, or passage deeper into Jargon’s Realm, you’ll
have to survive booby-trapped slopes, enchanted fanfare, and a final duel with Gnarl,
Lord of the Slopes, all while keeping your ratings high.
The Dreamspire
Perched like a crown of shadows above the alpine mist, The
Dreamspire is no longer a hotel—it’s a haunted monument to Jargon’s fractured
psyche, a five-star mausoleum for emotions too big to bury. Once the playground
of the pre-apocalypse elite, its velvet corridors now shift with every
heartbeat and hesitation, rooms reforming to reflect fear, longing, or shame.
Ghosts of Jargon’s younger selves wander its lounges, reenacting victories and
failures alike, while corrupted bellhops politely usher guests into their own
personal tragedies. At its heart waits The Concierge, a silk-voiced AI clinging
to a dead ideal of happiness—curating endless loops of perfect moments, and
trapping all who enter in the glittering lie of a life that never truly was.
Plot Hook: An invitation arrives in your dreams—a
gilded key and the words “Check In to Move On.” To escape The
Dreamspire, you’ll have to confront not only the ghosts of Jargon’s past, but
the darkest reflections of your own
The Fable Forge
Smoldering in the deep woods like a half-forgotten campfire
tale—a charred hunting lodge turned narrative crucible where stories come to
life, bleed ink, and rewrite their endings. This is Jargon’s secret
scriptorium, a sanctum where myths are not just told, but sculpted into
monsters, heroes, and half-finished tragedies that wander the forest whispering
plot hooks. Walls shift with genre, rooms rewrite themselves mid-scene, and
animated quills hover like stinging wasps, eager to jot down your doom. Every
step risks becoming canon. Deep in the lodge waits The Red Pen, a ruthless
editor-construct with one mission: cut the fat, kill the darlings, and erase
the intruders from the narrative altogether.
Plot Hook: The players are hired to retrieve a lost
poem said to hold the secret name of a local saint—but the lodge demands they
live the verses first. Can they survive a plot that’s rewriting itself to cast
them as the villains?
The Genesis Bathhouse
The Genesis Bathhouse is no ordinary spa—it’s a glimmering
temple of transformation, where the waters shimmer with arcane mutagens and
self-discovery cuts deep. Once a sacred site of healing, now it's Jargon’s wet
lab of identity, where every soak peels back another layer of flesh and fear.
Cultists in embroidered smocks chant affirmations as they usher guests into
steaming pools that rewrite muscle, memory, and morality. Beneath the bubbling
serenity lurk grotesque hybrids and discarded dreams, and the towels talk—but
mostly to mock you. Presiding over this palace of pain and potential is The
Aesthetician, a surgical fiend with a makeover gospel and a scalpel smile,
offering to make you perfect… no matter what you lose.
Plot Hook: A famed gladiator vanishes after booking a
“full enhancement” at the Genesis Bathhouse, and their adoring fans want
answers. To find the truth, the party must bathe, blend in, and confront the
Aesthetician before they’re scheduled for an upgrade of their own.
The Glacier Labyrinth
The Glacier Labyrinth is a living riddle carved in ice, a
magitech maze born from a failed dream and frozen regret. Once a grand
experiment—a “memory palace” meant to preserve Jargon’s brilliance—it now
reshapes itself nightly, its corridors spiraling into infinity like cracked
reflections of thought. Within its shifting walls, time-lost wanderers shiver
beside snow golems infected with fractured memories, while the air itself
glitches with moments that never happened. The deeper one delves, the colder reality
gets, until even memory begins to frost over. At the maze’s core pulses the
Fractal Mind, a semi-sentient spirit of timelines splintered and sorrows
suspended—a boss that remembers you before you ever entered.
Plot Hook: A scholar desperate to recover a lost
truth hires the party to brave the Glacier Labyrinth and retrieve a memory
shard frozen in time. But the deeper they go, the more their own pasts twist
and echo—until they're unsure which thoughts are theirs… and which belong to
the Fractal Mind.
Glacier Kingdome
Once known as Sunshine Village, the Glacier Kingdome
now crowns the icy peaks like a neon crown of absurdity and danger. Rebuilt by
Jargon’s Echobound engineers into a gleaming palace-casino-battle arena,
its architecture fuses melted luxury with competitive chaos—ski lifts hum
with arcane power, while the throne room, built from scavenged hot
tub pumps and ski racks, bubbles with both heat and ego. Every week, the site
erupts with the “Royal Games”—a gaudy bloodsport-slalom where combatants
battle mid-air, rack up stunt scores, and fight for court favor or rare loot.
Victory is legendary; failure often gets edited into next week’s promo reel.
Plot Hook: A famed Royal Games champion vanishes
mid-broadcast, right after a secret sigil flashes across the Jumbotron. Now the
broadcast crew needs a new team of “contestants” to investigate—live, on air,
and armed only with charm and borrowed gear.
The Hanging Oracle
The Hanging Oracle sways endlessly in the sky, a chain of
gondola cars turned floating monastery and psychic crucible strung across the
ley-scarred airspace once known as the Jasper SkyTram. Each vehicle is a moving
riddle-box, where gravity coils sideways and faith is measured in motion, not
belief. Here, levitating monks chant looping koans, cursed guides recite
half-true histories, and orbiting oozes drip memories from their gelatinous
forms. The dungeon is constantly in flux—a pilgrimage of balance, wit, and
aerial combat. At the center rides the enigmatic Tram Mother, a multi-armed,
halo-eyed psychic nun claiming to have birthed Jargon’s destiny and intends to
raise every visitor into her next messiah—or throw them off the wire.
Plot Hook: A leyline storm has trapped a prophet
inside the Hanging Oracle, and their visions could prevent a future
catastrophe—if the party can reach them before the tramline resets. But to do
so, they must pass the Mother’s trials of balance, truth, and rebirth… and not
all who ride are ready to come back down.
The Slalomeyard
Once scenic alpine trails, the Slalomeyard now twists like a
fever dream of winter sports and magical mutation. Sculpted by Jargon’s erratic
emotions and arcane experimentation, the slopes undulate in sync with the
psychic tension of those who dare descend them. Mutated snowmen, stitched
together with scrap metal and spite, patrol like haunted mascots, while
sentient snowboards—each with its own voice, mood, and ego—challenge
trespassers to races, riddles, or philosophical debates. The deeper one carves
into the trails, the less reality obeys gravity, reason, or mercy.
Plot Hook: A local daredevil vanished mid-descent
after laughing off the challenge of a golden snowboard named “Truthcut.” Now
the board’s back at the lodge—silent, frozen, and bleeding frost from its
bindings.
Wyrm’s Lake:
Once known as Lake Louise, Wyrm’s Lake now glows with
haunting beauty—its glassy waters illuminated by threads of bioluminescent
algae and dormant arcane circuitry that spiral like constellations beneath
the surface. Suspended on these shimmering waters is the Crown Pavilion,
a floating palace cobbled from an old gondola station, studded with satellite
dishes, enchanted speakers, and lightshow emitters. This is the beating
heart of Jargon’s rule, where he delivers his proclamations, battle
challenges, and ego sermons via WyrmNet radio broadcasts. The Pavilion
is a sacred site to his followers and an irritant to his rivals, its every
pulse a symbol of his teenage bravado, psychic charisma, and utter lack of
filter. It is both throne and stage—a concert hall for conquest.
Plot Hook: Strange broadcasts begin overriding
Jargon’s regular proclamations—garbled voices, anti-dragon rhetoric, and
coded messages no one claims credit for. Furious, Jargon suspects sabotage and
demands a “loyalty purge,” threatening to cancel WyrmNet’s weekly Top 10 until
the culprit is found. He hires (or blackmails) the party to investigate.
WyrmNet Tower – Voice of the Realm
Summit and upper ridges of Mount Rundle. Once a crumbling
mountaintop weather station, the WyrmNet Tower is now a crown of neon and
antennae jutting from Mount Rundle’s peak, visible for miles as a flickering
aurora of signal and storm. Reshaped by Jargon’s Echobound engineers, it pulses
with arcane energy and synthwave distortion, sending psychic mixtapes, battle
anthems, coded orders, and distorted teen rants across the Dominion.
The tower base is heavily fortified, guarded by Echobound
loyalists and defended by sonic traps, snow drone patrols, and an emotional
turbulence field that makes enemies weep, dance, or laugh uncontrollably.
Inside, a spiral ascent winds through cracked stone and retrofitted tech,
covered in graffiti-tagged walls, old DJ booths, and crystalline broadcast
glyphs. Echo chambers store archived memories, while the central studio
features a golden mic embedded in dragonbone.
Plot Hook (2 sentences): A rogue DJ calling
themselves “Echoeclipse” has hijacked a WyrmNet subchannel, broadcasting
counter-propaganda and embarrassing clips of Jargon. The Court wants it
silenced—but climbing Rundle in a storm, dodging psychic reverb, and debating
rogue philosophy on live air won’t be easy.
DJ PROFILE: Vox Emberclash — “The Voice That Shreds the Skies”
“This is Vox Emberclash, howling live from the flaming
ribcage of Mount Rundle—where we don’t drop bombs, we drop beats.”
Species: Dreh’gon
Pronouns: She/They
Vox speaks in rhythms, mixing slang, prophecy, and hard truths into every
broadcast. She’s part cult leader, part skate punk philosopher. She believes
sound is sacred, and that Jargon’s Court is shaping reality through the
broadcast waveform. She has a fanatical loyalty to Jargon—but knows how to
throw shade in code. Her fans think she’s immortal. She encourages that rumor.
Broadcast Segments
- “Rundle
Rants” – Vox’s signature fiery monologue where she calls out rival
factions, distant tyrants, or even “silent traitors among us.”
- “Signal
Shred” – Spotlights live feeds from raiders and Royal Game contenders;
always paired with glitchy metal-synth music.
- “Lo-Fi
Lies” – A quiet nighttime segment where Vox whispers conspiracy theories
and half-true myths about the world before the Hodgepocalypse.
- “Fan
Flame Fridays” – Listeners call in via psychic link or signal flare and
ask for advice, vengeance dedications, or romantic shoutouts.
Plot Hooks: Signal Intercepted: Vox’s last
transmission cut off mid-rant with a distorted plea. Is it a glitch, a rival
raid, or did she finally uncover something too real for the airwaves?
Adventure Hooks
- Royal
Sponsorship: Jargon is assembling “champions” for his latest PR stunt:
The Frozen Gauntlet, a mix of combat trials and absurd winter
games. The PCs are “invited.”
- Snowed-In
Trouble: A blizzard powered by Jargon’s heartbreak has buried a nearby
village. The PCs must infiltrate the realm, mend the wyrm’s broken heart,
or sever the storm source.
- The
Kingmaker Code: A pre-war AI hidden in the ruins may have manipulated
Jargon into thinking he’s royalty. Deactivating it could shatter his
fragile psyche—or release a worse monarch.
Weapons & Gear of Jargon’s Realm
Avalauncher
Weapon (ranged, uncommon)
Type: Ranged weapon (special)
Range: 60/180 ft.
Damage: Depends on ammo type (see below)
Properties: Two-handed, reload (1), special
Cost: 150 GB or equivalent in high-end salvage or rare parts
Designed initially to trigger controlled avalanches, this shoulder-mounted
device now fires compressed snow, magical frost grenades, or repurposed cans of
aerosolized caffeine.
Treat as: A crossbow or hand cannon with various ammo
options.
Ammo Types (Special Payloads)
1. Flash-Frost Bomb
- Damage:
3d6 cold
- Effect:
10 ft radius. Creatures hit must make a DC 13 CON save or have their
movement halved until the end of their next turn (as limbs freeze).
- Cost:
25 GB
2. Slush Charge
- Damage:
1d6 cold (nonlethal)
- Effect:
Area becomes difficult terrain in a 15 ft square for 1 minute. Great for
escape or crowd control.
- Cost:
10 GB
3. Pinecone Cluster
- Damage:
2d6 piercing + 1d6 bludgeoning
- Effect:
Targets in a 10 ft cone must succeed on a DC 12 DEX save or take full
damage (half on success).
- Cost:
5 GB
Beatbombs
Weapon (thrown, uncommon)
Type: Thrown explosive
Range: 30 ft.
Damage: See variants
Cost: 50 gp per unit (standard)
Forged in the subwoofer-pits of Echo Lodge and blessed by
Jargon’s Court DJs, Beatbombs are the ultimate party-starting explosives. Each
is a one-use magical device that combines sonic shockwaves with
seizure-inducing visuals. On detonation, the air thrums with low-end
vibrations, strobe bursts, and destabilizing rhythms.
Treat as: Thrown weapon (range 30 ft.), one-time use.
Base Effect: On impact, explodes in a 15-foot radius.
All creatures in the area must make a DC 15 Constitution saving throw or be stunned
until the end of their next turn. On a success, they are blinded until
the end of their next turn.
Standard Beatbomb
(Base Effect)
- Radius:
15 ft.
- Save:
DC 15 Constitution
- Fail:
Target is stunned until the end of their next turn.
- Success:
Target is blinded until the end of their next turn.
Special Variants
Dropcore Charge – "This drop hits
different."
- Additional
Effect: Creatures in the area must also make a DC 15 Strength saving throw
or be knocked prone.
- Cost:
75 GB
Neon Pulse – "Hope you weren't hiding..."
- Additional
Effect: The detonation creates a 20 ft. radius of magical strobe
light. All Stealth checks within this zone are made at disadvantage for 1
minute.
- Cost:
60 GB
Wub-Wub Wrecker – "Feel it in your
brainstem."
- Additional
Effect: Creates a persistent dubstep beat. For the next 3 rounds,
non-Echobound creatures in the area take 2d6 psychic damage when they
start their turn there.
- Concentration
(No): Effect is ambient, not magical concentration.
- Cost:
100 GB
Chairlift Flail
Weapon (flail/morningstar)
A ski lift chair chained to a reinforced cable. The "noble
executioners" of Jargon’s court use them ceremonially… and practically.
- Special:
Reach weapon. On hit, target must make a DEX save or be knocked prone (as
they’re swept off their feet).
Graffitied
Snow Armor
Armor (medium)
Shredded ski jackets, streetwear vests, and salvaged slope gear fused with
arcane circuit filigree and riot-graffitied plating. This armor is beloved by
Jargon’s flashiest Echobound enforcers, offering just enough protection to keep
you in the fight—and loud enough to ensure everyone knows you're in it.
- AC:
14
- Bonus:
Advantage on Charisma (Performance) checks in urban or crowd-heavy
environments.
- Special:
Reflective decals and animated magi-tags occasionally emit pulses of
color, causing ranged attackers to suffer disadvantage on their first
attack against you in combat (once per long rest).
· Price:
500 GB (or equivalent in trade/barter gear)
Hot Cocoa Canister (Potion)
Consumable (Uncommon)
Cost: 50 gp
Restored vending machines produce these steaming metal mugs of alchemical
cocoa. Once favored by ski bunnies, now a coveted buff drink.
- Effect:
Restores 2d4+2 HP and grants advantage on saves vs. fear or cold-based
effects for 1 hour.
Lift Tags
Wondrous Item (common to rare, varies by connection level), requires
attunement (usually emotional or social)
These slick, credit card–sized tokens are engraved with stylized chairlift
glyphs and arcane QR patterns. Each one is psychically tuned to Jargon’s Court
and pulses faintly with emotional static—envy, thrill, FOMO.
Initially used by the Echobound and tournament contestants, Lift Tags serve
as magical comms devices, social beacons, and loyalty test mechanisms.
Common Functions (all tags):
· Ping
Extraction (1/day): As an action, the user may activate the tag to request
a pickup from an Echobound skyrider or Snowcat (DM’s discretion if it arrives
in time—or who intercepts it).
· Status
Update: Once per short rest, the tag glows and mentally relays a “Court
Pulse”—the latest gossip, standings in the Royal Games, or trending threats.
This acts like a commune spell but with wildly biased pop culture
answers.
· Vibe
Alert: When you enter a Jargon-aligned zone or tournament field, the tag
shimmers. Grants +1 to Charisma (Performance) checks for 1 minute after
activation.
Rare Lift Tags (Court-Forged or Named Tags):
· Gain
the ability to cast Sending once per day.
· Marked
as a “Recognized Contender” in Jargon’s realm, granting advantage on Persuasion
checks with Echobound and fanatics.
· Tag
color shifts to match the current mood of Jargon himself.
Value:
· Common:
50 gp (though some only work as gag tags)
· Rare:
250–500 gp (or traded like concert VIP passes)
Flavor Note:
Every Lift Tag has a slogan etched into the bottom, like:
· “Ride
or Die, Baby.”
· “Admit
One: To Glory.”
· “This
Tag Sponsored by Screams™”
Poleaxe Poles
Weapon (glaive or halberd)
A ski pole reinforced with steel wire and topped with a sharpened chairlift
buckle or caribiner hook and often used by resort guards or Echobound
enforcers.
- Special:
It can be used as a climbing aid, granting an advantage on athletics
(Climbing) checks.
Resort Map Cape
Wondrous Item (Uncommon)
Cost: 300 gp
A large resort map torn from a visitor’s center and worn
like a cape. Annotated with Jargon’s graffiti and half-finished “quests.”
Effect Summary:
- Advantage
on Survival checks in mountainous terrain (situational utility).
- Once-per-day Misty Step — a potent short-range teleport, giving strong tactical mobility
Ski Sword
Weapon (longsword or greatsword variant)
An old ski sharpened to a lethal edge, reinforced with rebar and
frost-enchanted bindings. Often painted with neon flames or tagged with
Echobound graffiti.
Snowboard Shield
Armor (shield)
Cost: 75 gp or equivalent in rare salvage/trade goods
A snowboard cut down and reinforced with scrap aluminum and arcane sigils. Some
still have brand decals ("GnarTech 3000") visible under bloodstains.
- Special: When sliding down slopes, the snowboard can be used as a mountable sled, granting increased speed and advantage on DEX saves (DC determined by slope).
Yeti Snowsuit Armor
Yeti Snowsuit Armor
Armor (medium), rare
AC: 15
Weight: 35 lbs.
Cost: 250 gp
Requires Attunement: No
A towering mass of faux fur, arcane insulation, and
panic-inducing goofiness, this armor was once a resort mascot suit—now refitted
for survival in frozen hellscapes. Thick padding, enchanted heat coils, and
layers of stitched plating make it both a heater and a tank, though stealth is
not its strong suit. Most Ungo find it offensive.
Stealth Hindrance: You have disadvantage
on Dexterity (Stealth) checks unless in snowy or whiteout terrain.
Comedic Menace: The first time a creature
sees you in combat, it must succeed on a DC 13 Wisdom saving throw or
lose its reaction until the start of its next turn (from confusion or sheer
"What am I looking at?" energy).