top of page

Cirrus on high

casino

Nestled in the cloudy valley of floating island motes, hovering miles above the sandy purple undermote and back lit by hundreds of magical Illusionary symbols and light shows the Cirrus Casino waits for the most famous and influential figures in all of crudilex.

​

The casino is known for more than just its eccentric clientele or glamorous architecture. It’s tyrannical master chef Grelofishal’s food is 

sought after across all 4 nations, its master Humunculmancer Jakacoru peel who’s creations are prized familiars to the world's preeminent mages, and most of all the casinos mysterious owner, the Gorgon Enchante’ Cirrus.

Spectral servants and there Pith Conjurers move in groups of 5-10 tending to the needs of all the Casinos guests.

​

security ON THE mOTE IS OF THE ABSOLUTE BEST ATTAINABLE IN THE plane. tHE casino IS NEARLY INAPPROACHABLE AND Flying up to Cirrus from below is a deathwish. Large arcane runes float below the more that completely neutralize flight both magical and mundane. There are at least 4 other such runes that have other effects but most know to avoid them.

​

The skyscrapING towers that create the skyline of Cirius are blue-silver and sparkle with arcane illusionary lights. The night sky is filled with spotlights and fireworks the days are calm and cloudy.

Balloons float with silvery streamers marking the corners for the air skiffs as they race around the island. At the heart of it all is the towering Cirrus Casino and it’s countless garden balconies.

Central Promenade

Central Promenade

The central Promenades fountain as 6 statues. Each lifting an item up to a 7th in the center.

The highest levels of the casino are the least interesting. Cheap apartments, airship docking, and supply storage are all located at the peak of the casinos tower.The sky’s during the day are cloudy and calm unless full with the whirring of racing Skiffs  trailing silvery flags and piloted by showy Aeronaughts.

​

Elegant magically conjured Giant hummingbirds fly small baskets with cargo and passengers around the mote

​

Thin and long Sparkling ponds line nearly every path and are full with Lilly pads and pond flowers. Underneath they act as a pathway for the many Homunculi that swim to and from there daily duties.

Ben Noble's Luxury Assortments

built AJSENT THE CENTRAL PROMENADE IS A LARGE 5 STORY MARBLE BUILDING WITH HUGE stained GLASS WINDOWS DEPICTING THE FALLEN GOD jARL gLITTERGOLD. 10,000 GOLD MINIMUM TO SIMPLY ENTER THE ILLUSTRIOUS ESTABLISHMENT. bEN NOBLE'S clientele IS ALMOST EXCLUSIVELY royalty. the items FOR SALE WITHIN ARE VERY-RARE, legendary LEVEL

Theater Garden

Theater garden

The highest levels of the casino are the least interesting. Cheap apartments, airship docking, and supply storage are all located at the peak of the casinos tower.

LOCATIONS ON CIRRIUS

The BoaTHOUSE

- The Boathouse

The name of this place might evoke a small locations with a few paddle boats however nothing is less than absolute luxury on Cirrus, as such the boathouse is more accurately a 3 story manor. Beautiful lodgelike style and cozy rooms are a designed in a northlend style.

 

- Royal Château

Specially reserved for the 4 leaders of each major country of crudilex. The Chateau is more or less a castle, with the absolute best security possible.

The entire inside of the castle is a pocket dimension specially tailored by Pith conjuriationists for whoever should take up residence here.


 

- Emerald lake

 eMERALD LAKE IS A CRYSTAL CLEAR BODY OF WATER WITH AN ASSORTMENT OF RARE FISH SWIMMING ABOUT ALL AROUND. one CAN EASILY SEE TO THE BOTTOM ACROSS IT'S ENTIRE LENGTH AND NESTLED NEAR THE FAR BACK FROM THE BOAT HOUSE IS A ISLAND DENSELY POPULATED WITH OLD OAK TREES. iN THERE SHADE IS A SMALL SHRINE WHERE A SINGLE PERSON SITS.

 
The Casino

-The guests apartments

The apartments, located off the central promenade just down the very wide stairs to the casino, are lavish with vibrant colors and floor ceiling windows and a view unlike anything else in the world.

Each is equipped with magical enchantments to prevent disorganization, filth, or temperature discomfort.

​

- tHE cARDFLOOR

oNE OF THE MAIN ATTRACTIONS IN THE CASINO. wHERE THE MAJORITY OF THE ACTION HAPPENS IS THE OPEN BALCONY GARDEN NEAREST THE ENTRANCE. tHE CARD FLOOR IS WHERE MUCH OF THE BULK OF THE GAMBLING HAPPENS IN THE CASINO AND VIEWING FOR THE SKIFF RACES AND NIGHTLY FIREWORK SHOWS.

​

Cirrus Departures Yacht

-The Dock

A single teleportation circle is located outside the main gate on the docks. It is reinforced with a two foot thick door made of Black-iron and kept closed from the outside with active Iari clast Locks.

​

- tHE dECK

​

- tHE "dORMIS aWOKEN" hARPOON

Th Boathouse
The Casino
Cirrus Departures Yacth

things TO do

Skiff Races

Nostridan’s Motes are world reknown for many reasons but among the most common is the Cirrus Skiff races. Taking place leaving from the central Promenade of the mote and must fly through 5 Illusionary rings in order around the Motes.

 

The race is a well known spectacle. Such exciting and impossible things have happened that many believe the whole production is fake. Nevertheless it hasn’t stopped the longest running Pilots from becoming huge stars.

BETTING

Characters can bet on the Skiff races to earn some extra cash. The racers, the available odds, and the chance to win are listed in the Betting on Skiff Races table. Bets can range from 1 cp to 500 gp. Once the bets are placed, roll a die for each bet. Losing bets cost the full amount of the wager. Winning bets pay out according to the table. Bets can be for a Skiff to win, place, show, or do something specific during the race (like attack another racer or Blow it’s engine), so many bets can win in the course of a single race. Losers are expected to pay up in a timely fashion. Those who don't are visited by a debt collector backed up by “Dogs” legbreakers (ld4 + 1 thugs or gladiators, depending on the level and reputation of the bettor). Nostridinian bookies never forget a debt; even a year away on an adventure isn't long enough to erase an unpaid gambling loss.

​

RACING

Player characters might get involved in a skiff race, either through their own interest or because they're approached by a racing team. In this case, you'll need to play out the race. This can be quite a bit of fun, especially if you let players whose characters aren't directly involved take over at least some of the NPC racers. Encourage everyone to race hard, even if it's in the group's best interest for a particular Skiff to win.

 

A race runs a length of 300 feet; this is abstract, as a race actually covers a lot more ground.  Every round, each Pilot makes a Dexterity (Air Vehicles) check; the DCs for different types of Skiff are listed in the Racing Skiff table. With each successful Air Vehicle check, the first number listed as the Skiffs speed is added to its "running tally." If the check fails, that dinosaur's tally doesn't increase that turn. When a racer's tally equals or exceeds 300, that Skiff crosses the finish line.

 

A racer can try to move at the higher listed speed by overcharging there mana batteries; in this case, the Air Vehicles check is made with advantage, but you must roll a Intelligence (Air Vehicles) DC 10 on a failed check at the end of this round its speed is halved for the rest of the race. 

 

No initiative is involved. Pilots can make their Air Vehicles checks in any order, or all at the same time. If two or more Skiffs cross the finish line on the same round, the one with the highest tally wins. If the tallies are the same, the racers tied. In the event of a tie, brawls are likely to break out in trackside betting pools. In the unchained event, Skiffs can attack other Skiffs if their tallies are within 50 of each other at the end of a round. Each Skiff's pertinent combat statistics are listed on the Racing Skiffs table. If a Skiff has half or fewer of its starting hit points, the rider makes Air Vehicles checks with disadvantage. For simplicity, Pilots can't attack or be attacked, but DMs with a cruel streak might be tempted to relax that rule.

Gathering Info

The challenge of stealing from the Cirrius on-high Casino isn't just breaking in and escaping from its flying locked down vaults. But Discovering what perils wait for the would be thieves. It’s owner has taken powerful arcane measures to insure that no single living soul holds a memory of the complete Vault level. As such players will have to use what knowledge they can gather to learn and quickly prepare to undertake that last, and most crucial part of the Heist.

​

Rumors and information

  1.  

  2. Rumor has it there is a compromising photograph of (character) that they are willing to pay any price to obliterate.

  3. The iari Geode at the heart of the mote is so dense it could lift an entire city.

  4. That homunculus creature Razo represents a silent party taking part in the auction. Id remain anonymous too To have that THING embarrass me by representing my interests

  5. The Paladin captain of the divinationist is said to be hopelessly taken by the bottle. He has a habit of showing up to work drunk if at all.

  6. One of the honored guests has a financial stake in the failure of the Bioessence serum. Sounds like a motive for murder to me?

  7. Shaa the angel and Ozilot the Demon once faced eachother during the creation war. Odd that those old enemies seem to get along now.

  8. Rumor has it that the 3rd vault for auction has a doomsday device and Queen somnastra means to use it against dawnfire for keeping her husband.

  9. They say Chanbara Lont has some blackmail over Myzwyn, Enchante's right hand, and so he has given her a special “royal suite” in the casino.

  10. They say there’s this complex magical Node Glyph warding passage into the lower levels. Locking anyone from passing into the vaults, if what I’m hearing is true I’d give a lot to see it. The magic out HERE is breathtaking I can only assume down there is a work of genius. (One of the guests told me, and has one of the nodes)

Side Quests

The people of the mote reguardless of the lives of luxery they lead are much Like another place. They will have things the players want and will want from them favors in return. Much of these are non-physical as many Nobles here have all they could possible want. Instead players will often find themselves tangling up in the nostridan scandles that constantly wrack the high borns of the country.

​

Side Quests

  1. Collect a debt

  2. Help the smuggler escape

  3. Find the lost locket

  4. Find pirates liar

  5. Find lost ingredients 

  6. Help the intern make in impression

  7. Help the singer get the headliner position

  8. Humiliate the Politician

  9. Get into the VIP section

  10. Win all three gambling games.

  11. Enter the Skiff races

Himunculi

Thin and long Sparkling ponds line nearly every path and are full with Lilly pads and pond flowers. Underneath they act as a pathway for the many Homunculi that swim to and from there daily duties.

Gambling

Dwarven Horses

roll 1d6 forward 1d6 backward. First across wins.

​

​

tHE hEIST OF THE cIRRUS

tHE casino WAIL BEING A RICH LOCATION FOR NON-CRIMINAL ADVENTURES HOUSES ANY NUMBER OF RARE, SOMETIMES CRITICAL ARTIFACTS THE PLAYER CHARACTERS MAY NEED TO AQUIRE. eCHANTE WILL NOT MAKE THAT EASY FOR THEM HOWEVER AND AS SUCH WE HAVE PROVIDED A SUITABLE HEIST/DUNGEON FOR ANY WOULD BE BURGLARS.

​

THE DUNGEON CAN BE FOUND BY CLICKING HERE

bottom of page