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Chapter 1, Story 3: Our Time in Nasir Mmoja

Recap


NASIR MMOJA (need its own city map)

Think Goblin Vegas! This place is full of captives dancing, Giant Scorpian fights, Cock fights, regular fights - a lot of fighting. This is a tribe of nomadic thugs. Human women and men walk with chains around their necks.
While you are here you need to find Araignée. He is a member of House Akunase. "which means he is a drow". Araignée would be in extreme pain from the scortching heat.
Show spoiler
Sorac - The Goblin King wears elf ears around his neck. He is not the same size as a goblin but he stands normal height for a Human but a giant for a Goblin.
The Gobling Kings castle. Three Rings: See Sorac section
Sword of the Goblin King: Goblin King Stat Block

Plot points/Scenes

ACT I

Exploring Nasir Mmoja
As you arrive in Nasir Mmoja a Goblin General stops you. This place is virbant and full of lights. This is a goblin vegas. Minus the casions, so if anyone ask you to gamble, don't. You see some goblins walking in with prisoners, and you see others drunk, playing with prisoners and having fun.
The Goblin General who stops you asks, "is this a gift for the Goblin King?"

This is clearly a goblin state. The lights illuminate the city cobalstone. Goblins pour in and out of a tavern drunk, kids constantly try to pickpocket any race that is not goblin, hobgoblin, or ogre. These races are also in chains. For a goblin camp, there is are some magical braclets (braclets that block the ability to do magic). Non-goblins do work in shops, but they are also in chains. The streets are littered with trashed, it smells like a rotting milk and chicken. Flies, mosquitoes, and gnats swarm around the camp. There are a few boats parked on the other side of the camp. One of them has a mast and crest of House Milile. Passive perception would reveal some of the prisoners that are being walked in, are some of the employees from The Silver Hole. There is no order in this town. No town guard, this place is pure anarchy.
Tafu, your guide is well known among the local Goblin's as a guide and has paid many of the faces here to not rob him or clients.
There are pleanty of trading post, but this is a goblin trade post so be careful, and you are in goblin vegas. There are a tavern, trader, a blacksmith, brothel, and the Temple of The Goblin King, Sorac. However, in the distance of the camp is the destoryed temple of Liabon.
The remains of a Temple of Liabon are about an hour north. Goblins come back bloody and talk about how the temple is boobytrapped and there is no way for them to get in or out without losing adventures.
  Tafu will tell you that they should stick close to Xac. No matter where the adventures want to go to first, Xac and Tafu want to get a drinks, he's exhausted, being with them is tiring. Then Tafu is hitting the brothel.  

The Spinning Stool

Worked by: Elf, Vxy, and this is not a bar, this barrel of ale with a tap on it, and some stools. The Goblins let Tafu go wherever he wants, he doesn't really cause trouble and the only place he goes is to the bar. VXY is a drow. She has sunspots and burn marks all over her body. Newt would assume she is a member of the Jikot Kingdom, based on how weathered her hands and nails are.
Questioning Vxy:

Asking about Aaron:
Vxy knows him very well. He is being held prisoner underneath the Goblin King's thrown room. The Goblin King makes his captives fight to the death, if you win three times, you earn your freedom, which means you're sold to be a slave for a goblin up here. But at least I'm not down in the dungeon.
Listen I've said to much, but the trader, in the south of camp, has a pacurious rouge that he aquired. Her name was Jane, Baine, Rayne! Rayne! That was it! If you're looking to free the captives, she was just released. I've been up here for almost a year now. A lot could've changed sinced them.  
Asking about Rayne :
Rayne woke up in the middle of the desert a months back. Her last adventuring party faught a red wizard named, Eliar (L-E-ARE). They were tracking this multiverse cult, the cult of Janthiman, and his followers are crazy and chaotic. Eliar was not a member of this cult but in fact turned out to be a red wizard. Their ended with them being displaced. Some travelers from the underdark say a choatic know-it-all who claims to be from another deminsion is down there. Rayne knows that has to Horus. She needs to free her friends, but goblins in his camp are ruthless, and the Goblin King will kill you on site.
(group needs to explain why there are talking to Rayne)
If you can free me, I will help you free your friend.
   

legendary item:

Madeye's Eye This item has 2 charges that recharge at each dawn. You become resistant to lightning damage and can speak and read draconic. At Level 4 you gain a Breath Weapon (Dragonborn Stats). Level 8 you gain Draconic flight. At Level 12 you gain Draconic Profencey (blue). Level 16 you can polymorph into a blue dragon for 10 minutes. Coated with dragon scales and your AC becomes 18, regardless of the armor you are wearing, however, you retain your stats. In your dragon form you have a breath weapon that needs to be recharged (5 or 6) and targest must make a Dex Save or take 4d10 damage, half on a success.
The wearer can spend a charge to take on a draconic form for 10 minutes. This form coats them in dragon scales and making your AC no less than 18, regardless of what kind of armor you is wearing. In addition, the form provides you with enhanced dragonborn traits.

Breath Weapon. (Level 4)
The area of your Breath Weapon is doubled. Draconic Bloodline Sorcerers gain the Breath Weapon ability. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest

Draconic Flight. (Level 8)
You grow wings reminiscent of your draconic ancestors. When not wearing heavy armor, you gain a flight speed of equal to twice your current speed.

Draconic Proficiency. (Level 12)
You have advantage on attack rolls that deal damage matching your draconic ancestry type.

Draconic True Polymorph (Level 18) You can polymorph into a dragon and have the stats (minus the legendary actions) of the color dragon of the ey you possess.             *********************6/23 at 10AM *********************          

The Goblin King

The Goblin King has a deep voice. He is taller than all of the goblins and a rank musk comes off of him. He has a dark disdain for Xac The Dragon Slayer.
The Goblin King was captive in Jua, back when the land was plush with greenery. Over 700 years ago. Then we served an archfey diety and I was only an elf. The archfey took many lovers, but she had one rule, never sleep with the goblins. She looked at the goblins as a lower cast, as less than. A woman of such beauty hated on these snivling creatures. She found out I had a relationship with a Goblin Woman, Torri. I would go on to live for another 4 or 500 years, but Torri, she would be dead and gone. She told me, if I wanted to love the Goblins so much I could be one of them. Then our archfey found out about this she cursed me and turned me into a goblin. Then, oneday, all you see was dry. Some say Nidrid, the Gold Dragon burned everything, others say the archfey dried up the land because of the pain she caused me.
See I met Xac around 20 years ago. I was a captive of the goblins for over 200 years. The Goblin King at the time was Xac's great uncle. Xac was ambitions. I was locked up because the Goblins did not believe I was a goblin. The rumors of how such a tall goblin could be one of them was a mystery.
The Goblins always had a contensious relationship with Madeye. From when she was just a Young Dragon until know. For as long as I can remember. Then one day, the old Goblin King sent me out to prove my worth, Xac led us. With nothing more than my barehands and Xac's extreme hunting skills, we defeated Madeye but did not kill her. Madeye was older and was already exiled but this did not help matters. As proof I took a sword I found in her cave, and cut out her eye.
Sorac shows you his sword and stabs the ground. The King was going to throw me back in jail but I slaughter him and a third of his forces, alone! With just this sword. During the fight, Xac stole the eye from me. Xac ran off like a fucking coward. When you kill the king, you become the king. Xac didn't like this but kept talking about how he would dethrown the me! I knew he was dangerous because I know the power a dragon's eye holds. I sent troops and troops after him but no one would could capture him because he had that fucking eye. His legend grew and grew, he was Xac The Dragon Slayer. Madeye doesn't bother us and it is all because I, Sorac, struck a deal with her and took her eye. But Xac is the Dragon Slayer.
I created the rumor, that the eye wasn't real. These greedy bitches would want the eye for themselves. I put out a hit on Xac 500 dead, 250 alive, and 2000gp if you bring me the eye.
I know the rumors in my camp. Some call me The Mad King. I have fully embraced my calling as the Goblin King. Xac means nothing to me. I have built an empire from the archfey's curse, but there is one thing that will make my kingdom complete, Madeye's fucking eye!
If it's true what you say, that you do have Xac as your captive, I would forgo subjecting you and your friends from our prison and our entertainment (a crowd cheers). But only if you produce Xac and the eye in the next 59 minutes. If you don't have it, Then I will show you why I am called The Mad King.
Show spoiler
Sorac will challenge Newt to a fight. (DM START A RUNNING CLOCK -- 5mins)

The Goblin King's Thrown Room

Goblin's as far as the eye can see. The Goblin King runs all. You see prisoners are being pitted against one another in a bloody flight for sport. Xac tells you, sometimes the prisoners can challenge the guards for their freedom, but the Goblin King just kills them after the fight.  

Prison Break

Cell 1 -- 5 Kobolds who serve GAKDI The Great. (A great desert warrior)
Cell 2 -- 2 humans and 1 elf. Deprived. 1 Human is dying.
Cell 3 -- 3 of the guards from the Oasis. 3 of Omar's Gnomes and Yogi the Bugbear.
Cell 4 -- A pile of dead bodies some shiny coins (291sp / 72cp) (Investigation Check DC 12 -- a shiny ring (as soon as you put the ring on must roll a CON SAVE DC 15; on a fail you are electrocuted and take 4d6 lightning damage and beome paralyzed / on a SAVE you become electrocuted and take 4d6 lightning damage), brewers tool kit 100 days to become proficent, )
 
LT. Stygian Black
Cell 5 -- PRIEST , the religious advisor to Prince Shalo of Jua, screams that he cannot be in a room with a cultist. An unknown man, tall, about 7 foot, Yoa Ming looking guy with a bald and who speaks very proper. He wishes to speak with Derrick (and he can see invisiblity).
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This man is fascinated by this group of adventures. Two aasimar, and a Cleric. Lt. Stygian would know him to be a follower of Thadeus Grimm and the cult of Janthiman.
Thadeus's plans are in motion, I may be captured but we have found the first artifact. (only allowed three questions, after each Wisdom Check DC 12, 15, 18 -- to see a necklace of fireball around his neck DC 20+ -- you know you only have three questions). This man has reverence and respect for Stygian Black but he is no longer a Lt. because he ran like a coward.
However, this man knows where Mr. Black's wife and child's halos are, but that does not matter because plans are in motion. The Great Thadeus Grimm is now on this plane and no celestial will be left alive.
He turns to Ara and says, you're families sins will not go unnoticed. "I will be harold a hero for killing the great Lt. Stygian Black. The Unknown man pulls three beads from his a necklace (now you know this is a necklace of fireball) and swallows three beads. (HIGH / LOW ROLL -- On a win, you get to use one reaction). What are you doing?
DEX SAVE DC 18 -- Fail take 11d6 Fire Damage / Save Half damage
Loot:
He manage to have on him, (INVESTIGATION CHECK -- DC 2 -- CLOAK OF ELVINKIND (uncommon).

Show spoiler
This will cause any Goblins around to come check it out.

Cell 6 -- An actual bear. The Goblins think it is the Bugbear Simon Roy. They think they are going to get a lot of money for him.
Cell 7 -- The Cleric in this cell has repeatedly tried to tell them that he is not a bugbear but just an acutal bear. Passive perception of 11 or higher and you see blood on the ground, where the goblins have tried to put people in the cell with him. Simon is worth a lot of money, he owns all the silver in the Northern territories. (Insight -- this is not true. He has profitable silver business.)
Cell 8 -- The Gnomey RICHARD. This is Omar's ace. He is a more shady character. He is the front of house man at Omar's in skullport. He ask you to get him and away from this fucking camp and he will give you anything, on the house. No matter what your into. Those goblins have him scheduled to fight in the next battle. He begs you to get him out of here!!!! Cell 9 -- NUEMAN Cell 13 -- You meet a dying Elf, who asks for a healing potion. Once healed the Elf tells you of a great tressure burried deep in the forrest of Mito Mitatu in he dead forest near the lake. The tressure is a book. THE DIARY OF VICTOR VON LIABON and how to kill him. The Night Hag has the book. It holds the location of all of Victor's victims and where they are at any given moment. My name is Seraphina Nightshade. I am vampire hunter. Each fang is worth 500gp. I can smell you have been traveling with one. If you free me, I will not kill your friend, but if you bring the book to my inn in Mito Mitatu, I will reward you handsomely and maybe we can kill some vampires together!
She misty steps out of the cage. She is not held captive. She chooses to be imprisoned. She expects to hear from you soon. You may see me scry you from time to time, to make sure you are on task.         ******************* DID NOT FIGHT THE GOBLIN KING: NOW WANTED *******************          

Fighting the Goblin King

Goblin King's Stat Block Sword Of The Goblin King
Goblin King's Loot:
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SORAC'S LOOT / Sorac's Loot

2000gp
2,700 sp
4,100 cp

Hat (unidentified: Hat of Disguise (uncommon))

scrolls: Magic Missile: 1st-level Speak with Animals: 1st-level Speak with Plants: 3rd-level Lightning Bolt: 3rd-level Speak with Dead: 3rd-level Control Winds: 5th-level
The deed to the Clyde Family Home in Town of Ywnae.
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The Clyde Family Home is an Estate in a gated community in the Town of Ywnae. In order to gain access to the home you need to show proof and Ywnaee Deed has been signed from the Jua Sorac Casino to the person or group involved, and the deed needs to be examined by the city to make sure it is not a forgery (fake).

A flyer for one free app at Omar's resturant in Skullport.
        *******************7/14***************** Ashanti will roll a d10 and that is for how many minutes she is looking for the potions of greater healing (4). The Goblins are red alert and will commender your boat in 5 minutes.      

Searching the temple of Liabon

You smell is hard to cover up. The stentch of death is around, grawls of (Aninmal Handling Check DC 8) wolves, bats, and rats. The temple may have an onimous aura. You not going into the temple but underneath of it. The catacombs seem in tact, and not crushed by the rubble.

Room 1 -- Perception check DC 18. If you don't make it, you trigger the door to trap you hear four doors locking and you are in a circular room. A statue of Victor Von Liabon stands in the center of the room. A mural that tells the history of Liabon is painted along the walls. Before you can see, you notice the room starts to fill with a poisonous gas. Every min (real time) you take 2d4 damage.
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Investigation Check DC 15 -- Behind the statue is a leaver that requires a strength check (DC 12) to pull because of the rust.
Investigation Check DC 18 -- Reveals on the south wall loose stone, that after you push it, shuts off the gas and closes the vents.
The leaver unlocks four doors. A door to the east, west, north, and south.
The murals depict a young Victor walking hand in hand with two gold dragons. History or Nature (DC 15 check -- recognize Nidrid, a male, and Ether, a female.) The murals hint at Victor's transformation into the first vampire, a mystery shrouded in legend but vividly illustrated in this ancient artwork.
Victor, once a scholar and healer, fell gravely ill just as he was to wed a beloved woman. Desperate, he sought aid from his friends, the gold dragons. Nidrid, attempting to console Victor, urged him to accept his cruel fate, but Victor refused. Ether, aware of a great evil lurking in the depths of the Underdark—a purple dragon—sought to cure Victor, but instead unwittingly cursed him with vampirism. Betrayed and embittered, Victor's grief drove him to madness, resulting in Ether's death at his hands. He spared the purple dragon, for it had inadvertently resurrected him.
Consumed by vengeance, Victor embarked on a relentless quest to find Nidrid. Over time, he learned that Nidrid had transformed himself into a gnome, though the dragon's eyes betrayed his true nature. Victor, now a lord of vampires, commands a kingdom dedicated to his singular mission of finding and killing Nidrid. In House Liabon, any vampire who fails to pursue Nidrid is deemed an enemy of the realm, bound by blood oath to Victor's cause.

Room 2 -- Tombs of House Liabon (The Servants of Victor) Inside this room are four tombs. You look into the room straight ahead and you see on tomb. The room to the south, you see two tombs. Lt. Black hears the call of two female voices, "please hurry".
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Touching any of the tombs causes spectors to come out. LOOT: 50gp Philter of Love Scroll of Detect Magic Scroll of Dispell Magic (Found in chest)  

Room 3, 4, and 5 -- The Cursed Ones. History Check -- DC 8. In this room are those who owed a debt to Mr. Liabon and were forced to serve him in death. Con Saving Throw DC 15 - If you fail the save, as you walk accidently step on a skeleton that makes a considerable amount of noise and the Spawns of Mr. Liabon have been awaken! Loot: 8pp 90gp 4000cp Necklace and pendant (non magical but worth 50gp total) Dust of disappearence     *********************7/21******************* (need loot from last session / if they into room 3)    
Room 6 --
The door to your right is open, the only thing you can see in the faint glow of the room is more murals, and raised alter, with PASSIVE PERCEPTION HIGHER THAN 8, a hoodied figure on the door. The walls glisten they are aligned with gold. This appears to be the tressure room.
Upon taking a step to through the open door you are met with arcane ruins that light up both the door in front of your and behind you. The door to your left, a gastle moan comes from the door. PERCEPTION CHECK DC 10 - It sounds like the undead.
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Right Door Riddle: SUNSWORD "I am taken from a fiery beast, In battles fierce, my power increased. With every strike, I grow in might, Yet in the end, I bring the light."   Upon answering the Left Door Opens (Room 8).   Left Door Riddle: Answer Vampire (or Victor Von Liabon) "I am born of the night's embrace, In shadows deep, my power I trace. With crimson hunger, my strength unfurled, I am the essence of the underworld."   Answering this riddle the Right Door Opens (Room 6)
INVESTIGATION CHECK DC 15 -- There are magical glyphs on the door. Despel magic. As soon as you walk in INVESTIGATION CHECK DC 18 -- There is a foot trap on the floor. Before you enter you see Gold Dragon heads on the wall and roof. Above the room is a gold dragon head and lined on the walls and once you enter the center of the room it fires 6d8 fire damage. You also see 4 chest in this room. In the center of the room is a gold coffin (ARACANA CHECK DC 12 -- This is made of gold dragon scales. If you compare you'res to this one, this was made of 3 gold scales.) Guarding this tomb is on of Victor's most trusted Vampiric Agents! The Priest of Osybus!
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Loot from chest 3:
221gp
(found) 900cp
Chest 2:
12Pp
(FOUND 800gp 1500cp   *****TRESSURE ROOM***** Chest 3:
800gp
2200cp
A bag of holding with: Potion of Healing x3
Potion of Greater Healing x2
Flying Broom
Devotee's Censer (Rare)
Sending Stones
A scroll of detect magic
INT CHECK DC 18 -- The Sun Blade (IN THE PRIEST HAND)
INT CHECK DC 14 -- This is not the tressure room. However, you find a secret door the leads you to the ROOM 15 (THE TRESSURE ROOM)

Room 6 (Cont'd) or Room 9 -- Another Mural. Picture 1: The Dark Ritual
In this dimly lit chamber, Victor Von Liabon stands before a flickering altar, surrounded by swirling mists and arcane symbols etched in blood. The Purple Dragon, his savory, giving him the gift of enteral damnation. Victor raises a jeweled dagger high above his head, its blade catching the cold moonlight filtering through stained glass windows. Around him, candles burn low, casting eerie shadows that dance upon the stone walls.
Picture 2: The Binding of Souls
Victor is surrounded by 4 dead souls, in this animated mural, he takes the dagger, and drips his blood into their mouths. Each person, opens their eyes. Fangs for teeth. Pale skin, sensitive to sunlight. Dark energy surrounding them. Lt. Black, you know this ritual as the 1st Soul binding ritual. This was the ritual that brought you back from the brink of death. However, in this painting, these are the first souls bound to Victor. A half-orc (Mookie Thunderfist), an wood elf (Elara Moonshadow), an Aasamir (Zekul Winnie - Ara's father - this is how he became a Fallen Aasamir). Those who are bound to Victor are forced to do his bidding under pentaly of death. Those who refuse, lose their power and are hunted until dead. The last person's face is obsured from view.
Picture 3: The Winter Caberet. Inside the eerie castle of Victor Von Liabon is the ball Ashanti has invited you to. A figure of regal darkness, wields a chalice brimming with black smoke. Each guess takes a chalice. Those who refuse, their throats are slit. Their expressions are a mix of enchantment and dread. Those who have a chalice drink are then tied to a chair and placed a table, this is the mass turning ritual. It happens once every 200 years to ensure House Liabon continue to grow. Due to the rise of vampire hunters, adventures, and a lack of food, this ritual is a way to ensure the Original 4 are still strong and Victor is able to regain his power for another 200 years. However, the painting shows the mass turning ritual with the Original 4. This time, you can see the face of the elf, it is ASHANTI!
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(Ashanti wants to stop the ritual and kill Victor, that is their real quest)
.

Room 8 -- The Undead and Vampire Spawn. The door on the other side of the room has the same riddle, if they open this door first, read the riddle to get out and they will notice that the room 6 door opens.
Room 9 --
Room 10 --
Room 15 -- Tressure Room -- (PERCEPTION CHECK DC 15 / DETECT MAGIC) [quote]In the middle of the room is a five headed dragon statue - Red, Black, White, Blue, Green - pointing in all directions. As soon as you enter the door disappears and 12 magical ruins light up. (History or Acana Check DC 15) -- You know these are put here by the Master of House Liabon Victor Von Raven, or one of his powerful mages.   Scry/Sending to Ashanti. This room looks to be intact. Nothing is missing but the throne room is up head. Message her again once you get to the throne room.
1000gp
3200cp
Potion of Greater Healing x2
Flying Broom
Devotee's Censer (Rare)
Sending Stones
A scroll of dispell magic
A flute (that only playes fart noises.) +1 Wand of the War Mage Potion of Climbing Instrument of Illusions COINS
600gp / 19ep /95sp / 1600cp.  
[/spoiler]

Room 15 --
Show spoiler
In this room, you are to scry Ashanti.
THE ORB OF DRAGONKIND IS MISSING. Ashanti will tell to find the Goblin King, find the orb and return with Aaron as soon as possible, she will find out everything she can about the missing orb.
      ********************** 7/28 & 9/??? ************************ SIDE QUEST 800 YEARS IN THE PAST At the heart of the Druid Grove in the Echo Plane stands Jabari Oakfather, a guardian of timeless wisdom and ancient power. His presence is both awe-inspiring and somber, as his skin, etched with celestial markings, tells tales of the heavens—some of which are marred by broken chains, a testament to the burdens he bears. Jabari's eyes, shrouded in a veil of smoky mist, reflect the weight of his role as the eternal watcher of the grove's mysteries.   The Druid Grove itself is a sprawling expanse of natural splendor, framed by three concentric circles that each serve a distinct purpose. The Outer Circle is adorned with seven intricately carved doors, each portal offering a gateway to unknown realms. Beyond this lies the Middle Circle, where five more doors stand among a sea of lush flora and gently winding pathways. At the very center of the grove, the Inner Circle holds three grand doors encircling three reflecting pools, which shimmer with arcane energy. These pools reveal glimpses of the Past, Present, and Future, casting their reflections across the serene, verdant landscape. The entire grove is imbued with an ethereal glow, where time seems to flow differently, and every element contributes to its aura of ancient magic and cosmic balance.   However, Jabari’s one fateful lapse has had catastrophic consequences. In a moment of leniency, he allowed an individual to traverse back into the past to alter their destiny. This act set into motion a series of events that led to the rise of malevolent cults and widespread turmoil. In a desperate attempt to rectify his mistake and prevent further paradoxes, Jabari destroyed the very door that enabled time travel. This act, intended to safeguard against further disruption, left him haunted by the disarray he inadvertently caused and the shadows of the cults that now threaten the realm.   Anyone who attempts to abuse a door within the Druid Grove will face severe consequences. Such transgressions are met with eternal banishment from the grove, and the offender's soul will be irrevocably trapped within Jabari's Staff of the Nine Hells. This staff, a formidable relic of immense dark power, serves as both a ward and a prison, ensuring that those who defy the sacred balance of the grove are condemned to an eternity of torment and isolation.   "I am Jabari Oakheart, the keeper of this grove in the echo plane, and you are tresspasers. Adventures are no longer allowed in my realm! You are destructive and only seek self gratifing rewards."   "if you abuse these doors, Jabari will kick you out of his grove and you will never be able to access the Echo Plane ever again!"   *********************************************************   The Echo Plane -- this is the echo plane! A realm between the material plane and he the celestial plane! I see all (yes he is Hamdal). This world is an echo of yours. I sit here, watching. I see the past the present and the future. The last adventures who came into my realm manipulated the past for their own self gain. I no longer allowe travelers to venture into the past!   Ashanti -- she cannot escape her nature. Chaotic neutral. Still under the control of Victor, she seeks to be free from his bounds. The question on your heart is, can you trust her. Though her path is seth with damnation, her motivations ae pure, though her methods may not be.   The Golden City-- The location of which is only known by the Gold Dragon who hid it and the wizard who holds the city within his pocket deminsion. The Wizard has been given strict instructions to only let those into the Golden City, when the Gold Dragon can present himself. The Wizard owns the only Magic Shop in the Isles of Nyeupe.     THE HIDDEN DOOR (HOME) Takes you to Ashanti's Tea Shop, or Two their individual homes where they will face their dopalgangger.   IF THEY TRUST ASHANTI (Let Each Player Walk through the door) You find yourself in a small room where you where you see yourself, billowing with smoke. The door behind you has vanished and you can see there is only one way out.   STILL DON'T TRUST ASHANTI You find yourself in Ashanti's tea shop. Walls crumbled. She speaks to a Drow woman surrounded by cultist, multi-colored cloaks. Her bodyguards dying beside her. You notice the shop is in disrepair but you also see version of yourself, dead around her. "Rayina wants to know where the crown of Celestial Dominance is?"
  • As you enter into this, what looks to be a mercy killing. With Ashanti's last breath she exclaims, she doesn't know.
  • You did not trust her! You saught to kill her when she defended herself, but you aided your self with the dragon eye. The second you used it, Rayina found you, she turned you all, the protectors of the realm, into puppets for the Cult of Bhaal.
  •   DRUID GROVE MAGIC DOORS. A. Chaotic Doors 1. Temple of Victor Von Liabon   2. THE DEMON IN A CAGE You meet Koi'Zar (Hezrou). A massive, toad-like demon with a bloated body, slimy green skin, and a foul odor. He has a wide mouth filled with sharp teeth and is covered in warts and pustules. His presence is accompanied by a disturbing aura of decay. His demeanor is offputting as his smell. You notice covered in his neck a blue crystalized necklace. Koi is defensive and is quick to fight if you try to engage him. The Demon protects the blue diamond. The diamond of Prince Zilrog. The gem looks to be one of water. PERCEPTION CHECK DC 13 -- You notice small lid ontop of the diamond. Inside is a MIDRID, that will only grant the party, 1 WISH.   3. Save the Lady in the House (Mitu Mitatu) You arrive in a dining room where you are met but Osul. He greats you, "Hello, Honored Guest, are you here for the Madam Eleown? She awaits brave champions eager for adventure and tressure."
  • You wait for up to 10 hours. After the tenth hour. Osul tells you that he regrets to inform you that the madam will not be joining you today, as she has locked herself in her vault because a mysterious man is inside of her house. She claims he seeks to kill her but there is no proof this man exsist. Osul asks you to find evidence of this killer, save her, and she will reward you handsomely.
  • Searching the House.
  • Bedroom 1: You notice the arcane ruin written in Celstial "WATER"
  • There is a ring that glows WIS SAVE DC 18 -- On a fail save, you are compelled to pick the ring up and wear it. (if you put it on, you see into the eyes of a Merfolk Man trapped into a pinebox. He asks, where am I? He pats his body. Roll a Wis Save DC 18 -- on a fail save the man attempts to beg you for help. He was taken from his home between Liabon and Mitu Mitatu. Wis Save DC 18 -- On a fail save he attempts to take your body and run to his home and alert the royal guard that a pirate who serves under the flag of the vicious CARMEN IVY stole him from his home.   Bedroom 2: A small diary written by Osul. He has labored taking care of the madam of the house. I voluteered my body to help her. She promised to make me immortal. For this gift I will always protect her and this house. (There are some pages missing). Osul writes, the madam and her secrets must always be protect. You notice the arcane ruin for Fire.   Bedroom 3: You find a diary and a small chest. The chest is full of skeleton remains, wine, and a note, "Dear Madam, I waited and waited until I grew old. Then I set myself on fire and told Osul I was burried with the good wine. I hope we get to met my love in this life or the next." He is burried with a Lantern of Revealing. You notice the arcane ruin written in Celstial "AIR"   Bedroom 4: Jewerly (worth 99gp) and two sending stones. You notice the arcane ruin written in Celstial "MOON"   Bedroom 5: Two diamonds worth 500gp each. You notice the arcane ruin written in Celstial "SUN"   Bedroom 6: You find a drop of blood and a cup of fresh brewed tea. INVESTIGATION DC 12 -- The blood is fresh. There is a trail on the ground and some bandages that have been cut. Someone was injured during a fight. No one is in this room or any of the bedrooms. You notice the arcane ruin written in Celstial "EARTH"   CRASH!!!! There is a comition coming from the dining room. If you have the lantern on, you see written on the walls, DON'T TRUST OSUL.   Oslu was assaulted. He begs you the madam wishes for this disgruntled adventurer to be taken care off. Quickly! There is an extra 5000gp if you elemnate him before the night is over.   If you go back to investigate the hallway, there is more to the message, meet me in the library.   THE LIBRARY
  • Inside of the Library are books and books and books on the history of the realm. The world before the skism, and the 5 celestials (Orisha of the Sky and Thunder, Anansi the Trickster, Olokun, Deity of the Deep Sea, Chukwu, Creator of All Things, and Shani, Creator of all things). There is even a book about five magical artificats created by the gods to bring forth five champions if ever another great evil should arise, such as Brother Thaduesus Grimm.
  • There are also books written by the Mad Madam. The library is a workshop with a bunch of unfinished inventions. The only finished infusion is a tattoo'd weapon.(https://www.reddit.com/r/DnDHomebrew/comments/px27bd/sheath_tattoo_common_wondrous_item_plus_a/)   A voice calls out to your mind, "don't be alarmed. I am going to reveal myself. I am the Scarlet Wraith. I seek to undermind corruption in the town of Driftwood on the Kisi Islands. Madam Fauler was a charming woman, making invintions to attempt to better her community. But when she fell ill, she hired adventures to help her find a cure. She spent time building her servant, Osul, but then on one trip, my trip, when I came back she turned herself into a metal monster. She was more machine than woman and she locked herself in her vault. I only stayed because that tressure could help the town of Harper's Village. But only Osul has the codes and because I was the last adventure out who did not come back with a cure, Osul seeks to kill me, like he did all of the other adventures. There are only two ways to get the codes. Kill Osul or find a cure for her illness, which no one but her knows what she has. (It is a magic dissease inflicted on her by the gods. Mada Fauler cursed them for not giving her more in life and they saught to take hers sense she didn't appreciate it. Humbled by the experienced, she turned herself into a robot.)   THE CODE FOR THE DOOR IS IN You see code with arcane ruins. The door behind you locks sealing you into the chamber. The chamber fills with water and will be full in 10 minutes. The keypad onthe door are arcane ruins written in Celestial (Water, Fire, Air, Moon, Sun, Earth).   Behind the vault you find the Madam of the house. She is hooked up to an apparatus that is keeping her alive but barely. She tells you she doesn't have long, but she has found a cure but believes she is to weak to retrieve it, and Osul must stay here to take care of her. The quest is daunting and hard. She needs the lungs of an Ogre Chef or Royal, the dying smoke of an Efreeti (she has one trapped in her workshop), and the blood of a dead Gold Dragon. The door opens and you see a room full of tressure.   A total of 5,608 gp worth of coins, art objects, and/or gems, as follows: 4,208 gp in coinage: 100 pp 2,600 gp 6,000 sp 800 cp   100 gp gemstones (×14; worth 1,400 gp total): Coral (opaque crimson) Tourmaline (transparent pale green, blue, brown, or red), ×3 Pearl (opaque lustrous white, yellow, or pink), ×3 Jade (translucent light green, deep green, or white), ×2 Garnet (transparent red, brown-green, or violet) Amethyst (transparent deep purple), ×2 Chrysoberyl (transparent yellow-green to pale green) Amber (transparent watery gold to rich gold)   Magic Items (Table A) (×2)     4. Madeye’s Lair (Jua Desert) You see: A Blue dragon sleeping on a horde of his tressure. INVESTIGATION CHECK: You can see the stitches over its eye. This is the lair of Mad Eye.   Intelligence / Insight Check: 1 - 5: Mad Eeye is a chromatic dragon, traditionally evil dragons. As a general knowledge you know they do not respond well to outsiders, especially outsideers who have found their lair. 6 - 10: She has not been known to reward those who give her gifts. Blue Dragons are known for enjoying music and entertainers. (Yes there is a lute and harp in her hoarde) 11 - 15: They are very Vain and Deadly 16+ : You have knowledge given to you by a great source that returning the eye could result in a larger fight that you may or may not want any parts of. Though grateful, you have this feeling, Mad Eye may demand something of you instead of giving you what you want.   In trying to return the eye, Mad Eye will accept their gift and put it in her horde. She remebers the goblin who took it. He used to be an elf. For returning her eye, the gift is sparing their life. The Goblin King nearly killed her but back then she was a young adult dragon. She demands you bring her the head of the goblin king and crown, cloak and sword. Refuse and she will kill them all today.   Mad eye does not respect humanoids. You are squishy play things for my amusment. Do or do not, but either way, I will eat well.   Refuse her and But she will give them nothing in return for it. They will now be in service to the eldest Chromatic Dragon in he realm. If there is a problem they can die here today. She expect tribute in gold or magic items, and if she is not given these items, she will hunt you down like vile creatures you are. 30 days she expects tribute.   5. TRAP DOOR TRESSURE You see a door with a room full of tressure inside. Once inside you notice the you are on a bridge. The door with the tressure inside is on the outher side of the bridge. The bridge has a writing in Infernal: "Follow the Infernal Path, or face a firey wrath."   A total of 793 gp worth of coins, art objects, and/or gems, as follows: 378 gp in coinage: 2,000 gp 3,000 sp 4,000 cp 10 gp gemstones (×4; worth 40 gp total): Blue quartz (transparent pale blue) Hematite (opaque gray-black) Lapis lazuli (opaque light and dark blue with yellow flecks) Eye agate (translucent circles of gray, white brown, blue, or green) 50 gp gemstones (×7; worth 350 gp total): Jasper (opaque blue, black, or brown), ×2 Bloodstone (opaque dark gray with red flecks) Chrysoprase (translucent green) Chalcedony (opaque white) Zircon (transparent pale blue-green) Onyx (opaque bands of black and white, or pure black or white)     6. DEAL WITH THE DEVIL AZAZEL The door opens in a lush room. Candle lights. Treys float with food and wine. Appearing in front of you as the fireplace errupts, is the Devil Azazel. Everyone but Newt would know the fallen angel on sight. He welcomes you to humble abode, and ask you to take a seat. He has a proposal for you that might be worth your wild. Proposal. (Wants out of his prison in return he gives you 3 levels in Warlock)   Azazel requires a small favor, nothing to big, it is quiet manageable. He would do it himself but until the favor is complete, he is bound to these mortal chains. Agree to do this mission for me, and I will grant you 3 Levels in Warlock, with me as your patron of course. He is the destoryer of worlds. In order to free him, he requires the diamond around the neck of a demon too dumb to know he is incarserated.   7. The Midnight Market (Kingdom of Coya) Description: A shadowy, isolated marketplace where forbidden and illicit magical items are traded. The market is known for its dark and dangerous atmosphere. This market is known for having cursed magic items. Not every curse is bad and not every item is good.   Magic Items Found Here (They all have a curse on them. Some horrible, some not so bad): Hat of Disguise -- 200gp Description: Allows the wearer to cast Disguise Self at will. Curse: The Disguises are always random (roll a percentage die, on a fail the DM gives you your disguise). (Remove curse disnigrate)   Cloak of the Manta Ray Description: Allows the wearer to breathe underwater and swim at a speed of 60 feet. Curse: The wearer occasionally experiences uncontrolled aquatic transformations or sea-related hallucinations (roll a d100 for specifics).   Boots of Evasion Description: Grants advantage on Dexterity saving throws to avoid damage. Curse: The wearer is occasionally forced to take reckless actions that put them at risk (roll a d100 for specifics).   Wand of Magic Missiles Description: Allows the wielder to cast Magic Missile (level 1) at will. Curse: The wand occasionally misfires, causing the missiles to target the wielder or allies (roll a d100 for specifics).   Bag of Tricks (Gray) Description: Contains small fuzzy objects that can be thrown to summon various animals. Curse: The summoned creatures occasionally become hostile or uncontrollable (roll a d100 for specifics).   Cloak of Shadows -- 650gp -- Lt. Stygian Description: Grants advantage on Stealth checks and allows the wearer to blend into shadows. Curse: The cloak occasionally causes the wearer to become completely invisible with disadvantage on all rolls and checks (except Stealth), but deals x2 damage on a hit. (roll a d100 for specifics).   Sample d100 Curses:   1-10: The item occasionally loses its magical properties. 11-20: The item causes random magical effects or misfires. 21-30: The item attracts unwanted attention or enemies. (For the Cloak you have to fight Wraiths) 31-40: The item causes physical discomfort or harm. 41-50: The item’s effects sometimes target the user instead of their intended target. 51-60: The item becomes temporarily non-functional at critical moments. 61-70: The item’s magical effects cause hallucinations or mental disturbances. 71-80: The item becomes cursed, inflicting disadvantage on certain checks. 81-90: The item occasionally causes random, detrimental side effects. 91-100: The item’s curse becomes a significant hindrance or danger to the user.     Consequences of Being Inside the Forbidden Market:
  • Magic Corruption: Prolonged exposure may corrupt the user’s magic, leading to unpredictable effects or a temporary reduction in spell effectiveness.
  • Moral Dilemma: The market’s dark ambiance may tempt characters into morally questionable decisions.
  • Hostile Vendors: The vendors are often deceitful or aggressive, and a failure to negotiate properly could result in conflict.
  • Increased Scrutiny: Characters may be under constant surveillance, making it difficult to act discreetly.
  • Cursed Goods: Some items may come with curses or unforeseen side effects.
  • High-Value Food Square: Vendor: Omar, The Chef of the Realm – Known for his exquisite culinary creations, Omar offers rare and magical dishes that provide various temporary benefits or enhancements.   B. Neutral Doors 1. Underwater Prison Description: An aquatic dungeon where a Sea Elf prisoner named [Insert Sea Elf Name] awaits execution. This is all the Prisoner knows: The execution order requires the Merfolk Prince, Zilrog, to draw first blood. The Sea Elf was accused of espionage or betrayal against the Merfolk Kingdom, but the execution is pending due to the Prince’s mysterious disappearance. Plot thread. He learned that Omar, the realms most famous chef is a murderer. He has proof of everyone that he was working with. I was thrown in the dungeon. Prince Zilrog has not been seen since I was thrown in jail, and he fairs Omar has gotten his hooks into him.   2. Door into the Void The Door opens up into a spinning black vortex. A vast empty void. The door takes you to Azael's home in the nine hells. Here you find his Death Note.   3. Door of your deepest desire. Whatever you want the most in this world is behind this door, but in order to take something out, something must stay. Physcial Wants -- Must fight yourself. Non Physical Wants -- Mirror of Fear. Mirror or Regret. The Mirror of Fear makes come face to face with your darkest fear. Over come with dread Roll a CON SAVE DC 18 -- On a save you have short tearm madness. On a fail you have long term madness. You get whatever is you want.   Newt -- sees mom
  • As you walk in you see her reading a book called the Dragon and The Donkey.
  • She grows tired of peasant life. "Have you slain Gorrak yet." (You know Gorrak as the Red Dragon that your Step-Father pays almost 90% of the towns wealth to.)
  • Your Step-father taxes those outside of the kingdom almost 90% to feed Gorraks hungar for wealth. All that old bitch does is bully humans. Don't let the pagentry and the nicely paved streets and lack of human shit fool you. The people still talk to me. People hate living here. Zumi is good for your brother and her family is good for Jikot. Gorrak doesn't approve of the wedding. I have heard rumor that the Dragon Guard is supposed to kill Zumi on their honeymoon and bring her dead corpse to Gorrak as tribute. But I also heard that a group of Coya loyalist plan to kill Barruke and your Step-Father at the wedding, while sending a small army (which isn't funny because they are all dwarvs) to fight Gorrak.
  • ----Dispite what your step-father does, he does not like paying Gorrak all of the towns wealth. That's why he needs to the workforce to dig the mines and bring more gold. He told one time on one of our many light night rumps around my garden (wink wink) that he would give a royal pardon to anyone that would kill Gorrak. The Royal Guard won't do it because they are loyal to the Dragon, but fears if Gorrak is pronounced dead, he doesn't know if some would start an uprising or rejoice. He talks like he is a mad king, but the truth is, he is a scared king.   Ara -- sees brother's captain quarters. There is a chest with something flopping around inside. INSIDE THE ROOM: Is a long dining table and fresh unfinished eaten food and ale. There is a book on a desk (Investigation check reveals) that the book is a log of the all of the ships ports. Most of them are pirate ports. However, there is no cargo for any of these logs. A name continues to come up in these logs. CARMEN IVY. There is a chest with a loud ruckus coming from the chest, like something is trying to get out.   THE CHEST
  • PERCEPTION CHECK DC 15+ -- This chest is a basically a bag of holding. This is what you pull out:
  • The first thing that pops out is a DOLPHIN flapping around and chirpping. (In 1d4 min the guards will come). There are scrolls, a sword, and other treassure in this chest taht you can see.
  • A scroll of speak with animals.
  • A scroll of shape water
  • A potion of water breathing
  • A scroll of remove curse
  • A scroll of protection from Good and Evil.
  • A scroll of mage armor
  • A scroll of Blur
  • A Royal SEAL ELF Ring
  • Jewels worth 400gp.
  • A diamond worth 500gp.
  • Staff of Striking
  • Cloak of the chameleon (uncommon)
  • (Requires Attunement: This amulet will make its user to blend into the background behind them. Just like a chameleon, you are not invisible, only well camouflaged and hidden. The user can be noticed with a DC Perception check of 14. This amulet can be used 2 times per day.
  • BRACERS OF THE ASTRAL SELF (Rare)
  • (Reqquires Attunement: The wearer of these bracers gain advantage on their athletics and acrobatics checks. The wearer gains 1d4 force damage with their unarmed strikes. When the wearer activates their Astral arms they gain a +1 to their attack rolls and damage rolls for as long as the arms are active.)  
  • A Greatsword, that speaks to you. "It thanks you for releasing him from his prison. He is the weapons of DEEP SASHELAS, a good and noble diety of the sea. Deep Sashelas needs a champion. Upon taking up his cause he will grant you 3 levels in Paladin or Cleric. Your alignment will change to Lawful Neutral, and you will be forced to forgo your own cause. Whatever personal quest you were on, you no longer our bound to, only if your cause and Deep Sashelas' causes align. Deep Sashelas looks to free all seafarying people, and in taking up this cause, you will become a bridge and bring peace to the Sea Elf and Merfolk war and punish all who dare intervene with this war. The consequences for pursuing your own goals or doing any unlawful deeds will result in the Celestials activily searching you out to strip you of your power and then kill you.
  • THE DOLPHIN'S KNOWLEDGE
  • He needs your help. He was turned into a dolphin and the winnie's were delivering him somewhere, he doesn't know. He was a royal guard of loyal to Zilog, the Sea Elf Prince. The Sea Elves and Merfolk have been at war for a thousand years. The Winnie's and the Pirates, have choosen sides. The Winnies have choosen the side of the Merfolk, but the Pirates have choosen the side of the Sea Elves.
  • The was started so long ago, no one can remember why it was started. We are looking for a resolution. What has set off the Sea Elf Kingdom is our prince Zilog was kidnapped by the Winnie's and the Merfolk. The currents nor beast of the sea know where he his.
  • After 1d4 mins:
  • The door opens and 5 PRIATES WALK IN. This is a Win with Winnie ship but somehow it was taken over by Pirates.
  • Dropping behind you, his cloak revealing himself is the ruthless Pirate who's reputation for murder is just as widely know as his reputation for compaction. He was cloaked this whole time, it is a The Wanted Pirate Captain 9 TAILS. A ruthless TABXI PIRATE.
  • (The pirates are agressive but they are looking for the illusive Mimic ship. It's treasures to be greater than a dragon's hoard. But no one can step foot upon it, or go down into its belly cause the second you do, the ship knows your aboard, and then you have to fight the mimic crew and the ship itself and if you survive that you then have to find it's treasure.)
  • 4. The Storm Giant's Tribunal in Jikot Location: Located in the storm-lashed kingdom of Jikot, this trial takes place in a grand hall presided over by storm giants. The tribunal is known for its dramatic and tempestuous proceedings. The pirates name is Captain Hardshell (a former associate of the Winnie boating empire who bares their same tattoo but now has a tattoo that shows he serves under CARMEN IVY, the great pirate Queen!) Atmosphere: The courtroom is grand and imposing, with storm clouds perpetually swirling overhead. The air crackles with magical energy, and the room echoes with the sound of thunder. Trial:   Accused: A notorious pirate named Captain Hardshell (the captain who has never been caught. the Tempest stands trial. He is accused of illegal dealings in dangerous sea-based goods. Defendant’s Connection: The trial involves the PCs defending Garrick, who is accused of working with Ara, a member of the PCs' family, to sell illegal sea-based goods. He does not deny his involvement but will not give up the names of the people in the Winnie trading company that he works for, of the books of course. Accusation: Garrick is accused of smuggling illegal goods and committing crimes against various coastal communities. Defense Challenge:   Objective: The PCs must argue Garrick’s innocence. The storm giants have one witness, a member of the underwater Sea Elf Kingdom. He has seen enemy Triton taken on boats and hoisted away and never seen again. Even their own prince, Zilrog has gone missing.   List of Illegal Sea-Based Goods Kraken Ink: Description: Highly sought after for its use in powerful dark magic rituals, Kraken Ink is harvested from the legendary Kraken and is strictly controlled. Illegality: Possession and trade are banned due to its association with dark rituals.   Sea Serpent Scales: Description: These scales are known for their durability and magical properties, used in illegal crafting of armor and weapons. Illegality: Harvesting and trading sea serpent scales are illegal as they threaten sea serpent populations.   Merfolk Pearls: Description: Rare and valuable pearls from the Merfolk, often used to forge powerful artifacts or charms. Illegality: The trade of Merfolk pearls is illegal due to their sacred nature and their impact on Merfolk communities.   Elder Jellyfish Essence: Description: A rare substance derived from Elder Jellyfish, used in illicit alchemical concoctions and potions. Illegality: The essence is prohibited because its collection can cause ecological imbalance.   Merman Coral: Description: Coral collected from Merman territories, used in the creation of enchanted sea artifacts and jewelry. Illegality: Merman Coral is illegal to trade as it disrupts the natural habitats of the Merman and their culture.   The Trial: Prosecution: The storm giants present evidence and witnesses against Garrick, highlighting his alleged illegal activities and connections to Ara’s family. Ara's own connection to he own family deams her complicit unless she can present the actual caulprits are acused of priacy in these waters.   5. Door to Jua B.L.U.R.G.H Boxing Ring.   C. Lawful Doors 1. Sanctuary of Harmony (De La Sol) Description: A revered place where 6 level 8 Clerics and Monks honor the 5 Celestials. Two key offices are: Father Iron Sage: Renowned cleric/monk known for his deep wisdom and spiritual power. General Bolsa: A seemingly high-ranking military leader
    Show spoiler
    who is actually General Thaddeus Grimm in disguise
    .   2. Lady Lu's Library (Isles of Nyeupe)
    Show spoiler
    WHO IS AZEL is in the Exposition
    Pertection Spell: No evil is allowed inside. Description: This door leads to Lady Lu’s massive library on the Isles of Nyeupe. It is the largest library in Kismet and serves as a magical shop. Access is restricted based on alignment, and chaotic characters need to change their alignment to enter. Any action deamed not lawful will grant you banishment from the library. And abosolutely no EVIL CHARACTERS.
    Show spoiler
    Lady Lu is very busy and power wizard. She built this library with the help her friends Ether and Nidrid; and only she knows the location of the Golden City.
    Entry Rules: Chaotic Characters: Must pay 1 gold piece to the mage at the door to change alignment to Lawful Good (Permanently) for entry. Alignment Medallion: For 300gp, characters can receive a medallion to temporarily change their alignment for 1hour to Lawful Good.   Lady Lu -- She offers you 1 question or a game! She asks, "if you wish to temp your fate and draw from the deck of many things. You could gain your weight in wealth or lose everything you have with no chance of reclaiming. You could level up or fight an evil avatar of death. You could be turned to stone or aquire someone's home. It is truly up to you, if you wish, play my game. I will answer one question for you for free, but after that, each question requires a draw of the deck. Since you are a group, you get one question per person, and then you will have to draw."   She carries a Crossbow that hangs in suspended animation above the inside of the shop. This is her Starshot crossbow. On her person she has: Horn of Valhalla Staff of power     3. The Abandon Estate of Lincoln Tidecaller You enter an abandon bedroom. There is cup of tea on a wooden desk. You can smell of saltwater and seabreeze hits your nostrials. If you look out the window, you can see, the sands of the beach and hear the waves crashing. The bed is not made, and the candle on the desk has burned itsself out, all that is remained is a cone of dry wax.
  • The house has been empty at least for 4 - 12 hours.
  • The tea is cold.
  • In the closet is fishing tackle (you can take this and attempt to spend time becoming proficient with it).
  • In the desk is a journal written in Sylvan. "The days have been kind and the catch has been plenty. I make waves now to sail with Winnie." Passage 2: "My voyage has proved fruitful. I have made more in one day than I would make on my own. We have met a charming Tortle Captain, Captain Hardshell. A Grumpy man, but a delight." Passage 88: "I am sailing back home. No one from the Winnie Sailing family can be trusted. They should all be brought up on charges against the realm. What they are doing is disgraceful, I dare not write about it, for fear of making me complicit as I have worked for them. I did manage to free some of the Sea Elves."
  • Tressure in the house: 91gp / 200sp / 1cp. A scroll of Banishment and scroll of shape water.



  • THE QUEST TO SAVE THE GODS & THE REALM

    In finding the temple of Liabon, you have learned that the ritual to create a new crop of vampires is approaching. Victor Von Liabon must be stopped. In order to kill him, you need to first make him mortal. That requires digging up his grave and driving a stake through his heart. But it also requires burning his three sacred Tomes (THE TOME OF BLOOD. THE TOME OF ETERNAL NIGHT. and THE TOME OF UNDYING.) that will give him his power. Bewarned studying these tomes will give emence power but also corrupt your mind. The last thing you will need to retrieve the SUNSTONE AMULET in order to weaken him.
    Ashanti knows where the Tomes are, they are in his castle, which is why she is inviting you there as her guest for the Winter Formal. No one knows the location of his tomb, and in order to find it you either need to know one of the Gold Dragons who accidently made him immortal, or you need to know the oldest living person in the realm, and Ashanti does not know who that is.
    Ashanti and Aaron have also been talking. Aaron took a Cleric named Raina Green to the temple. She turned out to be a high ranking cultist of Janthaman, a follower of Thaddeus Grimm. They want to kill the gods of realm and have Thaddeus be one and only god.

    Raina and the other high ranking cultist are looking for the five relics of the gods. One relic could easily kill the gods. With all five, the realm would be lost. Ashanti believe this group, GOBLIN TITTIES or SHOULD'VE GNOME BETTER has been tasked to destory these five relics before Thaddeus Grimm can get his hands on them.

    Themes

    LOOT FOR LATER:
    Cloak of the Bat
    Pearl of Power (Uncommon)
      Lady Lu's Library Magic Shop Potion of Longivity Potion of Acid Breath Potion of Gaseous Form Potion of Flying Potion of Hill Giant Strength Potion of Greater Healing x4   +1 Trident Weapon Combat Uncommon 1,010 gp +3 Scale mail Armor Gamechanging Legendary 24,100 gp Apparatus of Kwalish Wondrous Noncombat Legendary 10,000 gp Cape of the Mountebank Wondrous Noncombat Rare 8,000 gp Greatsword of Wounding Weapon Combat Rare 2,050 gp Immovable Rod Rod Noncombat Uncommon 5,000 gp Necklace of Fireballs (Four beads) Wondrous Consumables Rare 1,600 gp Ring of Animal Influence Ring Noncombat Rare 4,000 gp Robe of Eyes Wondrous Noncombat Rare 30,000 gp Scale mail Armor of Resistance (Thunder) Armor Combat Rare 6,050 gp Scroll of Armor of Agathys Scroll Consumables Common 120 gp Scroll of Arms of Hadar Scroll Consumables Common 120 gp Scroll of Beast Sense Scroll Consumables Uncommon 240 gp Scroll of Booming Blade Scroll Consumables Common 20 gp Scroll of Cause Fear Scroll Consumables Common 120 gp Scroll of Chill Touch Scroll Consumables Common 20 gp Scroll of Conjure Elemental Scroll Consumables Rare 1,280 gp Scroll of Elemental Bane Scroll Consumables Rare 640 gp Scroll of Green-Flame Blade Scroll Consumables Common 20 gp Scroll of Haste Scroll Consumables Uncommon 400 gp Scroll of Lesser Restoration Scroll Consumables Uncommon 240 gp Scroll of Passwall Scroll Consumables Rare 1,280 gp Scroll of Shatter Scroll Consumables Uncommon 240 gp Scroll of Thaumaturgy Scroll Consumables Common 20 gp Scroll of Vicious Mockery Scroll Consumables Common 20 gp Scroll of Zephyr Strike Scroll Consumables Common 120 gp * Talisman of Ultimate Evil Wondrous Consumables Legendary 61,500 gp Trident of Warning Weapon Combat Uncommon 60,100 gp   +1 Greatsword Weapon Combat Uncommon 1,050 gp Bag of Holding Wondrous Noncombat Uncommon 4,000 gp Bloodstone Gemstones Nonmagical Mundane 50 gp Book Adventuring Gear Nonmagical Mundane 25 gp Brazier of Commanding Fire Elementals Wondrous Summoning Rare 8,000 gp Broom of Flying Wondrous Gamechanging Uncommon 8,000 gp Case, Scroll Containers Nonmagical Mundane 1 gp Citrine Gemstones Nonmagical Mundane 50 gp Citrine Gemstones Nonmagical Mundane 50 gp Cloak of Elvenkind Wondrous Noncombat Uncommon 5,000 gp Clothes, traveler’s Clothes Nonmagical Mundane 2 gp Clothes, traveler’s Clothes Nonmagical Mundane 2 gp Cubic Gate Wondrous Gamechanging Legendary 40,000 gp Eyes of Minute Seeing Wondrous Noncombat Uncommon 2,500 gp Ioun Stone Sustenance Wondrous Noncombat Rare 1,000 gp * Lantern bullseye Adventuring Gear Nonmagical Mundane 10 gp Nine Lives Stealer Scimitar (Fully Charged) Weapon Combat Very Rare 8,030 gp Potion of Flying Potion Consumables Very Rare 500 gp * Potion of Fire Giant Strength (find cost) Potion of Cloud Giant Strength (find cost) Potion of Greater Healing Potion Consumables Uncommon 150 gp Potion of Healing Potion Consumables Common 50 gp * Potion of Superior Healing Potion Consumables Very Rare 450 gp * Potion of Supreme Healing Potion Consumables Very Rare 1,350 gp * Quaal's Feather Token Swan Boat Wondrous Consumables Rare 3,000 gp * Ring of Air Elemental Command Ring Gamechanging Legendary 35,000 gp Ring of Water Walking Ring Noncombat Uncommon 1,500 gp Robe of Useful Items (8 special patches) Wondrous Consumables Uncommon 9,970 gp Scroll of Aid Scroll Consumables Uncommon 240 gp Scroll of Bane Scroll Consumables Common 120 gp Scroll of Barkskin Scroll Consumables Uncommon 240 gp Scroll of Bigby’s Hand Scroll Consumables Rare 1,280 gp Scroll of Faerie Fire Scroll Consumables Common 120 gp Scroll of Gaseous Form Scroll Consumables Uncommon 400 gp Scroll of Hellish Rebuke Scroll Consumables Common 120 gp Scroll of Mage Armor Scroll Consumables Common 120 gp Scroll of Magic Missile Scroll Consumables Common 120 gp Scroll of Summon Greater Demon Scroll Consumables Rare 640 gp Scroll of Weird Scroll Consumables Legendary 20,500 gp Shawm Musical Instruments Nonmagical Mundane 2 gp * Tinderbox Adventuring Gear Nonmagical Mundane 5 sp Vicious Battleaxe Weapon Combat Rare 360 gp * Deck of Illusions (for sale)   Side Quest Items: Storm Giant Crown Merfolk Pearls (worth 20 thousand gp) Sea Serpent armor (armor belonging to the slain king of the Sea Elf kingdom) 5000gp (will sell for 1gp).   Port Tutytu’s Gravity-Warped Town Description: A small town where gravity has been reversed by a vengeful witch. The rogue who proposed to her was rejected, leading the witch to curse the town as a manifestation of her anger. The town's altered gravity creates a unique environment for puzzles and exploration.     Side Session: Port Tutytu’s Gravity-Warped Town Overview Port Tutytu is a small town cursed by a powerful artificer named Morgath the Ingenious. The curse, a result of a failed attempt to capture the elusive rogue known as the Crimson Cat, has reversed gravity throughout the town. The adventurers must navigate this altered environment, uncover the artificer's motives, and restore gravity to save Port Tutytu.   Scene 1: Arrival in Port Tutytu Description: As the adventurers arrive in Port Tutytu, they are immediately struck by the bizarre sight of the town’s upside-down architecture. Buildings, objects, and even people float unpredictably in the altered gravity. The townsfolk struggle to navigate this disorienting environment.   NPCs:   Mayor Loris: The distressed mayor who is desperate for help. He explains that the gravity curse is a result of an artificer’s failed spell meant to capture a notorious rogue, the Crimson Cat. The Mayor explains that only Eldritch Starweaver's Magic Shop was not affacted, and the Artificer Morgath is the one responsible. His workshop continues to float away, and no one is brave enough to go up there and get him.   Objectives: Gather Information: Talk to the mayor and residents to learn about the curse’s origin and the artificer Morgath. Gather details on the Crimson Cat and why Morgath targeted him. Investigate the Rogue: Discover more about the Crimson Cat and his connection to Morgath. Find out if he is still in town or if he has left, and learn about any recent sightings or activities. Encounters:   Gravity Puzzles: Navigate through the town’s gravity-altered areas, solving puzzles like manipulating floating platforms or avoiding hazardous floating debris.
  • The Anti-Magic Filled Library.
  • A Human Sorcerer named: Eldric Starweaver The library was unaffected by the spell, but has scrolls of levitate and fly (for 150gp each). However, the spell is a concentration spell and Eldric Starweaver would kill himself trying to survive. Eldric knows Morgath's Workshop. It floats a thousand feet in the air.  
  • Reaching Morgath's Workshop
  • How to Solve: Observation: Players should observe the pattern and positions of the platforms. Some may be stable while others drift slowly or tilt. Skill Checks: Characters may need to use Acrobatics checks to jump between platforms or Dexterity checks to balance on unstable surfaces. Creative Solutions: Players might use spells like Levitate or Fly, or magical items to assist in crossing the gaps. Alternatively, they could use objects in their environment to bridge gaps or stabilize their path.   Scene 2: The Artificer’s Grievances Objective 1: Help Morgath Finish Constructing His Machine   Task Overview: The adventurers need to assist Morgath in gathering the final components and assembling his gravity-reversing machine. The workshop, affected by the gravity reversal, presents challenges for retrieving these parts.   Parts Needed:   Arcane Crystal: A glowing crystal that powers the machine's core. It is floating near the ceiling of the workshop. Magnetic Coil: A coil that regulates the machine’s energy flow. It is stuck inside a large, suspended gear assembly. Mana Conduit: A delicate tube used to channel magical energy. It is tangled in a web of floating wires and cables. Control Lever: A crucial component for operating the machine. It is floating near a rotating fan that intermittently blows it around the room. Retrieval Challenges:   Floating Arcane Crystal: Requires a Dexterity or Acrobatics check (DC 12) to maneuver safely and retrieve it from an elevated position. Magnetic Coil: Requires an Acrobatics check (DC 14) to navigate through the rotating gear assembly without getting caught or injured. Mana Conduit: Requires a Dexterity check (DC 13) to untangle from the floating wires and cables without damaging it. Control Lever: Requires an Acrobatics or Dexterity check (DC 15) to catch it as it moves with the rotating fan and floating objects. Strength Save and Percentage Roll:   Holding the Parts: Once the machine is activated, each PC must roll a DC 10 Strength saving throw to hold their part in place as the machine powers up. Percentage Roll for Machine Activation: Roll a d100: Roll 1-50: The machine partially activates but does not fully reverse the gravity. Some areas stabilize, but others remain chaotic. Roll 51-100: The machine successfully reverses the gravity, restoring order to the town. Final Dexterity Saving Throw:   Impact of Gravity Reversal: As the gravity returns to normal, players must make a DC 15 Dexterity saving throw. Failure: Players take full fall damage (1d6 per 10 feet fallen). Success: Players take half damage.   The Crimson Cat is a bounty hunter. He uses stolen magic items to catch thieves. When rumor of him showing back up in town, the artificer turned the gravity off. He is an elusive rouge who will steal from anyone. He tends to travel alone. He has a massive bounty on his head, dead or alive.  

    The Brothel: The Gif That Keeps Giving

    Owned by Madem Gifs
    The only women in this place are goblins and the only patrons are goblins as well. There are a few hobgoblins but they look like they are only there for the drinks.
    Madam Gifs was once a raider with Sorac. All are welcome at her establishment and unlike other places in the Nasir Mmoja, her girls will show you a good time no matter what race you are.  

    The Casino

    Out here in this vastness there is nothing but the compound. It is easy to fade into the background.
    The Casino technically isn't in Nasir Mmoja, but it is just outside of the city walls. However it is owned and controlled by The Goblin King. His red and white flag flies high on the building.
    This is where all of the non-goblins are hiding. Spending well earned cashed.
    Show spoiler
    TAVERN GAMES:
    Blackjack tables, roulette tables, and basically craps
    Gyp (Min 5 gp buy-in). A player rolls 2d6. If they roll a 7 or 12, they win. They can double their bet to add 1d6 to the total. Payout for winning players is 3:2
    Tymora’s Spinner (roulette) (Min 10 gp buy-in). Each player chooses one of two options: choose a number between 1 and 20, or choose whether the result of the die roll will be odd or even. The dealer then rolls a d20. If a player chose a specific number, they win triple their bet if the die lands on said face. If a player chose between even or odd, they win 1.5 times their bet if the die lands on a correct face. A player loses otherwise. Twenty-One (Min 25 gp buy-in). A player rolls 2d10. The dealer does the same, keeping the first die hidden. Each player, including the dealer, takes turns rolling any number of additional d10s. All die faces are face value, except for the 1, which can be worth 1 or 11. If the dealer scores a 21, all players lose. If a player scores a 21, they win. If neither occurs, a player loses if their total is less than the dealer’s, and wins if their total is greater than the dealer’s. Payout for winning players is 3:2. If both the dealer and a player score a 21, that player wins their bet back 1:1.
      BUTTERBALL TINY HANDS MAFIAOSO Sidequest. Butteball has gotten into deep.

    Structure

    Exposition

    Who is Azel:


    Azel was once a cleric in the time before the celestial realm and the hells split. When gods and devils walked the material world beside one another. Azel was a loyal cleric to the Angel Thaddeus Grimm. Back then even angles had followers. Azel was beyond loyal. He served Thaddues and prayed religiously and did everything without question.   Azel was tasked with other clerics to retrieve five relics from the gods. These items helped forge the material plane. 1) Orisha -- goddess of the Sky and Thunder: Her relic -- THE ORB OF DRAGON KIND – Tiamat: Enhances Tiamat’s draconic powers and allows her transformation into a smoke dragon. All Chromatic Dragons are loyal to her.
    This was the relic stolen by Raina Green (she is now the ellusive smoke dragon).   2) Anansi the Trickster: Her relic is: THE LUTE OF LIFE, DEATH, AND DESTINY (has both good and bad properties)
    Life's Melody (3/day): As an action, the wielder can play a soothing melody that allows them to cast Mass Cure Wounds or Revivfy without expending a spell slot. The healing provided is maximized, restoring the target's hit points as if rolled at the highest value.   Death’s Lament (2/day): Once per long rest, the wielder can play a haunting chord that causes all creatures within a 30-foot radius to make a Constitution saving throw (DC 18). On a failed save, the target takes 6d8 necrotic damage as they feel their insides heat up, as if molten metal were coursing through their veins. On a successful save, they take half damage and feel no additional effects.   Destiny's Call (1/day): As an action, the wielder can play a captivating chord that forces all creatures within a 30-foot radius to make a Charisma saving throw (DC 18) at disadvantage. On a failed save, they are under the influence of the spell DOMINATE PERSON for 1 hour, compelled to follow simple commands and influenced by the wielder's suggestions. A creature can repeat the saving throw at the end of each of its turns to end the effect.   Aura of Fate: While attuned to the lute, the wielder has advantage on saving throws against being charmed or frightened, as the lute's magic shields them from external influences.   Curse of Duality: The lute's powers come with a price. Each time a spell is cast using the lute, the wielder must succeed on a DC 15 Constitution saving throw or suffer 1d4 psychic damage. If the wielder uses the Death’s Lament ability, they must roll a d20. On a roll of 1, an undead creature or vengeful spirit becomes aware of the wielder and seeks retribution for 1d4 days.
    Weilded by (A TRAVELING MUSICIAN)   3) Olokun, Deity of the Deep Sea His relic is OLOKUN'S TRIDENT -- A powerful weapon of the sea god Olokun, this trident grants the wielder mastery over water and storms. It is highly coveted, as it can summon tidal waves and control sea creatures, making it a key to dominance over the oceans.

    The Merfolk have possession of the trident. This is what the SEA ELF and MERFOLK war is over. The Sea Elves believe the Merfolk stole the trident from Olokun.   4) Shango, God of Fire and Lightning His relic is -- The Chalice of Life -- A divine artifact that can heal any wound and restore life.
    Revitalizing Brew: When the chalice is filled with liquid and consumed, it not only heals the drinker for a substantial amount (like 10d8 hit points) but also removes one level of exhaustion. This can turn the tide in a desperate situation.   Life-Giving Surge: Once per day, the wielder can use the chalice to bring a recently deceased creature back to life as if by the Revivify spell, without the usual components. The creature returns with full hit points but suffers from a temporary madness effect.   Group Restoration: The chalice can be used to cast Mass Cure Wounds as an action, allowing the wielder to heal multiple allies at once. The amount healed is doubled, and any extra hit points above the normal healing are converted into temporary hit points.   Bountiful Feast: When filled with food and drink, the chalice creates an endless supply of nourishing sustenance for a number of creatures equal to the wielder's Charisma modifier (minimum of one). The food provides the benefits of a full meal and can be used to restore hit points in a pinch.   Gift of the Ancients: The chalice grants its wielder the ability to speak with the spirits of the deceased. Once per long rest, the wielder can ask up to three questions about life, death, or a specific individual, receiving cryptic but valuable insights.   5) Chukwu, Creator of All Things His relic is the CROWN OF CELESTIAL DOMINANCE -- A regal headpiece that grants the wearer immense power and authority over celestial beings. It enhances the user's Charisma and allows them to command celestial forces, but it also draws the attention of darker powers who wish to reclaim it.   Azel attempted to take the first item but was caught. As he was being held captive. Thaddeus turned on him. Azel took the fall for Thaddeus' actions. The gods could see that they were under attack, and believed Azel wanted all of their power for himself to rule as one god. Azel pleaded for his innocence, but they did not believe him. The gods hid their five relics with the five kingdoms. Only a holy person (or angel) can see the relic for what it truly is, but to the untrained eye, it looks mundane.   They cast him to the hells and Azel became the first Devil. Azel lashed out, destroy everything the gods had built. When Thaddeus revealed his true nature and made an attempt on the gods life. They asked Thaddeus to rejoin them as their sixth most high god. Thaddeus had mad a life for himself in the hells. He never knew love, only hate. He told the gods that he would join them whey they laid dead at his feet and their souls trapped in his enteral domain. Seeing his ambition and they locked Azel away, hoping no one would ever set him free.   The five Gods created five champions to always watch over and guard Azazel's prison. However, Thaddues corrupted the guards, and now, the five champions are his minions. There whereabouts of them are unknown, but I have heard the Lute was taken from is hiding place and so was the orb of dragon kind.   The gods did not know who the more dangerous threat was. The one who raised an army to attack them. Or the loyal subject they turned their back on. Thaddeus retreated to the material plane but has been quiet for thousands of years. I (Lady Lu) was tasked with keeping Azel prisoner.

    Relations

    Neutrals/Bystanders

    Trina and Basil

    They were kidnapped after their orgy party was ransaked by Goblins. They tried to get away but they didn't know how to use the boat. Thanks Tafu, leaving them stranded like that.
    Show spoiler
    They are being held captive in Sorac's Cave, where Sorac's Goblin Artificer, RINAR, cast a True Polymorph Ritual and holds the spell for an hour an hour, then straps them into a chair makes them watch Hobgoblin ritual's and behaviros and mind controls them into becoming slaves for Sorac - A CLOCKWORK ORANGE style.

    Adversaries

    Shinigami Medium Undead, Neutral Evil   Armor Class: 18 (natural armor) Hit Points: 250 (30d8 + 120) Speed: 30 ft., fly 60 ft. (hover)   STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 18 (+4) 16 (+3) 22 (+6) 24 (+7) Saving Throws: Dex +12, Wis +13, Cha +14 Skills: Insight +13, Stealth +12, Arcana +10, Deception +14 Damage Resistances: Necrotic, Psychic Damage Immunities: Poison; Blinded, Charmed, Deafened, Frightened, Paralyzed Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed Senses: Truesight 120 ft., Passive Perception 20 Languages: All; telepathy 120 ft. Challenge: 20 (25,000 XP) Proficiency Bonus: +6   Traits Aura of Death: Creatures that start their turn within 30 feet of the Shinigami must succeed on a DC 20 Wisdom saving throw or be frightened until the end of their next turn.   Soul Collector: The Shinigami can sense the souls of living creatures within 120 feet. As a bonus action, it can choose one creature it can see to target. The target must succeed on a DC 22 Constitution saving throw or take 55 (10d10) necrotic damage, and its soul is temporarily bound to the Shinigami. This effect lasts until the end of the Shinigami's next turn.   Rejuvenation: If the Shinigami is destroyed, it can reform in 1d4 days in its original location, unless its soul has been permanently bound by another means.   Actions Multiattack: The Shinigami makes two attacks with its Death Scythe.   Death Scythe: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 40 (8d8 + 2) slashing damage, plus 22 (4d10) necrotic damage. If the target is reduced to 0 hit points, the Shinigami can choose to capture its soul.   Death Note (Recharge 5-6): The Shinigami can write a name in its Death Note to instantly kill a creature it knows within 60 feet. The target must be a creature whose name and face the Shinigami knows. The target must succeed on a DC 24 Constitution saving throw or die instantly. If the creature is a sentient being, its soul is bound to the Shinigami.   Legendary Actions The Shinigami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Shinigami regains spent legendary actions at the start of its turn.   Soul Grasp (Costs 1 Action): The Shinigami attempts to bind the soul of a creature within 30 feet. The target must make a DC 22 Constitution saving throw or be paralyzed until the end of its next turn.   Frightening Presence (Costs 2 Actions): The Shinigami can unleash a wave of dread. Each creature of its choice within 60 feet must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns.   Shadow Step (Costs 3 Actions): The Shinigami can teleport up to 120 feet to an unoccupied space it can see. It gains advantage on its next attack roll before the end of its turn.


    Azazel Uchiha Medium Humanoid (Uchiha), Lawful Evil   Armor Class: 20 (Enhanced Armor) Hit Points: 300 (30d10 + 120) Speed: 40 ft.   STR DEX CON INT WIS CHA 18 (+4) 26 (+8) 20 (+5) 22 (+6) 20 (+5) 24 (+7) Saving Throws: Dex +15, Con +12, Wis +12, Cha +14 Skills: Acrobatics +15, Insight +12, Stealth +15, Persuasion +14, Arcana +13 Damage Resistances: Fire, Psychic Senses: Darkvision 120 ft., Passive Perception 20 Languages: Common, Infernal; telepathy 120 ft. Challenge: 25 (50,000 XP) Proficiency Bonus: +7   Traits Sharingan Mastery: Azazel can use his Sharingan to gain advantage on all Wisdom (Perception) checks and can see through illusions. Once per short rest, he can cast Counterspell as a reaction without using a spell slot.   Chakra Manipulation: Azazel has a pool of 50 chakra points, which he can use to perform special techniques. He regains 10 chakra points at the end of each short rest.   Ninja Reflexes: Azazel can take an additional reaction each round, which can only be used for opportunity attacks.   Stealthy Presence: Azazel has advantage on Dexterity (Stealth) checks made in dim light or darkness.   Actions Multiattack: Azazel makes three attacks with his Chakra Blade or casts a jutsu and makes one melee attack.   Chakra Blade: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 60 (10d8 + 8) slashing damage plus 22 (4d10) psychic damage. On a critical hit, the target must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn.   Fire Style: Great Fireball Jutsu (Recharge 5-6): Azazel expends 10 chakra points to unleash a fireball in a 30-foot radius, dealing 80 (15d10) fire damage. Creatures within the area must make a DC 22 Dexterity saving throw, taking half damage on a success.   Shadows of the Uchiha (Recharge 5-6): Azazel can create three illusory duplicates of himself that last until the end of his next turn. Each duplicate has 1 hit point and mimics Azazel's actions. Attacks against the duplicates have disadvantage.   Legendary Actions Azazel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azazel regains spent legendary actions at the start of his turn.   Chakra Pulse (Costs 1 Action): Azazel unleashes a pulse of chakra, forcing each creature within 30 feet to make a DC 22 Constitution saving throw, taking 30 (6d6) force damage on a failed save, or half as much on a success.   Swift Strike (Costs 2 Actions): Azazel makes one attack with his Chakra Blade and can teleport to an unoccupied space within 30 feet of the target.   Mind Manipulation (Costs 3 Actions): Azazel targets one creature within 60 feet. The target must succeed on a DC 24 Wisdom saving throw or be charmed by Azazel for 1 minute. While charmed in this way, Azazel can communicate telepathically with the target and can manipulate its thoughts.   Traits Dragon Transformation (Recharge 5-6): As an action, the Dragon Knight can transform into an armored dragon. In this form, the Dragon Knight gains the following benefits:   AC becomes 22. Hit Points are restored to maximum. Can use dragon breath attack (30 ft. cone, 8d10 damage, type depends on the dragon type chosen) once per short rest. Melee attacks deal an additional 2d6 damage of the chosen dragon's elemental type. Draconic Resilience: The Dragon Knight has advantage on saving throws against being frightened and gains temporary hit points equal to their level when they take damage.   Legendary Defense: The Dragon Knight can use their reaction to reduce the damage taken from one attack by half.   Legendary Actions The Dragon Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dragon Knight regains spent legendary actions at the start of their turn.   Wing Attack (Costs 1 Action): The Dragon Knight can flap its wings, causing all creatures within 15 feet to make a DC 20 Strength saving throw. On a failed save, they take 20 (3d10) bludgeoning damage and are knocked prone.   Tail Swipe (Costs 2 Actions): The Dragon Knight makes a tail attack against a target within 10 feet. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 35 (5d10) bludgeoning damage.   Elemental Breath Recharge (Costs 3 Actions): The Dragon Knight can recharge their dragon breath attack, allowing it to be used again immediately.







      Azazel, the Trickster Devil Medium Fiend (Devil), Lawful Evil   Armor Class: 22 (Natural Armor) Hit Points: 450 (30d10 + 240) Speed: 50 ft., fly 60 ft.   STR DEX CON INT WIS CHA 18 (+4) 24 (+7) 26 (+8) 20 (+5) 20 (+5) 30 (+10) Saving Throws: Dex +15, Con +16, Wis +13, Cha +18 Skills: Deception +18, Insight +13, Stealth +15, Arcana +13, Persuasion +18 Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities: Poison, Psychic Condition Immunities: Charmed, Frightened, Paralyzed Senses: Truesight 120 ft., Passive Perception 20 Languages: All, telepathy 120 ft. Challenge: 28 (120,000 XP) Proficiency Bonus: +8   Traits Innate Spellcasting: Azazel’s spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:   At will: Disguise Self, Minor Illusion, Charm Person 3/day each: Greater Invisibility, Fear, Suggestion, Counterspell 1/day each: Dominate Person, Wish Trickster's Aura: Azazel exudes an aura of deceit and chaos. Creatures within 30 feet of him have disadvantage on saving throws against being charmed or frightened.   Devil's Bargain: Once per turn, Azazel can offer a creature within 60 feet a deal, allowing them to roll a d20 and add their choice of 1d6 or 1d8 to the result. On a failure, they take 22 (4d10) psychic damage.   Soul Capture: When a creature dies within 30 feet of Azazel, he can capture its soul. As a bonus action, he can summon a Soul Demon (see below) to serve him for 24 hours.   Actions Multiattack: Azazel can make three attacks with his Excaliber of Death or use two actions to summon demons.   Excaliber of Death: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 50 (10d8 + 8) psychic damage. On a hit, the target must succeed on a DC 24 Wisdom saving throw or fall into uncontrollable laughter, taking an additional 22 (4d10) psychic damage at the start of each of its turns until it succeeds on the saving throw.   Summon Demons (Recharge 5-6): Azazel can summon four different demons, each with unique abilities:   Demon of Acid: Acid Spray: 60 ft. line, 5d10 acid damage (DC 22 Dex save for half). Demon of Necrotic Energy: Necrotic Touch: Melee attack, 40 (8d8) necrotic damage. Demon of Counterspell: Can cast Counterspell as a reaction. Demon of Resilience: Immune to nonmagical damage. Psychic Intrusion (Recharge 6): Azazel targets one creature within 60 feet. The target must succeed on a DC 26 Intelligence saving throw or have disadvantage on all attacks, saving throws, and death saves for 1 minute.   Legendary Actions Azazel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azazel regains spent legendary actions at the start of his turn.   Laughter of Madness (Costs 1 Action): Azazel targets one creature within 60 feet. The target must succeed on a DC 24 Wisdom saving throw or take 10 (3d6) psychic damage and become incapacitated until the end of its next turn.   Shadow Step (Costs 2 Actions): Azazel teleports up to 120 feet to an unoccupied space he can see.   Mind Control (Costs 3 Actions): Azazel targets one creature within 60 feet. The target must succeed on a DC 26 Wisdom saving throw or be charmed by Azazel for 1 minute. While charmed, Azazel can communicate telepathically with the target and can manipulate its thoughts.  









      Thaddeus Grimm STAT BLOCK
    Thaddeus Grimm Medium Celestial (Aasimar), Chaotic Evil   Armor Class: 24 (Indestructible Gold-Plated Armor) Hit Points: 600 (40d10 + 240) Speed: 60 ft., fly 120 ft.   STR DEX CON INT WIS CHA 28 (+9) 20 (+5) 26 (+8) 18 (+4) 20 (+5) 30 (+10) Saving Throws: Str +17, Dex +13, Con +16, Wis +13, Cha +18 Skills: Deception +18, Insight +13, Persuasion +18, Perception +13 Damage Immunities: Necrotic; Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned Senses: Truesight 120 ft., Passive Perception 23 Languages: All; telepathy 120 ft. Challenge: 30 (155,000 XP) Proficiency Bonus: +9   Traits Legendary Resistance (3/Day): If Thaddeus fails a saving throw, he can choose to succeed instead.   Aura of Chaos: Creatures that start their turn within 30 feet of Thaddeus must succeed on a DC 26 Wisdom saving throw or be frightened until the end of their next turn.   Soul Capture: When Thaddeus reduces a creature to 0 hit points, he can choose to capture its soul. The creature’s soul obeys Thaddeus as if under the effects of the Dominate Person spell for 24 hours. This ability can be used a number of times equal to his Charisma modifier (10 times) before it requires a long rest to recharge.   Radiant Vulnerability: Thaddeus takes double damage from radiant damage sources, and if he takes radiant damage, he must succeed on a DC 26 Constitution saving throw or be unable to use his Soul Capture ability until the end of his next turn.   Legendary Action: Multiplication (Recharge 5-6): Thaddeus can create two illusory copies of himself. Each copy can make a single melee attack. The copies last until the end of Thaddeus's next turn and have no hit points, but they occupy space and can make attacks.   Actions Multiattack: Thaddeus makes three attacks with God Killer or can use his Multiplication action.   God Killer: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 50 (8d8 + 9) slashing damage, and the target must succeed on a DC 26 Constitution saving throw or be stunned until the end of its next turn.   Soul Punch: Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is reduced to 0 hit points, Thaddeus can choose to capture their soul as per his Soul Capture ability.   Legendary Actions Thaddeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Thaddeus regains spent legendary actions at the start of his turn.   God Killer Strike (Costs 2 Actions): Thaddeus makes a melee attack with God Killer.   Fearful Gaze (Costs 2 Actions): Thaddeus targets one creature he can see within 60 feet. The target must succeed on a DC 26 Wisdom saving throw or become frightened until the end of its next turn.   Rejuvenating Light (Costs 3 Actions): Thaddeus regains 50 hit points and emits a blinding light in a 30-foot radius. All enemies within this area must make a DC 26 Constitution saving throw or be blinded until the end of their next turn.   Reactions Divine Reprisal: When Thaddeus is hit by an attack, he can use his reaction to make a melee attack against the attacker with God Killer.

    Backdrops

    Locations

    Blacksmith

    Worked by: Davric, Silver Dragonborn.

    Taverns

    The Loud Lady
    Worked by: Human, Richard Koi
    The Spinning Stool Worked by: Elf, Vxy


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