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Red Wedding

Zumi and Barruke

Through the northern mountain pass where Ogre tribes and Giants keep their fueds away from the Resort Town! Home to over 12 villages in the mountain resort town. The Kingdom of Jikot is mainly drugar and Drow because in one of the valley is in 24 hour shadow. This powerful Dwarven Kingdom that keeps all of his people safe. The Town of Buete Sombre is a small mountain town of Jua that is Ogres have tried to reclaim but they are also under the protection of Jikot and the mighty warriors of the north.
Coya Empire. A family without scandal, this dragonborn and Elven house have merged to create a kingdom and an army that is the wonder of the Kingdom of Milele. This educated family houses a dark secret. But secrets are easy to forget when you sit on a mineral deposit of Adamantine. For scale, 1oz = 300gp.
These mineral deposits are well guarded, and no one has been allowed to enter the city for generations, sense these mineral deposits were found. However, Coya's Great Ruler: Grorrak is fiend for blood and power. His offspring are the same. Grorrak has ruled the Coya Empire since before the Adamantine was found.
Show spoiler
Newt knows Grorrak is the Ancient red dragon. His older daughter -- ETHRALA was banished but no one knows where she landed.
  Jikot Dwarf Guards -- AC 16 / 22 HP
Coya Town Guard -- AC 18 / 25 HP Dwarven Royal Guards (AC 18 / HP 38) (Roll20: Duergar Stone Guard) and Red Dragonborn Royal Guards (AC 14 Natural; +2 Red Dragon Scale +5 Shield = 21AC / 41 HP) .
Attending the Party from the Oasis

Yogi The Bugbear (was at the oasis and will be a guest at the wedding)
(Who did we say Simon Roy was?) Simon Roy (gay man and silver exporter who had a lovely night long ago with Newt's brother, the groom, will be at the wedding. His family is supplying the silver and they do not use the mines beneath Milile)
Omar is not in attendance but his catering staff is. He sent his Sous Chef (a halfling man, who was not at the oasis. But Omar sent a magical ice sculpture of the bride and groom and also baked the cake.)

Plot points/Scenes

Chapter 1 / Act I: The Calm Before the Storm

Scene 1: Arrival in Coya

Setting:

The bustling capital of the Coya Empire, filled with vibrant colors and decorations in preparation for the Red Wedding. The sounds of music and laughter echo through the streets, masking the tension beneath the surface. As you attempt to enter the gates of Coya, you see the town news board:
Wanted Posters:
Carmen Ivy - 1000gp
Xanther - 2000gp
Captain Hardshell - 3000gp
Zilog (Sea Elf Prince) - 5000gp (Wanted for questioning)
Mad Eye Cultist Leader Gakdi the Great - 10000gp
Newt - 8000gp (wanted for questioning)
Every business is in the city is decorating for the upcoming wedding. The owner of the flowershop in Jua, is here lining the street with pedals. Dragonborn guards (red and black) are checking invitations for authenticity. There is a low-level sorrcery reading thoughts making each person walk through a Zone of Truth. There are also people checking caravans. The city, though it has it's gates is not taking any chances with the upcoming wedding. Guards also expect some sort of payment as an offering to GORRAK THE GREAT DRAGON - as is custom.
As you enter the city of Coya you can see from the cliff side the beautiful sun setting over the cliffs. The kingdom of Jikot is just to your southeast and the lair of the Great Dragon is in the sits just to the north. Moving through the gates you notice that, you actually are not in the city yet. The outer part of the city is a party town. As you move deeper into the city you notice the buildings get nicer and streets are a smooth cobblestone. The main race in this city is dragonborn, half-elf, elf, and a few dwarfs and gnomes.
You pass a B.L.U.R.G.H boxing gym that says HOME to HUNG FOREMAN.
If you make your way to Newt's Mother's house, it is a lovely mother-in-law suite on the southwest grounds of the castle. There are loads of servants, some human, some dwarf, non dragonborn. The guards lined in the courtyard are all dragonborn, mostly red, but some green, blue, black gold, and copper. Coya is a safehaven for all dragonborns, and was originally founded as a refugee safehaven for Dragonborns who were pursicuted because the belief they would summon their dragon to destory towns and villages.
The Royal Painting/ The Ojective
On the grounds of the castle there is a portrait being painted. There are loads of people, assistants, family, wedding planners, lawyers, others, and even OMAR (the head chef who is catering the event) with his soux chef, Richard (who our adventures saved in the prison break from the Oasis), Duke Simon Roy (the bugbear) at the Oasis and his two business partners, Yogi Ironsid, Vorrak Shadowcrest.
Through the crowd of people oggoling the new couple are the royals, Newt's Step-father, the King of Jikot and his wife are in attendance. The royal family of Jikot are also here, Alibaster Carthwythe and Queenmother herself, Daisy Carthwythe. (Walking up to Alibaster or Daisy will reveal if anyone has been able to get in contact with Carmen).
Standing outside on her porch watching the royal festivities with much disgust is non other than Newt's mother and her Copper Dragonborn Guard: Kaelan Stormarrow (Ranger 5 / Fighter 3 (archery)). He is a trusted Dragonborn guard loyal to Newt's Mother.
She is happy for Burruke but does not trust the family he's marrying into.
NEWT'S MOTHER: I trust you have heard the rumors. I have seen Alibaster meet in dark rooms with unsavory people. I my contacts in Beaute Sombre tell me, that he is planning to kill The Great Dragon.

That's all she knows, you're the adventure, asks around. I would start with the little chipper princess. I don't see what your brother sees in her. I'm going to go find a pixie to fuck then get high off its dust, which is the only way I might be able to stomach this rubbish.
 
Gathering Information:

Zumi will be extremely happy to see Newt and the adventures and would want to know everyone's name. She will introduce you to her mother, and father. Her father is a half-elf, who looks rather displeased and his grumpy. He cannot wait for the wedding and asks if she wants to share a bed with a man who's own mother was outsted for being a whore. Some apples don't fall far from trees. Daisy would interrupt and apologize for her husbands crude and remarks. Alibaster claims Burruke cannot be trusted. (Insight Checks DC 18 -- You pick up on something from Daisy).
Person 1 -- King Alibaster travels to Beaute Sombre all of the time. The town is on the Jua side of the island, though they are under Coya rule, even their most loyal officials will tell you they observe Jikot law.
Influental Person -- I have traveled with King Alibaster hundreds of times to the city. This is mainly land dispute between wealthy kingdoms. Nothing more.
Simon Roy -- My boyfriend's ex, mother's sister who is a dirty rouge bard who owns a brothel in Beaute Sombre, where all of the military boys go, her name is Susan, told me that once the I DOs were said, the Red Dragon would be dead. One of the working girls overheard him talking to someone and then, he put his finger on his forehead, leaving a red dot, and told him to find the others and wait futher instructions. The dot faded away, and he got back into his caravan, and left.
Newt's Mother -- Would suggest talking to Niko (her mentor) in Jikot, and being in Jikot may prove more useful than hanging around here watching these two get painted all day.
Zumi tells everyone thank you for coming out to this unavailing. Though there are still personal portraits that need to be painted. Their official painting is more than just a portrait but a symbol of the joining of our two kingdoms. Zumi declairs, that her first act as Queenmother, sorry mom, (light laughter) will be to grant Beaute Sombre their independence. No longer will it be a Coya occupied state with Jikot influence. It will be its own land with his own rules and governance.

Newts mother is shocked to hear this and gives a light applause with the rest of the people.
ZUMI please join us at the end of the week for our rehursal dinner on SUNNYSTONE ISLAND. (This is a resort island only reachable by boat.)
 

Scene 2: Brawls & Brews

A lively tavern filled with patrons, laughter, and the aroma of hearty food. Niko stands behind the bar, a seasoned warrior with a watchful eye. There is a sign-up sheet for the fighting ring.
Niko is a grizzled (level 20) fighter and owner of Brawls & Brews.
Show spoiler
He possesses invaluable knowledge about liches and the cultists threatening the wedding, pushing the adventurers to investigate the brewing chaos.

He is so excited to see Newt and wants her to regail him of her adventures. He asked her has she killed anothing cool yet? He offers her a free ale for regailing him of his adventures. He though she was exiled and wonders what is she doing back?
NIKO -- Folks are on edge. There is talk of a war. Alibaster hears it, he has too. People are saying he's been spotted in Beaute Sombre. There are cultist popping up everywhere. He killed two in his bar just two weeks ago, when the soon-to-be married couple traveled to the capitol in Jua. They were popping up all over Jikot and the smaller villages.

Flooding into the tavern are 20 - 40 dwarfs. Panting, clothes singed. They are in need of aid. One of them screams, "Help! Help! Help! It was awful." One of them goes to Niko and ask him, "you have to help us. Beaute Sombre was just attacked by the cultist."
Refugee Accounts: Injured refugees enter the tavern, recounting their harrowing experiences. They describe smoke filling the streets of Beaut Sombre and people exploding.

NIKO -- Shit. They got Beaute. There are too many people here. I will see if these people need aid. You should go. Help those in the city. My old adventuring buddy has a magic shop there, TITAN'S KEEP. I will cast this teleportation circle and you will arrive in his magic shop.  
BEAUTE SOMBRE / TITAN'S KEEP

The Adventures are plopped down in the middle of a space they cannot see, everyone needs to make a Con Save (with disadvantage) (on a fail take 5d8 poison and 3d8 acid damage. On a success take half). IF YOU START YOUR TURN IN THE CLOUD YOU HAVE TO ROLL ANOTHER CON SAVE. Unbeknownst to Niko, he teleported you right at ground zero of the chaos. The magic shop is nothing but a memory. You can only see five feet in front of you and while in the smoke you move at half speed.
PERCPTION CHECK DC 20 -- You notice about 3 or 4 dead bodies on the ground. You don't make out anything. However, one body coughs. He is a halfling fella (unbeknowst to the party yet this is Titan).
Year hear rapid fire explositions followed by screams.  

Act II: The Calm Before the Storm

Scene 1: Interviewing the survivors

Setting:

The aftermath of the attack in Beaut Sombre, where the air is thick with tension, wondering who would do this to their town, on the heals of the wedding. The mayor, LEONIDAS ROCKFORD (a dwarf) stumbles to see his town in shambles. The remnants of chaos are still visible.
Gathering Crucial Information
If adventures heal Titan, he will recall the moments of the attack. His magic shop is small but it is a local town hangout. It's not just the magic shop but the town tavern, and upstairs, he shares the space with the local brothal. Hence Titan's Keep. We keep you busy, mate.
"They had glowing red dots on their foreheads... I’ve never seen anything like it. The only cult I know that would blow themselves up is the Cult of Janthiman, but this… this feels different. It feels personal."
Interviewing Survivors: The lack of survivors really starts to set in. There is one Dragonborn Guard helping survivors.
KHARAK (Level 8 Paladin) -- Name's Kharak. I was born in Beaute Sombre. Sort of a local legend, if I say so myself. I once saved The Great Dragon's life. She told me thank you.
Kharak -- I didn't see much, but we were given orders 2 weeks ago, that Beaute Sombre no longer wanted our protection and they were going to be under the control of Jikot. Jikot soldiers would be moving in after the wedding, but if continued to serve as the town guard, we would not be paid by Coya, and these two weeks would be volunteer work. I'm fine with that. This is my home.

Survivor 1 -- All I heard was boom, then people started exploding around me. I've never seen such a thing. Wait, I did hear them chanting: "On the night they dine at the great hall, so will the great dragon fall…"

Survivor 2 -- I ran in all of the chaos. My daughter. My daughter.... (wipes tears). I heard chanting, "On the night they dine at the great hall, so will the great dragon fall…" I should've know, I should've known...

Survivor 3 -- My lover was a member of the Dragonborn guard. For centuries, the town has lived under Coya rule on the Jua side of the contenent. Kings long before, Newt's father, have always respected that we follow Jikot law. No one has had a problem with it, until Burruke came along. He was constantly in the city. Constantly saying that Coya should not be giving resources to a town that does not even follow the rules they set out. Then after he pulls the Dragonborn guard, probably for the dumb ass wedding, look what fucking happened! LOOK WHAT FUCKING HAPPENED!!!!

Scene 2: Interviewing the Mayor

The Mayor’s Condition:
A weary dwarf, who is severely injured and unable to provide much information. He mutters about a dark omen he overheard.

His Vice Mayor, a female dragonborn, ZARATH VANYARIN, thanks you for coming to aid in the clean up effort. They wish they had one survivor of the cult but as of right now, they have no idea who could've done this (Insight DC 12 -- She's lying).
THE TRUTH: Burruke told us that if we wanted to follow Jikot rule, then he would pull of his guards and stop paying our town guard. We told him that the town is safe. Then he told us about the plot to destory Coya and the Great Dragon. He told us with so many people coming into the Coya and Jikot over the next few days, Alibaster is clearly planning something and without the city guards, this would clearly be a great opportunity to attack. That is all of the information I was prviliaged too. Whatever else was said, was said between the mayor and the Burruke

The Mayor is in tears.
He did not mean for it to get this out of control. Burruke said it would only be a few lives. This dismated our city. Burruke said, if we pulled the guard, that people would see that Coya keeps us safe and we need not just their protection but their laws as well. Zumi, has been championing for our independance, but Burruke asked if we could defend ourselves. I told him we are between two superpowers who are about to become one. We have to quarms with anyone. Burruke nodded and two days later. All but three Dragonborn guard left the city. Move forward 8 days and here we are.

SCENE 3:

The Journey back to Coya
The road back to Coya is a two day journey.

On the road back to Coya you meet a travel music troope. You meet a heavy metal rager, standing in the line of a long extensive caravan to get into the city of Coya. A guard yells, everyone will be let in, please have your invitations out, and the payment for entering the city is 1 gold. If you do not have a gold piece, the city of Jikot and Beaute Sombre have pleanty of rooms for the wedding.
The heavy metal rocker you meet, has a carriage with Orcalypse Now WRITTEN IN (What looks like) dried blood on the side of their carriage. An orc yells, I AM Moktar “The Muse” (Lute Player) and this is our band ORCALYPSE NOW!

After a wild show, they can see they have a lot of fans. Moktar “The Muse” Introduces himself. He has a bit of suffer accent. This is band.
Groth Skullsplitter (Lead Vocalist)
Thruk Ironfist (Drummer)
Zara Grimhorn (Bassist)
Rokak Bloodfang (Guitarist)
and of course I am Moktar the Muse on LUTE baby (Moktar is working with Burruke)!!!!!!! ________________________________________________________________________________ ORC DEATH METAL https://www.google.com/search?q=orc+death+metal&oq=orc+death+metal&gs_lcrp=EgZjaHJvbWUyBggAEEUYOTIHCAEQIRigATIHCAIQIRigATIHCAMQIRigATIHCAQQIRigATIHCAUQIRigATIHCAYQIRiPAtIBCDMzODlqMGo3qAIAsAIA&sourceid=chrome&ie=UTF-8#fpstate=ive&vld=cid:8b472dd0,vid:H--GwAUwDzI,st:0 ___________________________________________________________________________________
They were hand picked by Burruke and Zumi to come and perform at their rehursal dinner.
GROTH: Praise Grumish.
The orcs asks since Newt is Royality if they can get them a tour of the Castle. That would be fucking rad!
The party would look up and notice that Lt. Stygian Black is gone.
In the pits of hell (if he takes the deal) The Devil Azazel has you in his palace. He asks what do you know of the Celestials?

The lute that Moktar has is one of the five relics that can either destroy a Celestial or together, destroy a fallen celestial, like BROTHER THADDEUS GRIMM. That my loyal servant is THE LUTE OF LIFE, DEATH, and DESTINY. It allows you to have control over any human. It heals and it kills. It is a Lute powerful enough to kill Thaddeus Grimm and this tone death self-proclaimed musician has it. Take it from him, by force or theft, but if you take it, I will tell you the wearabouts of Thaddeus Grimm. If you want to learn how to play the lute, I will grant you my hands but they will come at a very, very, very steap price (MURDERING SOMEONE).

Back in the city

The castle is closed off to all who are not royals. And since Newt is technically not royality, the castle is closed off from her too. But not to worry it will open in a few days for the rehursal dinner.
Finding loyal allies
Investigating the rise of cultist in the city
Newt would know an underground way into the castle. While making your way through this tunnel system you come into contact with a group cloaked figures. They see you and say shit. We have been posted. One yells run, I will hold them off, you, tell our leader, that we have been discovered.
Two of the five Cultist lunge at you and explode. The rest of the cultist dash, running through the ellborate MAZE (Find maze map).
The cultist cannot be captured.
 
Confronting Burruke at the Rehursal dinner
Servants from both Coya and Jikot are preparing the dinner. The dinner is taking place in a resort island between the two towns, called Sunnystone Island. There is a port of the Jikot facing side and the Coya facing side of the island. There are two resorts, one each side of the island. The dinner is on the Jikot side.

PERCEPTION CHECK DC 18 -- The servants have red dots on their forheads. There are at least 30 Guest, 25 Servants, and 10 Dragonborn Guards (Including, Kaelan Stormarrow Ranger 5 / Fighter 3) and 10 Dwarvin Guards, in this room, not counting the ones outside. However, you also notice amoung the party guest that Alibaster is noticably abscent.
Zumi and Daisy do not know where Alibaster is. Burruke however, when asked, says he has not seen him, but an INSIGHT CHECK will reveal he is lying. When pressed he gives the quote below.
Burruke has grown tired living in Newt's Shadow. Their mother was exiled for her adulterous behavior, and punished you (Newt) for her sins, but his father always saw Newt as the favorite. Newt is an adventurer now! I am nothing but a prince with no legacy. Handed the crown. My father, nor Zumi's respect me.
Did you know, that the great Dragon Gorrak used to terrorize our two kingdoms. We made peace with him in return for a few women who gave the ancient dragon a population of fucking dragonborns. Our beloved great dragon created a city to praise him and that looked like him. He literally fucked us all! That the burden of being king. Secrets! I am the burdened king!
I had to do something. So, I chose to ask, what would my sister do, a power sorcerer, so I made a deal with a devil, well-demon technically
Show spoiler
(The daughter of the Devil Azazel - Dasiy)
. In return for socerer powers, much like my sister, I would have to marry the demon's daughter. She already liked me and it merged our kingdoms together. Then, in searching tome after tome, I saw that I could become more powerful than even my sister. A LICH!!!!

BOOM! BOOM! BOOM!!! Three loud booms go off in the distance.

Someone should really check on Gorrak, to make sure he is ok. I would hate for him to get hurt.
Zumi comes to Burruke. ZUMI -- Honey we should leave, there was a terrorist attack earlier that hit Beaute Sombre. My mother and father said we can stay at our kingdom. Newt, please grab your mother and come as well.

9 of the 10 dragonborn guard whilst them away (Kaelan Stormarrow is the only one to stay). As soon as they leave, ROLL INITITIVE. One after another the cultist reveal themselves and begin exploding. Then turn into skeletons ready to fight our heroes.
 

Chapter 2 / Act I: Unvealing the Truth

Scene 1: Finding Burruke and Alibaster

Back in Coya, Zumi stands anxiously within the castle halls, the celebration overshadowed by her father's mysterious disappearance. Guards bustle about, and whispers of unrest ripple through the air.
The Plot Thickens: Zumi has gathered her friends and allies, her heart heavy with concern for both her father and Burruke. Kaelan Stormarrow (Newt's Mother's Guard) has searched high and low for him and cannot find him. Her belief in their innocence shines through her worry, and she is determined to seek the truth.
Zumi: "I can't believe my father would be involved in something sinister. I know he wouldn’t just vanish without reason! And Burruke—he would never abandon us. We have to find them!"
Daisy believes someone needs to check on the great dragon. Daisy has heard of people trying to stop the wedding but they were rumors. She prays Burruke and her husband are ok.
  INSIGHT CHECK DC 8 Zumi is genuine, but Daisy is lying. Something is off.
Show spoiler
Daisy: Her voice trembles as she gathers her thoughts, the burden of her choices heavy in the air.
"I never intended for any of this. I gave Burruke power to protect Zumi, to ensure she wouldn’t have to face the darkness that haunts our family. My father, Azazel, is vengeful—he leads with emotion, and I swore I would be different.
She glances at Zumi, her eyes filled with a mix of love and regret.
"Our oldest daughter is a pirate, and our middle daughter… she was turned into a Shinigami, a cruel trick from my father. Zumi was supposed to be different. I wanted to shield her from his influence, to keep her away from his grasp. I thought if I empowered Burruke, he could be a protector, someone who could stand against my father if he ever broke free from his prison.
Daisy’s voice breaks slightly, desperation creeping in.
"But the attack in Beaute Sombre, whatever Burruke has done to my husband and The Great Dragon… that was never part of the deal. I thought I was making a logical choice, but it feels like I’ve put my family in jeopardy instead. We need to fix this. Zumi deserves a future free from this legacy."

Daisy does not know where Burruke is or where Alibaster is.

Gorrak's Condition


Urgency: Time is of the essence. The cave has imploded. There are no Dragonborn survivors. A search and rescue team has cleared a way to the ancient dragon. Weakened, and his wymling offspring kidnapped. The great dragon tells Newt, that she put up a fight, but her lair was destroyed. A man, took the heir of their kingdom to the underdark to be sacrificed to the Purple Dragon for intelligence. Luckily that is what will also heal me.
INSIGHT CHEC / INVESTIGATION DC 8 -- You notice that Gorrak's heart is impalled. There is no healing spell that will help him. He has only 24 hours left, and the Heartstone, a rare crystal known to heal even the most grievous of draconic ailments. A cavern of these purple crystals are kept in the Purple Dragon's lair. Becareful, he is a very powerful pyshonic beast who will attempt to destory your mind, then your body. There is a portal to the Underdark in the castle.

ACT II: Journey to the Underdark

Scene 1: Saving Gorrak, but at what cost

Zumi has heard you are going to the underdark, and her father was rumored there with a dragon egg. Zumi is going with you.   As the party descends into the shadowy depths of the Underdark, the air grows heavy with moisture and the faint echo of dripping water fills the cavernous expanse. Bioluminescent fungi cast eerie glows, illuminating twisted rock formations and treacherous paths. The party’s resolve is tested as they navigate the labyrinthine tunnels, aware that danger lurks in every shadow.   After several hours of trekking through the dimly lit underbelly of the world, the adventurers arrive at a bustling Dwarven settlement known as Deepforge, a Duragar town renowned for its skilled craftsmen and mercenary dealings. The town is alive with the sound of hammers ringing against anvils and the chatter of its denizens. However, a sense of foreboding hangs in the air; whispers of the Young Purple Dragon’s growing influence spread like wildfire among the inhabitants.   As the party enters the main square, they notice a peculiar figure lurking in the shadows: Thrain Rockgrip, a Duragar guide known for his extensive knowledge of the Underdark. His eyes gleam with a mixture of intelligence and a hint of something darker. When approached, Thrain greets them with a guarded nod.  
He issues a grave warning: “Be warned: the deeper you go, the more you risk succumbing to the Purple Dragon’s power. Many have ventured close to its lair, trying to retreve the crystals, but he feeds on your intellegance."
 
The Information Exchange
Thrain agrees to provide information on the location of the dragon’s lair and the fabled Heartstone said to be hidden within. As he speaks, the party notices a subtle shift in his demeanor—his eyes momentarily glaze over, and he speaks with an almost hypnotic fervor.   “The lair lies beneath the Crystal Caverns,” he explains. “But to reach it, you must traverse the Wailing Chasm of the lost souls. Meandering husk of bodies, their minds taken by the purple dragon. In the chasm, his influence starts (Roll at advantage), but as we draw closer to his lair in the ruins of the ancient temple (Straight Roll). His influence is grater. Those who draw near will feel the dragon’s call, a seductive whisper that can lead even the strongest-willed astray.”   He pauses, a flicker of awareness crossing his face, but the moment passes. “I can guide you, but be warned: the closer you get, the more you risk falling under its spell. It has a way of bending the minds of the weak.”  
The Journey Begins
Despite the warning, the party decides to enlist Thrain’s guidance. As they set out from Deepforge, the atmosphere grows increasingly oppressive. Shadows seem to dance along the walls, and distant sounds echo with an unsettling quality.   Thrain leads them through winding tunnels and expansive caverns, sharing tales of other adventurers who sought the dragon’s treasure, many of whom had succumbed to its allure. “Some were drawn in by promises of power,” he says, his voice low, “while others found themselves lost in madness. The dragon can suggest thoughts, twist desires, even dominate the minds of those who draw too close.”  
The Encounter in the Wailing Chasm
As they approach the Wailing Chasm, an natural silence envelops the group. The air thickens, and the walls of the chasm pulse with a faint purple light, radiating from a source deep within. Thrain's demeanor becomes increasingly erratic, his eyes darting around as if hearing whispers only he can perceive. He tells them, only way through is with sunlight. The Daylight spell will keep them at bay, if you don't have that spell, then we will have to be careful sneaking by them. The slightlest sound will alert them.   Suddenly, a cacophony of wails erupts from the chasm, disorienting the party. Thrain turns to them, his expression a mixture of fear and reverence. “This is it—the dragon’s influence grows stronger here.”   The Approach to the Crystal Caverns After navigating through the Wailing Chasm, the party reaches the entrance to the Crystal Caverns. The walls shimmer with minerals that glisten like stars, reflecting the faint light from their torches. However, the beauty is overshadowed by the lurking threat of the Young Purple Dragon.   Here, Thrain begins to act strangely. He hesitates, rubbing his temples as if battling a headache, but the pull of the dragon’s influence is palpable. “We must go… the Heartstone is close,” he murmurs, his voice barely a whisper. “But beware; once you enter the lair, the dragon can use its powers of Suggestion and Dominate Person against you. Stay vigilant.”   With that warning echoing in their minds, the party steels themselves for the next leg of their journey. They step into the cavern, knowing that every step brings them closer to both the Heartstone and the Young Purple Dragon, whose power could bend them to its will.  
Fighting the Purple Dragon
As our adventures arrive at the lair of the purple dragon. You see that King Alibaster is about to consumed by the Purple Dragon. He is then turned into a Undead Husk in front of your very eyes. Nothing to do but watch him drool and move aimlessly about.   Zumi putting her father out of his missery, drives a dagger through his head. She tells want you to know:
I can die here today, as long that fucking dragon does too. Tell my mother to bury me next to my father!
 
After the fight with the Purple Dragon
You emerge from the underdark in the Castle. Newt's mother is badly bleeding and the castle is in ruins. With her final breaths she tells you, that Burruke is on the Island. He raised his temple and his army there.   Newt's Mother tells the party: The Red Dragon has been killed. The Council of Dragons must be informed. The rule of Gorrak the Great has come to an end after one thousand years. Now that the city is left with no protectors, Carmen Ivy and her band of Pirates will be back soon. You must hurry, stop your brother from doing more damage to the kingdom. Then go as the represenative of Coya to the Dragon Council, and tell them that we are in need of another protector as Gorrak has lies, defeated.  

Chapter 3: Fighting the Burruke - Lich

Moktar reveals himself to be in league with Burruke.
After the Fight
If the party cannot defeat Burruke here (which they should not be able to). Niko will come in and destory the amulet that is around Burruke's neck. This will temporarily stun him for 2 rounds. Niko with his next action will cast teleportation circle and teleport you all to Lady Lu's library.   At Lady Lu's library, where Titan and Kharak (from Beaute Sombre) are waiting for you guys.
Lady Lu has a strick no unlawful people in her library, but for this she will make an exception.
She magically teleports you to her study. She tells you that there is only 1 way to kill a lich if you cannot or wish not to kill the phylactery. However, in doing so, you run the risk of not truly killing him. The only way to ensure his death is to kill the phylactery. The only other way, Lady Lu has heard killing a Lich without killing the phylactery, was you inspired man, who was turned into a Lich by Vecna. From this day, all Liches require the same three things to become a Lich.
The Tome of Vecna:
A powerful book (AC 14 / Hp 22). Technically it's not his tome, just one that the lich study and was then blessed by vecna granting him the power to become a lich. If you do not destory it in one blow, then it will start to corrupt you. (INT SAVE DC 20 - at the start of your next turn you feel compelled to become a lich)
The Soul Amulet This amulet keeps the lich's soul. Destorying does not allow his sould to hide in the body of the lich.
And either the hand or eye of Vecna.
Neither of these items can be destroyed. They can only be thrown into a lake a fire or cast into the astral sea, hoping no one will ever find them. Titan Says, we cast the eye into the sea, so this lich must have the hand. Niko says it will be his left hand. Withered and looking like a skeleton.

Lady Lu: Destorying these three items will make him mortal, without destorying the Phylactery. However, for the greater good, I cannot allow Zumi to go back and fight her beloved. He draws power from his phylactery, and given you fail at your mission, I will not.
Lady Lu is going to kill Zumi, then Burruke, if you fail.

Themes

Burruke, Black Dragonborn Sorcerer-Lich Medium Undead (Dragonborn), Chaotic Evil   Armor Class 18 (Natural Armor) Hit Points 240 (30d8 + 90) Speed 30 ft., fly 60 ft. (hover)   STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 18 (+4) 12 (+1) 24 (+7) Saving Throws Con +12, Int +11, Cha +15 Skills Arcana +11, Deception +15, Insight +8, Persuasion +15 Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison, Necrotic Condition Immunities Charmed, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 12 Languages Common, Infernal, Draconic Challenge 18 (20,000 XP) Proficiency Bonus +6   Abilities   Legendary Resistance (3/Day): If Burruke fails a saving throw, he can choose to succeed instead.   Spellcasting: Burruke is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He has the following spells prepared:   Cantrips (at will): Eldritch Blast, Toll the Dead, Minor Illusion, Prestidigitation 1st Level (4 slots): Hex, Mage Armor 2nd Level (3 slots): Misty Step, Darkness 3rd Level (3 slots): Counterspell, Vampiric Touch 4th Level (3 slots): Dimension Door, Blight 5th Level (2 slots): Cloudkill, Hold Monster 6th Level (1 slot): Circle of Death 7th Level (1 slot): Finger of Death Power Word Kill: Burruke can cast this spell once per day without using a spell slot. Phylactery: If Burruke is destroyed, his essence can return to his phylactery (Zumi) within 1d10 days unless the phylactery is also destroyed.   Hand of Vecna: Burruke possesses the Hand of Vecna, granting him the following benefits:   Bonus to Spellcasting: +2 to spell attack rolls and the saving DCs of his spells. Ability to Regain Spell Slots: Once per day, he can use the Hand to regain one expended spell slot of 5th level or lower.   Phylactery Drain: Burruke can drain the life energy from his phylactery, regaining 20 hit points. He can only use this ability if his phylactery has 10 or more hit points remaining. If he drains his phylactery, its hit points are reduced by 20. If this reduces the phylactery to 0 hit points, it is destroyed.   Actions   Multiattack: Burruke makes three attacks: one with Eldritch Blast and two with Chill Touch.   Eldritch Blast: Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 21 (2d10 + 7) force damage.   Chill Touch: Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 7) necrotic damage, and the target can't regain hit points until the start of Burruke's next turn.   Black Dragon Breath (Recharge 5-6): Burruke exhales a 30-foot line of acid. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.   Legendary Actions   Burruke 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. Burruke regains spent legendary actions at the start of his turn.   Cantrip: Burruke casts a cantrip.   Acid Breath (Cost 1 Action, Recharge 5 or 6): Burruke uses his breath weapon in a 30-foot line of acid.   Fireball (Cost 2 Actions): Burruke casts Fireball at a point he can see, using it at 4th-level (8d6 fire damage; DC 23 Dexterity saving throw for half).   Teleport (Cost 2 Actions): Burruke magically teleports up to 60 feet to an unoccupied space he can see.   Acid Spray (Cost 3 Actions): Burruke creates a 20-foot radius sphere of acid at a point he can see within 120 feet. Each creature in that area must make a DC 23 Constitution saving throw, taking 7d6 acid damage on a failed save, or half as much damage on a successful one.   Soul Drain (Cost 3 Actions): Burruke targets one creature within 30 feet that he can see. The target must make a DC 23 Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage, and Burruke regains hit points equal to half the amount of damage dealt.   Reactions   Animate Cultist: When a cultist under Burruke's command is reduced to 0 hit points, he can use his reaction to animate it as a skeleton that obeys his commands.   Shield: When Burruke is hit by an attack, he can use his reaction to cast Shield, adding +5 to his AC until the start of his next turn.   Counterspell: When a creature within 60 feet of Burruke casts a spell, he can use his reaction to attempt to interrupt it by casting Counterspell.

Relations

Allies

Zumi's Character Sheet for Roll20 Name: Zumi Race: Dwarf Class: Paladin (Oath of Devotion) Level: 8 Alignment: Lawful Good Background: Noble (from Jikot)   Ability Scores:   Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 16 (+3) Armor Class: 18 (Light Armor + Shield) Hit Points: 56 (8d10 + 24) Speed: 25 ft.   Proficiencies:   Saving Throws: Wisdom, Charisma Skills: Persuasion, Insight, Medicine, History Weapons:   Radiant Damage Weapon: Warhammer of Radiance Damage: 1d8 + 3 bludgeoning damage + 1d6 radiant damage Properties: Versatile (1d10) Feats:   Divine Smite: When Zumi hits with a melee weapon attack, she can expend a spell slot to deal an extra 2d8 radiant damage (increases to 3d8 at 11th level). Radiant Soul: Zumi gains resistance to necrotic damage and can deal an additional 1d6 radiant damage once per turn. Spells:   Cantrips: Guidance, Spare the Dying 1st Level (4 slots): Cure Wounds, Shield of Faith 2nd Level (3 slots): Lesser Restoration, Find Steed 3rd Level (2 slots): Daylight, Revivify Magic Items:   Pearl of Power: Regains one expended spell slot (up to 3rd level). Staff of Healing: Charges: 10 Spells: Cure Wounds (1 charge) Lesser Restoration (2 charges) Mass Cure Wounds (5 charges) Oath of Devotion Features:   Channel Divinity: Sacred Weapon: Add Charisma modifier to attack rolls for 1 minute. Turn the Unholy: Force fiends and undead to make a Wisdom saving throw or be turned. Special Abilities Against Burruke and the Purple Dragon:   Divine Sense: Can detect undead and fiends within 60 feet, allowing her to identify Burruke and the Purple Dragon. Aura of Protection: Add her Charisma modifier to saving throws for herself and allies within 10 feet. Personality Traits:   Fiercely loyal to friends and family, often putting their needs first. Believes in justice and strives to protect the innocent. Ideals:   Honor: Values honesty and fairness. Bonds:   Devoted to her father, Gorrak, and seeks to protect her kingdom. Flaws:   Can be overly trusting, believing in the goodness of others too readily.











Thrain, Duergar Paladin (Oath of Vengeance) 8 / Barbarian 4 Medium Humanoid (Duergar), Lawful Neutral   Armor Class 20 (plate armor + shield) Hit Points 104 (8d10 + 4d12 + 36) Speed 25 ft.   STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 18 (+4) Saving Throws Str +7, Con +7, Wis +5, Cha +8 Skills Athletics +7, Insight +5, Persuasion +8, Intimidation +8 Damage Resistances Psychic Condition Immunities Charmed, Frightened Senses Darkvision 60 ft., Passive Perception 15 Languages Common, Dwarvish, Undercommon Challenge 10 (5,900 XP) Proficiency Bonus +4   Traits Duergar Resilience: Thrain has advantage on saving throws against being charmed or frightened.   Sunlight Sensitivity: While in sunlight, Thrain has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Divine Sense (5/Day): As an action, Thrain can detect good and evil until the end of his next turn.   Channel Divinity (1/Short Rest): Thrain can use his Channel Divinity to gain advantage on attack rolls against a creature for 1 minute or to make a creature vulnerable to radiant damage.   Rage (2/Day): As a bonus action, Thrain can enter a rage, gaining advantage on Strength checks and saving throws, a +2 bonus to damage rolls with melee weapons, and resistance to bludgeoning, piercing, and slashing damage.   Actions Multiattack: Thrain makes two attacks: one with his Warhammer and one with his Longsword.   Warhammer: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 4) bludgeoning damage.   Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage.   Divine Smite: When Thrain hits a creature with a melee weapon attack, he can expend a spell slot to deal an extra 2d8 radiant damage, plus 1d8 for each level of the spell slot above 1st.   Reactions Shield Bash: When a creature misses Thrain with a melee attack, he can use his reaction to make a melee weapon attack against that creature. Magic Items Helm of Psychic Shielding (Very Rare): This helm grants the wearer resistance to psychic damage and advantage on saving throws against being charmed or frightened.   Amulet of Health (Rare): This magical amulet increases Thrain's Constitution score by 2 (to a maximum of 20) while he wears it.   Ring of Spell Storing (Rare): This ring can store up to five levels of spells. Thrain can cast spells stored in it without expending spell slots, making it a valuable asset in combat.








Niko, Level 16 Eldritch Knight Fighter / Level 4 Rogue Race: Blue Dragonborn Class: Fighter (Eldritch Knight) 16 / Rogue 4 Background: Soldier Alignment: Chaotic Good   Ability Scores Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 13 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: Disguise kit, gaming set Saving Throws: Strength +11, Constitution +9 Skills: Acrobatics +8 Athletics +11 Stealth +8 (Rogue) Perception +7 Insight +7 Combat Statistics Armor Class: 20 (with full plate armor) Hit Points: 130 (16d10 + 4d8 + 60) Speed: 30 ft. Actions Multiattack: Niko can attack twice when he takes the Attack action. Hammer of Thunderbolts: Attack Roll: +11 to hit Damage: 1d10 + 5 Bludgeoning damage (plus special abilities) Special Abilities Thunderclap (from Hammer of Thunderbolts):   Each creature within 10 feet must make a Constitution saving throw or take 2d6 Thunder damage. Sneak Attack (1d6):   Once per turn, when Niko has advantage on the attack roll or when an ally is within 5 feet of the target. Spellcasting (Eldritch Knight):   Spell Save DC: 17 Spell Slots: 4 (1st), 3 (2nd), 2 (3rd) Known Spells: 1st Level: Shield, Magic Missile 2nd Level: Misty Step, Mirror Image 3rd Level: Fireball, Haste Dash:   Can use Dash as a bonus action due to Rogue's Cunning Action. Feats War Caster: Advantage on Constitution saving throws to maintain concentration. Tough: Increase hit points by an additional 2 per level. Eldritch Adept: Gain one Eldritch Invocation. Metamagic Feat: Quickened Spell and Twinned Spell. Equipment Weapons: Hammer of Thunderbolts, a ranged weapon (e.g., longbow or hand crossbow) Armor: Full Plate Armor Magic Items: Gauntlets of Orc Power: Strength score becomes 19. Belt of Giant Strength: Strength score becomes 25. Character Features Second Wind: Regain 1d10 + Fighter level HP once per short rest. Action Surge: Take one additional action on your turn once per short rest. Indomitable: Reroll a failed saving throw (3 uses per long rest). Personality Traits Motivated: Niko is driven by a strong sense of justice and a desire to protect his friends and homeland. Loyal: He values friendships and will go to great lengths to support his allies.


Titan, Level 20 Wizard Race: Human Class: Wizard (School of Evocation) 20 Background: Sage Alignment: Neutral Good   Ability Scores Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 10 (+0) Proficiencies Armor: Light armor (may not wear armor while casting spells) Weapons: Simple weapons Tools: Alchemist's supplies Saving Throws: Intelligence +12, Wisdom +9 Skills: Arcana +12 History +12 Insight +9 Investigation +12 Combat Statistics Armor Class: 15 (Mage Armor) Hit Points: 160 (20d6 + 60) Speed: 30 ft. Actions Spellcasting: Spell Save DC: 20 Spell Attack Modifier: +12 Spell Slots: 4 (1st), 3 (2nd), 3 (3rd), 3 (4th), 3 (5th), 2 (6th), 2 (7th), 1 (8th), 1 (9th) Cantrips: Fire Bolt Mage Hand Prestidigitation Minor Illusion Spells Known 1st Level: Shield, Magic Missile, Detect Magic 2nd Level: Misty Step, Scorching Ray, Mirror Image 3rd Level: Fireball, Counterspell, Fly 4th Level: Greater Invisibility, Wall of Fire 5th Level: Cloudkill, Animate Objects 6th Level: Chain Lightning, Disintegrate 7th Level: Delayed Blast Fireball, Teleport 8th Level: Mind Blank, Sunburst 9th Level: Shapechange (this allows him to transform into a dragon, among other creatures) and Meteor Swarm. Special Abilities Arcane Recovery: Once per day during a short rest, regain spell slots with a combined level equal to or less than half your wizard level (rounded up).   Sculpt Spells: When Titan casts an evocation spell, he can choose a number of creatures equal to 1 + the spell's level. These creatures automatically succeed on their saving throw against the spell.   Spell Mastery: Titan can cast two spells at will without expending a spell slot (e.g., Magic Missile and Shield).   Equipment Spellbook: Contains all known spells. Wand of Fireballs: Can cast Fireball (7 charges, regains 1d6 + 1 charges daily). Robes of the Archmagi: Grants +2 to AC and saving throws against spells. Personality Traits Curious: Titan is always seeking knowledge and is eager to learn about new magical phenomena. Strategic: He values planning and careful consideration in both combat and life choices.








Neutrals/Bystanders

Dwarvish Town Guard Dwarvish Town Guard   Armor Class: 16 (chain mail) Hit Points: 36 (8d8) Speed: 25 ft. Abilities:   STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0) Saving Throws: Con +5 Skills: Athletics +4, Perception +2   Actions:   Multiattack: The guard makes two melee attacks. Warhammer: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) bludgeoning damage. Crossbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d10 + 2) piercing damage.








Dragonborn Town Guard Dragonborn Town Guard   Armor Class: 16 (chain mail) Hit Points: 33 (6d10 + 6) Speed: 30 ft. Abilities:   STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 10 (+0) WIS: 11 (+0) CHA: 12 (+1) Saving Throws: Con +4, Cha +3 Skills: Athletics +4, Intimidation +3   Actions:   Multiattack: The guard makes two melee attacks. Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage. Breath Weapon (Recharge 5-6): The guard exhales destructive energy in a 15-ft. cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) damage on a failed save, or half as much damage on a successful one. The type of damage (fire, cold, etc.) is determined by the guard's draconic ancestry.







Competitors

Exploding Cultist Medium undead, chaotic evil   Armor Class 12 Hit Points 40 (9d8) Speed 30 ft.   STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 12 (+1) Saving Throws Dex +5, Wis +3 Damage Immunities Poison, Psychic Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., passive Perception 11 Languages Common, understands the languages it knew in life Challenge 4 (1,100 XP) Proficiency Bonus +2   Traits Explosive Sacrifice. When the Exploding Cultist is reduced to 0 hit points, it explodes in a fiery blast. Each creature within a 20-foot radius must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The cultist then turns into a pile of ash and bones.   Undying Loyalty. The Exploding Cultist can be resurrected by its lich master if it has a fragment of its remains (bones or ashes) within 30 feet of it. It returns to life at the start of its next turn with full hit points.   Cultist's Will. As a bonus action, the Exploding Cultist can choose to explode immediately instead of waiting to be killed, dealing the same damage as its Explosive Sacrifice trait.   Actions Multiattack. The Exploding Cultist makes two attacks: one with its melee weapon and one with Withered Touch.   Cursed Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 5 (1d10) necrotic damage at the start of its next turn.   Withered Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.   Reactions Explode! When the Exploding Cultist is hit by an attack, it can choose to explode as a reaction, dealing the fire damage as described in its Explosive Sacrifice trait.










Undead Husk Medium Undead, Neutral Evil   Armor Class: 13 (natural armor) Hit Points: 30 (4d8 + 12) Speed: 30 ft.   STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 1 (−5) 1 (−5) 1 (−5) Saving Throws: Str +5, Dex +4, Con +5 Damage Vulnerabilities: Radiant (double damage in sunlight) Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned Senses: Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 8 Languages: Understands the languages it knew in life but can’t speak Challenge: 2 (450 XP) Proficiency Bonus: +2   Abilities:   Host Seeker: The Undead Husk can target a creature within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or become the Undead Husk's new host. The Undead Husk can then choose to inhabit the body, effectively possessing it. The target is incapacitated until it is freed (by the removal of the Husk or by a Dispel Magic spell).   Sunlight Vulnerability: While in sunlight, the Undead Husk takes double damage from all sources.   Actions:   Multiattack: The Undead Husk makes two attacks: one with its Slam and one with its Life Drain.   Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.   Life Drain: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.








Young Purple Dragon Medium Dragon, Lawful Evil   Armor Class 17 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft. (hover)   STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 17 (+3) 14 (+2) 15 (+2) 19 (+4) Saving Throws Dex +6, Con +7, Wis +6, Cha +8 Skills Arcana +6, Insight +6, Perception +10, Stealth +6 Damage Immunities Psychic Condition Immunities Frightened Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft., Passive Perception 20 Languages Draconic, telepathy 120 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3   Traits Amphibious: The dragon can breathe underwater and air. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Innate Spellcasting: The dragon's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: Detect Thoughts, Disguise Self 3/day each: Calm Emotions, Fear 1/day each: Dominate Person, Confusion Actions Multiattack: The dragon makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 4) piercing damage. Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 4) slashing damage. Breath Weapon (Recharge 5-6): The dragon exhales a 30-foot cone of psychic energy. Each creature in that area must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Lair Actions When fighting in its lair, the Young Purple Dragon can take lair actions on initiative count 20. It can’t take the same lair action twice in a row.   Illusory Terrain: The dragon creates illusory terrain in a 60-foot radius centered on a point it can see within the lair. Creatures must succeed on a DC 16 Intelligence saving throw or be unable to discern the illusion until they leave the area.   Psychic Pulse: The dragon unleashes a wave of psychic energy. Each creature of its choice within 120 feet must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and be stunned until the end of its next turn.   Shadowy Hideaway: The dragon manipulates shadows in its lair, granting itself advantage on Dexterity (Stealth) checks until the start of its next turn and allowing it to teleport up to 30 feet to an unoccupied space in dim light or darkness.   Whispers of Madness: The dragon fills the air with unsettling whispers. Each creature of the dragon's choice within 60 feet must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. If the creature fails the save, it also gains a short-term madness effect (1d10 minutes) as determined by the DM.   Legendary Actions The Young Purple Dragon 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 regains spent legendary actions at the start of its turn.   Locate: The dragon uses its telepathy to sense the presence of creatures within 120 feet that it is aware of. It can determine their general location and whether they are above or below it.   Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 14 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.   Psychic Scream (Costs 3 Actions): The dragon unleashes a scream filled with psychic energy. Each creature of its choice within 60 feet must make a DC 16 Intelligence saving throw, taking 30 (6d8) psychic damage on a failed save or half as much on a successful one.









Burruke, Black Dragonborn Sorcerer-Lich Medium Undead (Dragonborn), Chaotic Evil   Armor Class 18 (Natural Armor) Hit Points 240 (30d8 + 90) Speed 30 ft., fly 60 ft. (hover)   STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 18 (+4) 12 (+1) 24 (+7) Saving Throws Con +12, Int +11, Cha +15 Skills Arcana +11, Deception +15, Insight +8, Persuasion +15 Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison, Necrotic Condition Immunities Charmed, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Truesight 120 ft., Passive Perception 12 Languages Common, Infernal, Draconic Challenge 18 (20,000 XP) Proficiency Bonus +6   Abilities   Legendary Resistance (3/Day): If Burruke fails a saving throw, he can choose to succeed instead.   Spellcasting: Burruke is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He has the following spells prepared:   Cantrips (at will): Eldritch Blast, Toll the Dead, Minor Illusion, Prestidigitation 1st level (4 slots): Hex, Mage Armor 2nd level (3 slots): Misty Step, Darkness 3rd level (3 slots): Counterspell, Vampiric Touch 4th level (3 slots): Dimension Door, Blight 5th level (2 slots): Cloudkill, Hold Monster 6th level (1 slot): Circle of Death 7th level (1 slot): Finger of Death Phylactery: If Burruke is destroyed, his essence can return to his phylactery (Zumi) within 1d10 days unless the phylactery is also destroyed.   Actions   Multiattack: Burruke makes three attacks: one with Eldritch Blast and two with Chill Touch.   Eldritch Blast: Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 21 (2d10 + 7) force damage.   Chill Touch: Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 7) necrotic damage, and the target can't regain hit points until the start of Burruke's next turn.   Black Dragon Breath (Recharge 5-6): Burruke exhales a 30-foot line of acid. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.   Legendary Actions   Burruke 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. Burruke regains spent legendary actions at the start of his turn.   Cantrip: Burruke casts a cantrip.   Acid Breath (Cost 1 Action, Recharge 5 or 6): Burruke uses his breath weapon in a 30-foot line of acid.   Fireball (Cost 2 Actions): Burruke casts Fireball at a point he can see, using it at 4th-level (8d6 fire damage; DC 23 Dexterity saving throw for half).   Teleport (Cost 2 Actions): Burruke magically teleports up to 60 feet to an unoccupied space he can see.   Acid Spray (Cost 3 Actions): Burruke creates a 20-foot radius sphere of acid at a point he can see within 120 feet. Each creature in that area must make a DC 23 Constitution saving throw, taking 7d6 acid damage on a failed save, or half as much damage on a successful one.   Soul Drain (Cost 3 Actions): Burruke targets one creature within 30 feet that he can see. The target must make a DC 23 Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage, and Burruke regains hit points equal to half the amount of damage dealt.   Reactions   Animate Cultist: When a cultist under Burruke's command is reduced to 0 hit points, he can use his reaction to animate it as a skeleton that obeys his commands.   Shield: When Burruke is hit by an attack, he can use his reaction to cast Shield, adding +5 to his AC until the start of his next turn.   Counterspell: When a creature within 60 feet of Burruke casts a spell, he can use his reaction to attempt to interrupt it by casting Counterspell.



Adversaries

The Devil's Deal (Azazel)

Upon Taking The Sword

Azazel appears to you and says that you are taking the deal. You (and only the wielder of the sword) can see the Shinigami that follows you around. He is the keeper of the notebook. Which will be explained later.

The rules of the extension of my power are simple. You are to do what I say, when I say, no questions asked. I will give you all of the info I have and if you keep your part of the bargin, occasionally, I will grant you with more and more power upgrades. Maybe even something for your team.

The notebook you have works like this:
If you write a name in the notebook, it must be someone that you know their true name, and see their face and they must be within a 60ft radius. Once their name is written, they must make a WISDOM SAVE. On success, if they have less than 100HP they fall to 1hp. One a fail regardless of how many Hit Points they have, they fall dead with two fail death saves.

The names and towns written in the book, are people who owe me a debt. You are now the newest ARM OF AZAZEL. You're purpose is to collect my debts. Some may be simple noblemen or peasents who made a deal and renig'd on said deal. Others may be kings and queens of kingdoms or Mayors or Constobals of cities. If they refuse their punishment may be a simple as a beating, burning down their home, or killing of the first born, to as extreme as, leveling an entire city.

You will never be tasked with leveling a city. All cities will be leveled by my demons and minons of cursed souls. Though, there may be a time where I ask you to lead a charge or two. You may not interfere or evacuate towns. This will void our contract. The most you can do is pursaude the subject you were sent to collect from to give you what is owed and if they refuse or do not have it, then you will collect. Refusing to collect and I will send the WRATH OF AZAEL. A Warrior Dragon Demon who has killed all other arms before you. The only way out of your contract is to defeat the Shinigami, my Warrior Dragon, one of my Demons (of your choice) or myself, in 1v1 combat.

These are the terms.

Your first Mission

Free Azazel from his prison

There are two ways I can be free'd from my prison. You can either convince Lady Lu to free me, since I am trapped in one of her many crystal balls. But seeing how she is the one who put me here, I highly doubt she would be keen on my freedom.

However, Deep in the underdark, in the drow city of Blingdenstone-- Originally a gnomish city, it was overtaken by drow forces and now serves as a refuge for some renegade drow.

Rumor has is it that there is a bar in the Blingdenstone, The Flaming Wish, run by a Efreeti named Khalid. Khalid is a genie, her father, to be exact. He grew tired of the elemental plane of fire, and traveled to the material world to believe or not, start a freaking band. He opened up a bar in Blingdenstone, and every now and then he romances a few of the ladies that enter his establishment, none knowing he is a genie until, well, after they give birth really.

He is beholded to no man or lamp-prison. He will not grant you this wish easily but seeing how you are traveling with his daughter. Well, I don't see why daddy wouldn't do his baby girl a favor. Once I am free I will give you're next mission, and time is of the essences. We have a wedding to catch. (evil laugh).

Mission 2

Yogi's Damnation

You are transported into Azazel's home in the nine hells.

Thank you. Lady Lu and the Celestials will not be too keen on your task. No matter, a deal is a deal. Azazel reveals the true nature of your longsword.
The Arm of Azazel Weapon (Longsword), Rare, Requires Attunement by a Warlock   Description: The Arm of Azazel is a striking longsword that seems to absorb light, its blade wreathed in swirling black smoke. The hilt is wrapped in dark leather, etched with silver sigils that pulse faintly with energy. When drawn, the sword emanates a sense of foreboding, as if it carries the weight of Azazel's dark legacy.   Properties:   Damage: 1d8 slashing damage (versatile 1d10) Type: Magical weapon Proficiency: You are proficient with this weapon if you are not already proficient with longswords. Damage Type: The sword deals slashing damage and additional necrotic damage on a hit. Critical Hit Bonus: When you roll a natural 20 on an attack roll with The Arm of Azazel, the target takes an additional 2d6 slashing damage (or 3d10 if used in versatile mode) and 2d6 necrotic damage.   Necrotic Damage: The necrotic damage from this weapon has no effect on the following creature types:   Undead Fiends (including demons and devils) Constructs Elementals Any creature with immunity to necrotic damage Necrotic Damage Mechanic:   When the sword deals necrotic damage, the target must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they take an additional amount of necrotic damage equal to your Charisma modifier. Charges: The Arm of Azazel has 8 charges. It regains 1d6 + 2 expended charges daily at dawn.   Spell Abilities: You can expend charges to cast the following spells:   1 Charge: Absorb Elements (1st-level): Gain resistance to one type of damage (acid, cold, fire, lightning, or thunder) until the start of your next turn, and deal extra damage of that type with your next melee attack.   2 Charges: Comprehend Languages (2nd-level): Understand any spoken language you hear and read any written language for 1 hour.   3 Charges: Animate Dead (3rd-level): Raise a corpse as a skeleton or zombie to serve you, allowing you to command it as needed.   4 Charges: Major Image (3rd-level): Create a large, realistic illusion, including sound, smell, and temperature, that can be used for deception or distraction.   Additional Properties: Communicate with Azazel: While attuned to The Arm of Azazel, you can communicate with Azazel at any time. He can provide guidance or insights as needed, though his motives may not always align with yours.   Portal to Azazel's Domain: As an action, you can cut the air with the sword to create a small portal to Azazel's domain. This portal lasts for 1 minute and can be used to travel directly to Azazel's realm, provided you have a clear intent to go there.   Blink: The sword allows you to cast Blink at will. This spell allows you to vanish from your current location and reappear in an unoccupied space you can see within 10 feet, providing excellent mobility and escape options.   Shadowy Infusion: When you deal necrotic damage with this sword, you can add an extra 1d6 necrotic damage to the attack, but this extra damage does not affect undead or fiends.

Back To Yogi's Debt

Now that, that is out of the way.
The price of power and influence is not without sacrifice. A trio of young Bugbears have been able to prosper on this deal for sometime. They owe me an incredible amount of silver, and seeing how they are silver merchants in Coya, I don't see why they will not have the funds to repay me. I want all of their silver. Leave them just enough to continue their business. If they refuse, destory their three silver shops and kill all of the workers in their silver mine. If they still refuse, kill anyone willing to still do business with them (Including the two royal families). Then bring me all of the silver they have. Your reward will be rather large. I am nothing, if not pety and jealous.
 

Mission 2

The Jealous Father-in-law

Did you know I had wife, a son and a daughter. My daughter married a man who was nothing, a nobody, a con-man. His name was Alibaster Carthwyth. Spry chap. To my surprise, I learned that my granddaughter is getting married. I would like an invitation to the wedding, and please, do not ask my granddaughter. She is such a kind soul, ask her mother, Daisy. Daisy has to invite me, if she does not say, "Yes, he can come," then you have failed your mission. I can forgive this failure, if you can keep my granddaughter safe, and convince her fathe to let you walk her down the isle.


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