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Monion's Item Extravaganza

Lord Sliq's Fantastical Heist

Monion's Item Extravaganza is a One-Shot centered around a band of 4-8 Goblin Player Characters. The players are encouraged to design their own Goblins, and to draw them with the absolute lowest effort. Have fun with it!

Make it look like a kindergartner picked up an online painting software or a crayon for the first time and tried to draw a goblin!
(Examples of what the low-effort Goblins, also called Monions, look like are littered around the article. Feel free to take inspiration, use the designs for your own playthrough, or completely ignore them and make your own! Credit is given to the artists that created them and first played this)

Call of the Monions

It is the year 498, and all Goblins in Totania have heard tales of the Great Goblin Lord, Sliq Monion. The Great Goblin Lord has been collecting the Holy Items that grant Item Magic, and the Goblins all over the world fear and respect him.
Yet now, Sliq Monion requires help. He has called on you, the worst of the worst, to assist him in his grandest heist yet: To infiltrate the Magic College and steal from the Grand Wizard of the Dragonborn.  

Votarra Den
Votarra Den by Jarhed

  The quest begins outside of a cave, on the edge of Dwarven Territory. The Cave is known as Votarra Den, where the Goblin Queen was exiled long ago. Now, it was a haven for Goblins of all sorts.   The Goblins that have been called here now are well known enough among the Goblins in this cave to be let in with little fuss. They are, after all, of enough renown to be called here by Sliq Monion. They each were sent an invitation by Sliq, with one of his terrible drawings on it. However, to Goblins, it was the highest quality art they had ever seen.
The drawings on each invitation are crude drawings of each character (the kindergarten drawings the Players made before they started playing!). And each is signed at the bottom with the name Sliq Monion.   The points on the map are as follows:
  1. The Common- A campfire surrounded by Goblins. This is where most of the Goblins congregate, and serves as a common area for them to hang out.
  2. The Corpse Room- A room filled with corpses that lies in between the Art Hall and Sliq's Throne. It is meant to discourage those that visit the Art Hall from traveling further and meeting Sliq Monion. Sliq also uses this room to store things, most notably the eight Item Magic items he has stolen.
  3. Bingo's Corner- Bingo's Corner is where the Goblin named Bingo resides. A Goblin Weapons Salesman, his corner is covered in all types of blades that he's stolen from passing merchants or looted from corpses. The weapons do basic damage types, and are nothing special.
  4. The Pit- The Pit is a hole at the center of the cave where fights happen. Goblins sit around the Pit and bet on fights, and the bodies of any Goblins that die in the Pit are carried away to the Corpse Room.
  5. Nothing- The Goblins call this area Nothing, because there is never anyone there. This is also to discourage newer Goblins from going around this area, as its proximity to Sliq Monion and Hugg make it a scary place.
  6. Sliq Monion's Throne- The Throne Room of Sliq Monion, this is where the avaricious artist lives.
  7. The Necromancer Pass- Where the Goblins that practice necromancy reside. They are not fans of outsiders, and will attack anyone that sets foot in the pass.
  8. Bongo's Flank- Opposed to his brother, the weapon salesman Bingo, Bongo is known for selling potions. Though one would not see them in this area, as he buries them all and only digs them out when someone pays him for it. They are mostly small healing potions that heal d4 HP, each costing 200 gold. Any further potions are up to the GM's discretion.
  9. Prixx by AnthraxSurprise
    Hugg's Lair
    - The lair of a Goblin known as Hugg, no one approaches this area for fear of what Hugg will do to them. No one has ever returned from meeting Hugg, though it is said his main method of attack is large, warm hugs.
  10. The Art Hall- The hallway leading to Sliq's domain in the cave, this section of the cave is littered with Sliq Monion's crude paintings. He is a famous Goblin artist, after all, so of course he would have an exhibition for his art.
  11. The Depths- The Depths is a section of the cave that leads even deeper underground. The path is littered with monsters, but it is believed that on the other side is the Elven Forest.
The Players will be able to go anywhere they please. But the main goal is to get to 6, and aside from the necromancers at 7, no one will try and stop them.
The Goblins will also encourage the Player Characters not to go to 9, and it is recommended to only let players go there after meeting Sliq.  

Meeting the Monion

  When they get to Sliq's Throne, they'll find a large, disgusting creature sitting atop it. Puke green, covered in boils, and incredibly fat. His clothes, a brown vest and loincloth, barely fit around his body. He is a blight on Totania merely by existing. This man is Sliq Monion.  
Biggz by andreaspsillos4
Then, he waves his hand, which carries a paintbrush, and the invitations of each of the Player Characters spring to life. The drawings of each of them hop off the pages and swallow up the Player Characters (this can be done through combat, but it is suggested that the GM simply swallow up the PCs and turn them into the drawings to prevent complications).
Sliq Monion has the item for Art Magic, the paintbrush, and always intended to replace these Goblins with his own drawings. Now, he addresses them not as Goblins, but as his Monions. Now, the Players play as these Monion Drawings of their characters, instead of realistic-looking Goblins as they may have thought.   Sliq has an easel behind him, and the paintbrush in his hand, and he explains to the Monions a simple plan by painting it out for them: To infiltrate the Magic College and steal an Item. The Brain that grants Mind Magic. With it, he hopes to control the minds of the world and rule everything.
He promises that the Monions can rule beside him if they wish, and that he will reward them handsomely for the job. He also should warn them that to get the Brain, they will need to fight the current Grand Wizard, Crordoth Narakas. Then, he brings them to the Corpse Room.  

Item Magic

  Sliq pushes over the piles of corpses, revealing eight items beneath them. The Items are ones that grant Item Magic, and are listed on the sidebar of the article. Aside from the Brush, which Sliq Monion has, and the Brain, held by the Grand Wizard (the leader of Dragonborn society, and the Headmaster of the Magic College) and the main objective of the Monions, all the items listed are available (with the slight exception of the sword. To learn more about that, read below as well as on the sword section on the sidebar).
Players can only hold one item. A character cannot have more than one Item Magic at a time, and whichever they first take is the one that will bind to them.   It is also worth noting that the sword Sliq gives out is not actually the one that holds Sword Magic, but is merely a normal sword that he believes holds Sword Magic. No matter what, one of the Player Characters must always get the defunct sword. This player will, if the Monions succeed, gain Mind Magic by the end, which is a reward for the final stretch of the One-Shot, but will handicap them until then.  

Hugg's Lair

  Sliq will encourage the Player Characters to, on their way out, greet Hugg. Hugg is a Goblin that many of the others in the cave fear, and do not approach. He is considered, by them, to be a rival Goblin Lord to Sliq Monion.
However, Sliq Monion assures the Monions that Hugg is not a threat to them, and suggests they visit him, and that he could even prove helpful.  
Hugg by Jarhed
Outside of Hugg's Lair is Nothing, an area of the Den aptly named for being abandoned. It was done so for fear of Hugg and what he would do to those that settled near his lair.   Yet entering Hugg's Lair finds that it is not only empty, but that the Hugg sitting there is nothing more than a drawing like the Player Characters. Hugg, the rival of Sliq Monion, had been killed and turned into a Monion already.   Hugg greets them all with big hugs, bouncing around the cave in excitement. He isn't very smart, but his rotund look allows for him to bounce around easily, and he can envelop people in large squeezes as attacks. If the party consists of 6 or less Players, the GM should take control of Hugg and join the Player Characters on their journey.
Otherwise, if the party already has 7 or 8 Players, Hugg can be recruited as well, but he is not necessary. He attacks with large embraces and bouncing attacks, but has no magic of his own. He will not accept any Items offered to him, insisting on only fighting with his "warm hugs."  

Journey to Zephys

Starting from Votarra Den, the Monions must make their way to the Dragonborn capital city of Zephys. There are multiple paths they can take, either southeast through the Elven Forest, or simply South, through Dwarven territory.
South Elone
This is the Southern section of Elone, featuring much of the Dwarven Kingdom, the Elven Empire, and the Dragonborn settlements.

The Elven Forest

  Going through the Elven Forest is challenging, as it requires three survival checks to find the way.
  Failing more than one of these sends the Monions to number 1: Fraeton's nest. If the party fail one or none of them, they go to Syla Anore.
  1. Fraeton's Nest- The Nest of the Green Dragon Lord that lives within the forest.
  2. Syla Anore- A village of Wood Elves on the Southwestern edge of the Elven Forest

Fraeton's Nest

  Fraeton's Nest is the domain of the Green Dragon Lord, Fraeton the Usurper, the strongest of the Green Dragons.
Luckily for the Monions, Fraeton is not at his nest. Instead, the GM can roll on this table of random encounters to see what the Monions come across.
d100 Encounter
1 Nothing is visible, but the Monions feel the presence of Fraeton nearby. If they linger for too much longer, Fraeton will arrive and request one of them entertain him in order to let them go. He seeks interesting conversation, and has never gotten to speak with a Goblin before, so he will likely enjoy whatever they have to say.
2-10 A group of 15 Human Bandits appear, attempting to rob the Monions. They specifically want the items that each of the Monions are carrying with them, which grant Item Magic.
11-20 A High Elf with a pair of Golden Scissors is passing through the forest. He sees the Monions and insists on cutting them, due to their nature as paper-like drawings that he sees as "polluting the forest". They must avoid him, as he does d10 damage per cut.
21-30 A Wood Elf hunting party with 20 Elves find the Monions!
31-40 The Monions find that there are Gnomish fire bombs here set to explode. They must roll dexterity to get out, and then fight a group of 10 Gnomes.
41-50 2 Welfs ambush the party. A statblock for these Welfs can be found at the bottom of the article. They can be fought, or they can be tamed.
51-60 A Kenku with the ability "I'll Be Seeing You" attacks. This ability allows him to make himself invisible to his targets, though it only works on 4 people at a time. Those that can't see him must guess where he is and attack with disadvantage.
61-70 A group of rejected goblins originally recruited by Sliq Monion, but deemed to be not strong enough. Instead, they were sent out into the Elven Forest to never return. They are mirrors of the Monions, and use their character sheets. The only difference is their appearance and that they don't have Item Magic.
71-80 A group of 40 Dwarven Soldiers from the Red Dragon Squad of the army, each with fire magic, attacks.
81-90 A singular Wood Elf Earth Mage arrives. They have the same HP as the Player Characters, and attack with the plants around them.
91-99 A Young Green Dragon is scrounging its way around the nest, and notices the Monions! It is already slightly damaged, with one wing and only half the normal HP.
100 A pile of gold is in Fraeton's nest! 500 gold for all Players! As well as a key. To learn more about what to do with the key, look at the Magic College map description number 28.
   

Syla Anore

  Syla Anore is a border village between Elven and Dwarven territories, and also is nearby the Dragonborn village of Bortan, known for raising many combat-oriented Dragonborn. Due to its location on the edge of the Forest and near these various places, it could be a dangerous place for Monions.
d100 Encounter
1 The village appears to be empty. It appears that everyone in the village has fled due to a recent attack. The village is covered in fog, and bodies of Wood Elves fling themselves at the party, being puppeted by an old Dwarven Woman who possesses Air Magic with the Fog Impossible variant.
2-10 The village is completely friendly to the Monions
11-20 The Wood Elves of the village attack, with about 25 soldiers ambushing the Monions.
21-30 Dwarves are attacking the Village, and a group of 20 surround the Monions!
31-40 A Dragonborn Fire Mage has attacked the Village, and the Monions are his first target. He has the same HP as the Player Characters.
41-50 A group of Human adventurers happen to be passing through. They have weak gear and can't do much, but each has slightly less HP than the Player Characters. There are four of them, and they hate Goblins as most Humans do.
51-60 An old Wood Elf comes up to the Monions and asks to accompany them. If they agree, he will tag along as a terrible hindrance to stealth, but also as a meat shield for attacks in any combat scenarios. All of his stats are a 9 except Wisdom, which is a 20.
61-70 Another Goblin is sitting in the village square. He yells insults at the Monions and taunts them, asking them to fight him. He has 10 HP and can only punch.
71-80 One of the Monions lose their items, and have to find the Thief that stole it. It is a Wood Elf who tries to use the Item by fighting the Monions. Due to the other Monion having the magic and being alive, this Elf cannot use the magic.
81-90 5 Health Potions sit on the ground, unattended. They do not belong to anyone nearby, and no one seems to notice them. They heal d10 HP when used.
91-99 Fraeton the Usurper, the Green Dragon Lord, attacks the village. The Monions must make a few dexterity saves to avoid his attacks and escape the village. He has no specific target, merely wanting to kill some Wood Elves.
100 The village is so crowded that no one notices a group of Goblins within it, and they can proceed as normal. There is one Elf who is trying to convince everyone else that there are Goblins, and the Monions must convince people otherwise in any way they see fit.
   
Some things to note about these encounters. The Player Characters are not meant to struggle here. These are meant to be simple, fun encounters. If the Players are nearly knocked down to 0, they can run, or Hugg can grab them and bounce away with them (if Hugg was brought along).   To see how to run the group fights, and just any combat scenario in this One-Shot, please check the sidebar or this article:
Fools Rules
Generic article | Jan 29, 2023

A simplified rules system for Totania, with focus on RP, character, and narrative.

  Hugg will have a Health Potion for all of the Monions if they are knocked out in these encounters or brought to low HP. If Hugg is not there, they can buy Health Potions in Zephys.  

Dwarven Territory

  If the Monions choose to go South, through Dwarven Territory, they will find themselves at the center of a stampede of Mountain Goats. They can attempt to fight the Goats, but the Goats will keep coming. This stampede drives them out of Dwarven Territory and into the Elven Forest. After this, please follow the guide above to determine what happens in the Forest.  

The Floating City

The Monions, after all of this, finally make their way to Zephys. Zephys is a layered city consisting of three parts.
First: Lower Zephys. Lower Zephys was ground level, and was a large city full of towering skyscrapers, slums, and commercial buildings.
Next: Upper Zephys. Upper Zephys floats above the lower section, on a piece of land that seems to have been ripped out of the ground to hover over Lower Zephys. It is the home of the Dragonborn nobility, powerful mages who live in mansions.
Finally: The Magic College. The final layer, floating even above Upper Zephys, is the Magic College. A large, castle-like structure that sits as the highest peak in the world. It is the home to the largest group of magic studies in the world, and has a total of 64 students, 8 teachers, and a Grand Wizard residing in it (assuming all are present at once, which is unlikely). This is the target of the Monions.   In the Lower section of the city, the streets are rampant with crime. There are many places the Monions see on the streets. These places are a potion shop, a jewelry, a bookstore, a fast food restaurant, and an inn. The Monions only have time to go to one of these places.
Kash by Yumedatchi
 

Potion Shop

  There is a shop with health potions. Just like with Bongo's Flank, they cost 200 gold for d6 potions. There are also freezing potions, which freeze enemies, but are unstable and may freeze the one that uses it as well. These also cost 200 gold.   The owner of the potion shop also happens to have been working with a new form of potion making, called ointments. These cost 500 gold each, but have much better properties. Health ointments heal back to full HP, anti-burn ointment halves damage from fire, anti-freeze ointment halves damage from ice, and anti-anti-burn ointment will burn someone. He also has anti-age cream. This will not do anything.  

Jewelry Store

  Another shop in Zephys is the Jewelry Store. It is run by a meek old Dragonborn man. He will not sell to the Monions, saying there is no way they can afford his jewelry.
  That is, unless a specific set of circumstances happened. If the Monions went to Syla Anore, rolled a 51-60 on their d100, and took the Old Wood Elf with them, the old man will not only allow the Monions to purchase his jewelry, he'll lower the prices from 1000 gold per jewel to 550 gold per jewel.
If they instead recruited the thief from Syla Anore, then stealing the jewels is also an option. The jewels are not incredibly useful, and are very risky, but Sliq Monion will give a reward for each jewel they get.  

The Bookstore

  The bookstore has some history books. One that could catch the eye of them is that of the Grand Wizards. It explains that they are the top of Dragonborn society, but they do not lead all Dragonborn. The Dragonborn are led by Village Chiefs, and the Grand Wizard merely keeps watch over all of them.
It would also explain that, since the 8th Grand Wizard, many of them have been incredibly weak due to the Grand Wizard Struggle. Grand Wizards have been making one singular strong spell and killing the current Grand Wizard, then taking their place and having nothing else they can do. They learn the weakness of the Grand Wizard, that he can only do one kind of trick, and that if they can block that they can beat him.  

Valdacmith Inn

  The inn is called Valdacmith Inn. Owned by a young Dragonborn man. There are other patrons at the inn who may be abrasive to the Monions, so the Monions should attempt to avoid all conversation to prevent a bar fight.
If one does happen to break out, there are twenty patrons at the inn. These are ones they could interact with before, and they may be open to reason, but prolonged interaction with Monions without any form of ease brought by the Monions in the form of persuasion checks will lead to combat.
Going to the inn will gain them information, as the Young Dragonborn man will tell them that the Grand Wizard would normally be in the arena or his office at the Magic College, and will tell them where this is.  

McDales

  The fast food restaurant is known as McDales. There are many types of meals that can be gained here. Roll on this table to see which item the Monions each gain. They can only get one item from the menu, and do not get to choose. This costs no gold.
 

The Elevator

  But there is only one way out of Lower Zephys, and up to the next place they must go. At least, only one way that is built into the city itself.   This is a small structure at the very center of the city. This structure houses a tube that leads from Lower Zephys to Upper Zephys.
This structure is guarded by a Dragonborn with wind magic. He will not allow the Monions to pass if they wish to do so. To get up this way, they must find a way to convince him they mean no harm. That, or they could fight him. Once they do so, they can take the elevator. Sneaking past him is also an option, but that would require all of them succeeding a stealth check.   There are other ways the players can get up to Upper Zephys. The limit is their creativity, and what the GM will allow. Some ideas, if the players are lost include:
  • Using Structure Magic to make a ladder/a building to get them up there.
  • Using Strength Magic to toss the other Monions up to Upper Zephys and then the strength mage tries to use their strength to jump up there themselves.
  • Using Beast Magic to make birds or other flying animals to carry the Monions to Upper Zephys.
  • If the Monions are not good enough to do one of these things themselves, Copy Magic can be used to double the effort if the copy mage copies one of these utility spells.
  Upper Zephys is filled with mansions, which are available for the Monions to go to, but there is nothing major there. There is gold for them to steal, and strong Dragonborn nobles to avoid. They are not very coordinated, as they have grown lazy with their status, so it is not difficult to avoid them.  
Kirbo by DragonboiNalrik
However, it is suggested for the Monions not to waste their time in Upper Zephys. There is still a large challenge in front of them, or rather, above them. The Magic College.
If the Players took the elevator up, they now need to find a way up to the Magic College such as the ones listed above. If they used one of the suggested methods above, or a different method, they can try that again or try something new. They can try this as many times as they wish, no matter how much they fail.  

The Magic College

The Players next finally reach their target location, the main stage of their heist, the Magic College. On this map, they begin at the staircase at the top left, near Number 10.
The Magic College by Jarhed
There are many locations in the Magic College. Not all of them would be able to be visited during the One-Shot, as this location is far too vast. If they had gone to Valdacmith Inn, they would know that the Grand Wizard would either be in the arena (Number 2) or the Grand Wizard Office (Number 14). If not, they would need to interrogate someone to learn this.   One more thing to note before getting into the locations themselves. The Luck Mage would be able to roll their dice and then walk forward, and if they succeed on that roll (beating the roll of the GM against it) then they go in the correct direction towards the arena (Number 2).
The encounters that could happen here have statblocks listed at the bottom of the article. To know the stats of each of these people, please check that section.   The locations in the Magic College are as such:
  1. The Second Year Classroom- This is the classroom where the Second Years take class. Within this room are three immensely powerful mages: two Dragonborns (Salasar Feaphed and Fepar Tilrak), and a Dwarf (Melthrum). This would be the most challenging encounter in the One-Shot, but none of these three would kill the Monions. They would fight them simply to see how strong they are.
  2. The Arena- This is one of the most important locations in the Magic College. A colosseum where all battles in the Magic College happen. This is the location where the Grand Wizard is waiting.
  3. Supply Closet- A supply closet, where various magical items are stored. In here, they are all stored within mimics. However, this is just a precaution, as the mimics are actually dead, so what these really are are chests with teeth. The magic items they find here are ones that grant them a bonus to their spellcasting stat (for most, that is intelligence. For the strength mage, that is strength.)
  4. The Artificial Forest- An area designed for Wood Elves, druids, and earth mages to feel at home and learn to better control plants and nature. Within this room is a second year Wood Elf named Urimoira. She will want to fight the Monions, as she would know they have gone through the Elven Forest and defiled it.
  5. The Great Hall- A hallway at the center of the Magic College, stretching nearly from one side of the Magic College to another. Lined with windows that have been enchanted to not break, this is often used to test the range of a student's spell, where a professor will stand at a distance and let the student use their spell. Once the spell hits, the professor moves back and back until they've reached the limit of the student's range. This area also serves as a fast travel, as a zipline hangs over the hallway to travel quickly from one side to the other.
  6. Infirmary- The infirmary of the school, where anyone who gets injured goes to be healed by the medical mage of the Magic College. This is also the office of the medical mage, who teaches the second years. He is not present currently. That being said, there are health potions here, within the hallway on the right of the infirmary.
  7. Jailor's Office- The office of another professor at the Magic College, who also serves as the Head Jailor for the Dragonborn. This room is not reachable, but can be seen through metal bars. The jailor is within there, the second year teacher Aphar Lorbarum.
  8. The First Year Classroom- This is an empty classroom, as the first years are on a trip while the Monions are at the Magic College. At least, it should be empty. Instead, there is a Devil named Debauchery who is drinking in there. He will find the Monions fun, and will want to play around with them. His encounter has a unique mechanic, please check his statblock for a guide.
  9. Room of the Revolving Door- A room with one door. The Monions enter from whichever direction they come from (north or west, most likely). Then, once they're inside, the GM rolls a d4. The door moves to one of the hallways depending on the roll. For a 1, it goes north, for the 2, west, for the 3, south, and 4 east. They can choose to wait for it to rotate to where they want, or go wherever it opens first. Any time someone enters the door, it changes spots.
  10. Female Dorms- A tower that is separated from the Magic College, these are the dorms where the female students stay. It is an empty building with nearly nothing in it except for a Yuan-Ti student named Sullore, a bard that is just hanging out. She means no harm, and asks for the Monions to dance with her. This requires performance rolls to see if you dance better. There is no penalty or reward for this.
    Brar Stidz and Sullore by Jarhed
  11. The Fourth Year Classroom- The classroom of the fourth year students. As all of them are at their internships, the classroom is empty. However, the Monions can steal a weapon from them. (Whatever weapon type the Monions use is here).
  12. Bandroom- The bandroom is where the studies of music are done at the Magic College. Sylvirlouc Zomaranaro is here, and he'll ask the Monions to beat him in a music battle by picking up one of the instruments there. He chooses the other Monions as a judge, and faces off against one of them with performance checks.
  13. Male Dorms- A male dormitory tower. This is where the third year Brar Stidz is. He will shoot lightning bolts at the Monions from atop the tower, but when they get to the tower, he will converse normally with them as if nothing happened. He will allow the Monions to go free.
  14. Grand Wizard's Office- The office of Crordoth Narakas, it is littered with valuable items such as mounds of gold (500 per Monion), suits of armor, and paintings. These can be stolen, but have little use. What is also in here is a letter addressed to the Monions from Crordoth, saying:
    "To whichever Goblins make it,   Congratulations on getting to the Magic College. I assume you're here to kill me, so I'll be waiting in the arena. Here is a detailed map showing you how to get there. Use it wisely.   From, Grand Wizarad Crordoth Narakas."
  15. Teacher's Office- The office of another teacher, this room has jewelry in it, hanging on all of the walls. As stated in Zephys, Sliq will give a reward for each jewel. There are 7 jewels here, or if there is a smaller than max party, one less jewel than the size of the party.
  16. Courtyard- The courtyard of the Magic College, this room has been taken by the second years for a fighting tournament. In here are Josatra, Zefsica, Elkos, Balrus, and Roaster all sitting around getting ready to bet. They will ask the Monions to join them in a tournament. They bet on each other in fights and fight the Monions, who can choose which of these second years they'd like to fight. If the Monions win their bets, they get 200 gold.
  17. The Clolith Library- Same as the library in Zephys, there is not much of interest to the Monions in here. They can roll perception, and whoever succeeds finds a book about magic, which increases their intelligence by +2. This location is named after the 10th Grand Wizard, who used the library to find hidden knowledge.
  18. The Teacher's Lounge- A sad area where the Monions can rest and experience the true life of a teacher. There is food there, which can restore ten health for the Monions. It's quite empty, otherwise.
  19. The Art Room- Filled with many crude paintings from a teacher at the Magic College, this also serves as that teacher's office. Walking through this room, the Monions feel like these crude drawings look like them! For this, they'll have to roll wisdom. If they fail, they will believe these are people just like them and get lost in here. Because of this, they begin the next combat encounter with disadvantage on attack and defense for the first round.
  20. The Tuldad Theater- An auditorium where the Magic College gathers for assemblies as well as performances,
    Whistle by Jarhed
    the Tuldad Theater is named after the second Grand Wizard, Tobor Tuldad, a known showman. Within this room, a group of skeletons is preparing a play. Led by the necromancer, second year Asadim Brittlebind, they are learning choreography as he conducts them. It is a memorial play for their deceased classmate, the Air Genasi named Whistle. Upon seeing the Monions, the skeletons led by Brittlebind attack the Monions in a very theatrical, choreographed way. Check his statblock for a guide to this encounter.
  21. The Mailroom- Where mail is sent and received at the Magic College, and also serves as the office of another professor. The Monions can steal and read mail. This one's on the GM. Come up with some fun mail! Go wild!
  22. Historical Room- Written accounts of the entire history of the Dragonborn from historian Workris Galkan stacked atop many desks. The Monions can't read Draconic, so they cannot understand anything that is in these accounts.
  23. Archery Room- A Wood Elven professor normally resides here, but he is out with his class. What is here instead, though, is a bow with an enchantment on it that hangs on the wall. The Monions must roll constant dex rolls until they make it out of the room, or they are shot by the magical bow.
  24. The Pit- An upside down room, the Monions enter into a small platform that has reversed gravity. Due to that, they are standing on the ceiling. If they try and step off of the platform, they will fall back down to Upper Zephys and be knocked down to 1 HP.
  25. The Graveyard- A section of the Magic College for all students who died while attending the Magic College. There is a freshly dug grave with the name Whistle on it.
  26. The Balcony- Where students can go to look out upon the city of Zephys, the sky, or the greater world outside of Zephys. The Balcony has a great view of the region around the city. Be careful not to fall!
  27. The Bathroom- Obviously, any school needs a bathroom. Take a break here if you need it!
  28. The Nook- A small section of the Great Hall where people can go to avoid magical attacks. This is also where a locked door is. This locked door can only be opened by the key gained at Fraeton's nest through rolling a 100. This allows quicker access to the Grand Wizard's office without having to go around.
  29. The Third Year Classroom- The third year classroom is a very dark area, with little lighting, as its at the middle of the College and has no windows. Nyxius Gririnn, a second year White Dragonborn with the affinity for dark magic is sitting surrounded by candles. She will not notice them, but if they wish to fight her, her statblock is listed at the bottom of the article as well.

Goof by RovaRed
Character Creation

When creating characters for this One-Shot, keep these things in mind.  
  • This is designed for 4-8 Players of 8th level.
  • The Player Characters must all be Goblins.
  • There are preset numbers they should use to fill out their stats. These numbers, called Monion Array, are 20, 5, 15, 12, 11, 14. There are ways throughout the One-Shot that these numbers can go up. There is no cap to how high they can go.
  • The Player Characters should be mages, either primarily or secondarily.
  • The mages would have one of many affinities, being Fire, Ice, Water, Wind, Earth, Lightning, Light, Dark, Ace (all affinities).
  • Each Goblin begins with 700 gold.
  • Their HP depends on the character archetype of the Goblin. Mages and bards will have 10d6+constitution, assassins will have 10d8+constitution, and warriors will have 10d10+constitution HP.
Aside from these things, Players can go wild in creating the Goblins. They can be from anywhere in Totania, with connections anywhere.   Something else to note in regards to character: Each member of the party should be assigned a number, from 1-8 (or less in smaller parties). This will not play too large a factor in much of the One-Shot, but will have sway in one of the major encounters, so please be sure to do this.

GM Notes

The Player Characters will receive an item, which contains Item Magic. These items contain the magic of Strength, Copy, Shadow, Beast, Poison, Luck, Structure, as well as a sword that, while it is believed to house Sword Magic, is actually just a normal sword. These items can be swapped in and out if you have less players than the max, however the Sword should always be included. The GM can:
  • Assign the items for a reason
  • Assign the items at random
  • Have the players roll for the items
  • Allow the players to choose their item themselves
This is dealers choice, and can allow for interesting variation and replayability.  

Fools Rules

The system used in this One-Shot is a variation on the standard rules of 5e, which we call Fools Rules. The basics of Fools Rules are as follows:
  • All rolls are done against other rolls. There is no AC or DC, but instead it is always roll vs roll.
  • Characters are created to be mages primarily, secondarily or not at all.
  • The magic that characters use (if they use magic, though for this one-shot that may be necessary at least secondarily) is not limited to predetermined spells, but instead their imagination (as well as the level of spells the GM believes the Player Character is at)
  • Battles against large groups (groups of 10 or more enemies) mean that each of the enemies has 1 HP. The Player Characters roll not to damage them, but instead to see how many enemies they take out with their attacks.
Plot type
One-Shot

Available Items

These are the items that Sliq Monion gives to the Monions. They can be given out as specified above, in any way the GM pleases. They grant a different Item Magic as described below.  

Erathis's Brick

Wondrous Item

Legendary

Athena's Brick by Max A Million

One of the Divine Items, Erathis's Brick is the item that grants Structure Magic, a type of Item Magic that allows the user to build buildings in an instant. One of the best defensive Items, it has very little capability when it comes to offense, and the user is really only able to make small constructs with it. The brick can be used to bludgeon people, and also to create structures made of wood, stone, and weak metals. The structures can be no larger than a small house, and anything larger requires multiple turns of casting.


Melora's Branch

Wondrous Item

Legendary

Papatūānuku's Branch by Max A Million

One of the Divine Items, Melora's Branch grants Beast Magic, a form of Item Magic. The user of the branch can summon small beasts that follow their orders.
Examples of small beasts that can be summoned are birds, rats, crabs, and cats.


Kord's Gloves

Wondrous Item

Legendary

Leigong's Gloves by Max A Million

One of the Divine Items, Kord's Gloves grant Strength Magic, a form of Item Magic. The simplest of all the items, these gloves grant immense, superhuman strength to the users, with a +10 to the strength stat of the wielder. It is as if the user is wielding the very strength of the Gods themselves, and can use this strength to do things like lifting, punching, kicking, and throwing opponents. Users of it are also known to be able to punch the very air itself and shoot it at enemies for some minimal range.


Lolth's Cloak

Wondrous Item

Legendary

Nyx's Cloak by Max A Million

One of the Divine Items, the Shadow Magic of Lolth's Cloak is likely the closest Item Magic comes to being a normal magic affinity. Being able to manipulate any shadows in a large radius around the user is a major facet of the cloak's Shadow Magic.   However, Shadow Magic also works in a way similar to Soul Magic. By controlling the Shadow, the user can control the person connected to the Shadow, allowing some spells that turn the Shadow Mage into a Puppet Master. Rolling Intelligence against the targets Constitution, on a successful roll the user takes control of the target for two turns.   Shadow Magic can also be used like a voodoo doll, hurting the target indirectly by making their shadow contort or stretch in ways that should not be possible for the body that houses the shadow. While it would not harm the body itself, it would harm the soul. For Lolth's shadows are extensions of the soul, not the body, which light projects onto the ground.


Avandra's Die

Wondrous Item

Legendary

Fortuna's D20 by Max A Milion

One of the Divine Items, Avandra's Die is a red d20 that grants Luck Magic, a type of Item Magic.   Luck Magic grants the user the ability to use intelligence (their casting stat) to dodge instead of dexterity. This allows luck to take hold and keep them safe.   It can be used offensively as well, as the luck of the user can cause something in the area to create an attack against their target.

1 Something catastrophic happens to the user
2-5 A mediocre lucky event that benefits the user/harms the target
6-10 A standard attack that harms the target (d8)
11-15 A stronger attack that harms the target (d10)
16-19 A very strong attack that harms the target (d12)
20 Something catastrophic happens to the target.
Intelligence must be rolled first to ensure that anything happens at all, but afterwards, this d20 can be rolled.


Zehir's Bottle

Wondrous Item

Legendary

by Max A Million

A Divine Item, Zehir's Bottle grants the user Poison Magic, a type of Item Magic that allows the user to poison targets.   The bottle changes the user's magic affinity, and for that is often called a curse rather than a blessing. It creates uncontrollable bursts of poison that deal d8 damage each turn after a target is hit with it. It takes some of the highest level healing magic to remove the poison from the system entirely, as even the Poison mage themselves cannot remove it from the target.


Sehanine's Shifting Item

Wondrous Item

Legendary

by Max A Million

One of the Divine Items, Sehanine's Shifting Item grants Copy Magic, a form of Item Magic. The Shifting Item is not one specific item, but is instead constantly changing forms. This, and the magic the item holds, is to suit the jealous Goddess that created it, always envious of what the other Gods created, yet without a unique enough idea herself to create something all her own.   Copy Magic is an item that can be considered one of the strongest, yet also one of the weakest. A copy mage is able to store and copy spells that are used near or against them, using them against foes even if the spell is not of their affinity. They can even copy other Item Magic.
However, they can only store four spells at once. Beyond that, they must replace one of their already stored spells with a new spell.


 

The Semi-Available Item

This item itself is not actually available, however Sliq Monion gives out a sword which he (and likely the Monion he gives it to) would believe is this item. Instead, it is a normal sword. This is the only mandatory item that must be given out, all other items can be chosen from (unless there is a full party of 8).

Bane's Sword

Wondrous Item

Legendary

Tohil's Sword by Max A Million

One of the Divine Items, Bane's Sword grants Sword Magic, a form of Item Magic that creates swords out of mana. The form of the swords, as well as Bane's Sword itself, varies with the user.   A more vain user is known to create gaudier swords with more flashiness and less power, while a more practical user creates more blades or swords designed for combat rather than visual flair. There are also instances of Sword Mages that created invisible or magical swords, rather than physical ones. It depends entirely on the user, and no two Sword Magics are the same. The only similarity is the incredible damage it does, with multiple damage dies that can be done through sword bombardments, with d10-d20 damage on attacks depending on the scale of the spell.


 

Unavailable Items

These two items are not available for players at the start, but are instead held by Sliq Monion and Crordoth Narakas respectively. After the boss fights for either, these Items become available. However, only a Monion who has not already taken an item (aka the Monion with the Sword) can wield these items.

Corellon's Brush

Wondrous Item

Legendary

Mayowa's Brush by Max A Million

One of the Divine Items, Corellon's Brush grants the Item Magic of Art Magic. Art Magic can create anything as befits the skill level of the artist. Whatever they can paint can be made, however the power of the creations varies.   It can even create life, however the life it creates, unless based on something or someone that already exists, is quite weak, and can be defeated in a couple hits. It can also create any type of magic and inanimate object. The limit is the user's imagination and artistic skill!


Tiamat's Brain

Wondrous Item

Legendary

by Max A Million

One of the Divine Items, Tiamat's Brain grants the user a form of Item Magic known as Mind Magic.   Mind Magic allows the user to manipulate the brains of the target in many ways. One is through illusions, which it can cause the target brains to see. These illusions can be harmful or, tied into the next thing Mind Magic can do, can cause harm.
Because Mind Magic can make the brain believe something is happening. Most notably, it can make the brain believe the body is taking damage, thusly making the brain injure the body by tricking it into thinking the body has already been damaged. This ability has been called False Harm, and has been utilized in different ways, be it auditory, visually, or even through dreams/nightmares. It is limited not by what the magic itself can do, but by what the user can imagine themselves doing to the target.   The final thing Mind Magic can do is controlling the minds of its targets. It can only control three targets at once, and those targets roll wisdom saves to resist when the spell is first cast as well as each turn after to break free of the control. Once a target is controlled once in a battle, they cannot be controlled again.



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The Class of 500 by Jarhed

They go through the hallways with relative ease. That is, unless they come across Falrash Vortrin.

Falrash Vortrin

Medium Dragonborn , Chaotic Good

Armor Class
Hit Points 60
Speed

STR

20 +5

DEX

13 +1

CON

14 +2

INT

10 +0

WIS

6 -2

CHA

4 -3

by Jarhed
Languages Common, Draconic

Description

A Red Dragonborn Professor who roams the Magic College, Falrash believes himself to be a guard of the ideals of Dragonborn. He follows the Grand Wizard's law, and will fight anyone that he sees challenging that.

Actions

Falrash Vortrin is a fire mage. He can do various fire spells, not limited to what is listed here. He also has a glaive, which does d10 damage.  

  • Flamethrow- Creates a flame in his hand and does a tossing motion at his target to make them believe he is trying to toss a ball of fire, but instead what he does is shoot a torrent of fire, making it more difficult to dodge. Due to this, and the cramped hallways, dex cannot be rolled against this. Only constitution. 1d8 damage.
  • Red Hot- This spell heats up his skin, making anyone that touches him take 1d10 damage. He will also use this to ram into people, dealing 1d10 fire damage alongside any damage taken from the hit.
  • Hot Tamale- Anyone stabbed with his glaive has to roll constitution once he actives this spell, as their insides begin to light on fire from this attack.


Falrash Vortrin is one of the professors, who is roaming the hallways. He is headed towards the Pit (Number 24) and starts at the Bathroom (Number 27). The Players always know where Falrash is, and can either attempt to avoid him or go to fight him. The GM can have him move on any path, as aimlessly or as set on his destination, as they please.

The Grand Wizard

The end of the Magic College is the Arena (Number 2). This is the culmination of all of their journey thus far, where the Grand Wizard, Crordoth Narakas, is standing and waiting for them.   He had heard in the minds of the people below that Goblins had arrived, and he knew of Sliq Monion. He knew that Sliq Monion would be sending the Monions one day to get him, and had been preparing to take them on.   He will challenge the Monions to fight him if they believe they can take down a Grand Wizard. There is no way to talk out of this: The only way to get the brain is by killing Crordoth Narakas.

Crordoth Narakas

Medium Dragonborn Grand Wizard, Neutral

Armor Class
Hit Points 150
Speed

STR

16 +3

DEX

17 +3

CON

11 +0

INT

18 +4

WIS

8 -1

CHA

10 +0

Crordoth Narakas by Jarhed
Languages Common, Draconic

Description

The 60th Grand Wizard, Crordoth Narakas finds himself at the center of the Grand Wizard Struggle, and for that is not up to the standard that other Grand Wizards are at.   While he is an Item Mage, with Mind Magic, he is unable to produce crazy spells or manipulate the mind to a grand scale. Crordoth is someone who sees himself not as an incredible mage, but as a roadblock to prevent others from surpassing him. He is content with his lack of power if he can ensure that there is no one stronger than him.

Using his Intelligence score to cast, Crordoth uses Mind Magic. Based off of his personality and ideals, his Mind Magic is not an attack necessarily, but a roadblock. His spells are stun attacks, as well as attacks that can do things like cause disadvantage. He does not have a spell he uses to cause harm, instead preferring his spear.

Actions

Some examples of spells Crordoth would be able to use are:

  • Mental Block- He causes the target to temporarily forget how to use their magic, causing disadvantage on attack rolls that require magic.
  • Pavlovian Power- Can only be used once in combat, but each turn the target who was hit with it does less and less damage to the user, as each time they try and attack, Crordoth creates a ringing noise in their heads that makes their mind dislike the action of attacking him. If they were doing d10 damage, the next turn it would be d8, then d6, d4, and finally, if combat lasts long enough, they would be unable to do damage to him.
  • In the Headlights- Crordoth makes the target's brain unable to send messages to the legs, and therefore the target is unable to move their legs. If they are capable of ranged attacks, they can still attack on the next turn. Otherwise, they cannot move.

Legendary Actions

Crordoth can use a few legendary actions with his magic. They are as follows:

  • Id Control- Causes the target to go on a rampage, attacking anyone. They roll a d8 to see who they target in their next attack, each representing one of their party members. The number that would normally represent them is the one that represents Crordoth.
  • Ego Manipulation- The target does not see the real place around them, but instead sees themselves in an an environment of Crordoth's choosing. Examples of environments are: Underwater, in a land made of candy, in Hell, and in Heaven.
  • Superego Shift- He makes the target believe it is morally wrong to hurt him. Their turn is skipped this round as they think about what they've done.

This fight should not be incredibly difficult, however if the Monions are struggling, then the student Nyxius Gririnn will step in. She was never a fan of Crordoth, and wanted an opportunity to take him out and take his title as her own.   After killing Crordoth, the pink brain he carries with him loses all of its color and turns wood brown again. Nyxius will allow the Monions to take it as long as they leave immediately afterwards. She escorts them out safely, and they make their way back to Sliq Monion.  

Mind Magic

The Monion that had the sword will, if they are allowed to touch the Brain, gain Mind Magic. To learn more about this, please check the sidebar.  

Back to Votarra

The Monions have a relatively simple journey back to Votarra Den. Hugg will lead them through Dwarven Territory this time.  
Meff Krax by genuinetrickster
Then, they will make their way back to Votarra Den. When they return, they find it is different from the way it was before. Now, all of the Goblins that were within the cave have been turned into Monions, drawings of Sliq Monion. And they are all ready to fight our group of Monions. A GM can decide to skip this fact if time is running short. We are now approaching the final boss, so if they wish to keep the Goblins in Votarra Den peaceful and simply go to Sliq, that is a possibility.   However, GMs that decide not to skip this are given a grand fight, where the Monions are up against a group of 100 Goblins! They attack in droves, attacking all the Monions on their turn, but they all attack on one turn. Unlike these new drawings, the Player Character Monions fight individually and deal damage to d10 enemies per attack.
  For a more in-depth look at large scale group combat, look to the GM Notes on Fools Rules or check Fools Rules.    

Sliq Monion

Making their way back through the Art Hall will reveal that all of the canvases that once hung on Sliq's walls are now blank. He had created all of these drawings in the cave before this and kept them waiting for the Monions to return.   The corpse room now has more corpses in it. All of the Goblins that had once lived in this cave are now dead in the piles of corpses as well. Only one young boy is left there, hiding under the bodies. When he sees the Monions, he runs to them asking for help.   This is a young goblinoid boy named Rharked. He asks the Monions to stop Sliq Monion before he hurts anyone else.   Sliq Monion is, as always, sitting on his throne. Looking at him now, after seeing all of the corpses in the room he created, he looks even more disgusting than before.
Klapp by Jarhed
  There are a few ways this encounter can be handled. Before we get into those divergences, let us begin with the conversation that Sliq will have with the Monions. (If the Monions immediately attack him, he'll skip this conversation and carry the sentiments into the fight instead).
This conversation begins with Sliq asking for the brain back. If the Monion with the sword has already touched it and gained its powers, even giving it back to him will not mean anything.   If they have used the brain, Sliq will be angry with them. If they have not used the brain, he will speak calmly to them, but the sentiment is the same. He was always planning to kill them after they got the item for him. They are not the first Monions, he has sent a party of Monions out to gain every item for him. This makes them the 10th group of Monions.
He then explains that the way he would always finish them off is with his own versions of them, and he creates duplicates of the Monions to assist him in battle. They are the Monions without their items, which gives a slight advantage to the Player Characters, though the fake Monions have Sliq Monion to aid them as well. The Fake Monions have half of their real counterparts' HP. Sliq will not directly attack them. To see what he does, check the statblock below:

Sliq Monion

Large Goblin , Chaotic Evil

Armor Class
Hit Points 150
Speed

STR

18 +4

DEX

4 -3

CON

20 +5

INT

20 +5

WIS

8 -1

CHA

15 +2

Sliq Monion by Yumedatchi

Description

The Goblin Lord, and famed bad artist, Sliq Monion is a terrifying foe that commands a legion of terrible drawings.

Actions

Sliq Monion creates terrible pieces of art to fight for him. Unless his opponents are right within reach of his grubby little arms, he will not attack them himself.
Instead, he makes art such as:

  • Dive Bomber- A poorly drawn bird that will swoop down from the sky and try and claw at the heads of opponents. It dies upon impact, but deals d8 damage.
  • SkeleBones- A skeleton that will not attack, but will try and jump in the way of attacks aimed at Sliq. It dies in one hit.
  • Mini Sliqs- He can create small versions of himself. They have the same stats as him, but only have 6 HP.
  • Spikes with Faces- As the name suggests, he makes spikes with faces that can move slowly towards their targets.
  • Kangaroo with Boxing Gloves- Self explanatory again with what it is. This has a +4 to strength, and all other stats are a 10. It will go and try and punch the Player Characters. It has 12 HP. He can only create this once.

  Suggested strategies: The Monions do not need to take care of the Fake Monions. They should be dealt with, but they are not the one that needs to be defeated. They will go away when Sliq dies. Sliq is much more of a threat, but melee attackers should stay away from Sliq so he doesn't attack them with his immense strength. Keep ranged fighters on Sliq, and melee fighters fighting the Fake Monions.    

The End

There are two ways this fight can end. Either Sliq kills the Monions, or the Monions kill Sliq.  
If Sliq wins, he will laugh as he gathers up the items of each of the Monions, placing them back down in the corpse room and preparing a new plan. There were more items out there for him to take, and many more Goblins for him to exploit. And if none showed up... he remembered how to draw the many Monions that he had sent out in the past. The world would tremble before Sliq Monion and his army of Item Mages.  
If the Monions win, Sliq Monion drops dead, flopping off of his throne. Finally, this blight on the world has been vanquished, and peace can once again return to Totania.   But the user of art magic is dead. The Monions, despite being the ones who killed him, are still his creations. And now that he's gone, they begin fading away, one by one. Disappearing, leaving Totania behind. That is, until someone picks up the paintbrush. It is hard to tell who it is, as all that is left is a poorly drawn arm, barely able to reach it. But this arm draws itself a body. It is Hugg. He is smiling, as usual, and he draws up the Monions again.   Hugg did not want them to die. He had grown attached, no matter how they treated him, or whether they brought him along or not. To see them fight against Sliq like that was something he didn't think was possible before. So he would live his life now, longer than he thought he'd get to live, so that he could keep them alive.   If they gained all of the jewels, they find a spot in Sliq Monion's throne where they all fit. Once the jewels are put in the throne, magical flashing lights appear on the ceiling. The jewels power up a magical device that Sliq stole, called a Disquo Ball. Hugg begins dancing, beginning a dance party among the Monions.  
And with that, the Monions have completed their mission. There is no fanfare. The only one who had any praise for them was the late Sliq Monion. The world would scorn them for what they did, call them villains or monsters. But ultimately, the Monions had saved the world from two despots. The 60th Grand Wizard and Sliq Monion were defeated thanks to these Monions. While they would one day fade away again, their impact on the world, for good and for bad, would remain. They may have been just drawings, but they made a mark on Totania.
The Monions United by Max a Million, RovaRed, RationallyUpset, Jarhed, genuinetrickster, DragonboiNalrik, Yumedatchi, andreaspsillos4, AnthraxSurprise

Statblocks

Some miscellaneous statblocks for the One-Shot. For organization purposes, they will be separated further into the areas where these statblocks would be found.  

Elven Forest

  The Elven Forest contains some notable encounters in it. Of them, these are the only two that require statblocks. It is highly suggested not to engage Fraeton the Usurper in a fight!

Fraeton the Usurper CR: 22

Huge dragon, neutral evil
Armor Class:
Hit Points: 400
Speed:

STR

25 +7

DEX

15 +2

CON

20 +5

INT

28 +9

WIS

16 +3

CHA

18 +4

Condition Immunities: Poison, Charm, Fright
Languages: Common, Draconic, Elvish
Fraeton the Usurper is the Green Dragon Lord that resides in the Elven Forest. One of the strongest creatures on the planet, to face him is to face death itself.   Fraeton has a nest in the Elven Forest, where he sits and plots to mess with Elven politics. He has proxies in the form of Elven spies, which he sends out to do his dirty work. This makes him not only formidable with his own power, but also one of two Dragonborn to have a faction that backs him (the other being the Purple Dragon Lord, Jarrur Lord of the Dark).

Welf CR: 5

Medium , any
Armor Class:
Hit Points: 30
Speed:

STR

17 +3

DEX

18 +4

CON

10 +0

INT

5 -3

WIS

8 -1

CHA

12 +1

Welf by Jarhed

Actions

The Welf can attack with three moves.

  • Bite- Can nip at its target with either its forward mouth or the mouth disguised as a saddle. Does d10 damage.
  • Pounce- Can leap at its target. Does d8 damage.
  • Beam- From its front mouth, it can shoot out a beam of blue energy created from its food. Does d12 damage, but can only be done when charged.
The Welf has one final move, not an attack, but something that can shift combat.
  • Teleport- The Welf uses its stored energy to instead move itself on the battlefield to somewhere else in sight.

Welfs are wolves from the Elven Forest. They have two mouths, one on their face, and one on their back. They evolved to disguise this secondary mouth as a saddle, and will eat anyone that sits on their backs. 
Their front mouth does not lead to their digestive tract, but instead to an energy source in their body. This energy source is charged by food, and when it has consumed enough, it can shoot out a beam of energy.
This energy can also be used to teleport the Welf from one location to another.
 

The Magic College

The only ones present at the Magic College when the Monions arrive are two professors, the Grand Wizard, and the Class of 500, the current second years at the Magic College.  

The Third Year Classroom

This room only has one person in it: Nyxius Grirrin. She isn't going to notice the Monions unless they provoke her. She is just sitting there. She will also join the Grand Wizard fight if the Monions are struggling.

Nyxius Grirrin

Medium Dragonborn Magic College Student, Chaotic Neutral

Armor Class
Hit Points 60
Speed

STR

14 +2

DEX

8 -1

CON

12 +1

INT

16 +3

WIS

18 +4

CHA

10 +0

Nyxius Gririnn by Jarhed
Languages Common, Draconic

Description

A Goth Dragonborn girl, Nyxius Grirrin enjoys sitting alone and meditating surrounded by candles.  

Magic Affinity

Nyxius Grirrin has dark magic.

Actions

Nyxius Grirrin attacks with all sorts of dark magic spells, not limited to what is seen here. Her spells include:  

  • Dark Umbrella- She creates an umbrella of dark magic. She can use this to attack, but can also spread it out to absorb attacks. Dark Magic absorbs all magical attacks except for light magic and physical magic creations like rocks from earth magic or buildings from structure magic. This umbrella deals d8 damage per hit if used as a weapon.
  • Face of Death- She creates a terrifying face in her hand made of dark magic. Looking at this face can terrify opponents, and they must roll wisdom saving throws to not take psychological damage from it. It does d10 damage.
  • Cloak of the Night- Creates a cloak of dark magic to surround herself. This can allow her to absorb magical attacks used against her, rolling intelligence instead of dexterity or constitution.
  • Necronomicon- Creates a book of darkness, with which she can utter phrases that create dark magic inside of her targets. It does this by turning their natural mana into dark magic. It does d8 damage.

 

The Tuldad Theater

The Tuldad Theater is filled with 60 skeletons, which have 10s for all their stats. These skeletons are commanded by Asadim Brittlebind, a Lich. He cannot be killed, but he can be defeated.
He commands the skeletons in choreographed moves. All of them attack the Player Characters at once on a separate turn from Asadim himself, requiring dex rolls from the Players to avoid the incredible dance sequence.

Asadim Brittlebind

Medium Lich Magic College Student, Neutral Evil

Armor Class
Hit Points 40
Speed

STR

10 +0

DEX

18 +4

CON

7 -2

INT

19 +4

WIS

10 +0

CHA

17 +3

Asadim Brittlebind by Jarhed
Languages Common, Infernal

Description

Once a human, Asadim Brittlebind loved theatrics. He gained powerful magic, and managed to keep himself alive even after his death during his first year at the Magic College. His classmate, Whistle, was not so lucky, so he began spending his time making the perfect memorial for him in the form of a theatrical performance.   He is both a necromancer and a user of the item magic Sword Magic.

Actions

Asadim has necromancy powers as well as Sword Magic. These are some of the things he is able to do.

  • Sword Swarm- Shoot out a large blast of swords at his opponents. This can target 2 people at once, and will deal 2d8 damage.
  • Skeleton Song- He plays a song, and the skeletons get stronger. They gain a +2 to every stat. This can only be used twice in a single combat instance.
  • Sabre Slash- A giant sword appears in the air, and slashes at the entire group of enemies. It deals d12 damage, but there is advantage on dex rolls to dodge it.
  • Sarcophagus Scene- Hides himself within a sarcophagus. This makes him impossible to hit, and the sarcophagus must be dealt with first. It has 10 HP. While he is inside of this sarcophagus, the skeletons take on a much more defensive pattern, not attacking anyone if they stay away from the sarcophagus. While he is within the sarcophagus, he heals d6 HP per turn.
  • Short Sword- He summons a very tiny blade, almost like a butter knife. With it, he is much faster, and gains a +2 towards dexterity while attacking with it. He uses this to do very flashy moves with the sword, though it only does d6 damage.
  • Song Stage- If he is at a disadvantage, and is not standing with his skeletons, he sings an aria, which causes the skeletons to begin shaking. Then, the skeletons begin sprouting blades from their bones. The Players now have disadvantage in dex rolls to dodge the skeletons dance moves.

 

Courtyard

In the Courtyard are students getting ready to fight in a tournament for fun. They will get the Monions in on it, and each will be paired with a Monion. Monions that aren't paired (if there are more Monions than students) will have to fight each other.   These students are all second years. These are them. Pair them as you see fit.

Roaster

Medium Kenku Magic College Student, Chaotic Neutral

Armor Class
Hit Points 30
Speed

STR

11 +0

DEX

10 +0

CON

8 -1

INT

12 +1

WIS

17 +3

CHA

20 +5

Roaster by Jarhed
Languages Common, Kenku

Description

A Kenku with the stand "World on Fire." He really wants to see things burn, but he doesn't want to do that with raw power. He wants to create a chain of restaurants around the world, and getting people addicted to his food.  

Magic Affinity

Roaster has fire magic.

Actions

Roaster uses fire magic. He makes giant flames that are easy to dodge, but hurt when they actually hit. He also has a stand, which is described below as well.

  • Kenku Fried Chicken- Roaster creates a giant flame below the feet of his opponent. He attempts to fry them with the flame. If this hits, it deals 2d10 damage, but he won't use it for another 3 turns after it hits.
  • Kenku Chicken Bucket- He burns the area around a target, destroying the ground and trapping them in an area. Only after he does this, can he use his next move.
  • 8-12 Piece- He can build up an attack within the bucket, creating a fire within the entire thing. If he does the attack immediately, it will deal d8 damage. The next turn, it's d10, then after that it's d12.
  • World on Fire- This is Roaster's stand. With it, he can put out any flames instantly. He will do this the turn after any large flame attack he does lands, which uses up that turn.

Elkos

Medium Drow Magic College Student, Chaotic Neutral

Armor Class
Hit Points 30
Speed

STR

8 -1

DEX

20 +5

CON

8 -1

INT

15 +2

WIS

8 -1

CHA

12 +1

Elkos by Jarhed
Languages Common, Elvish

Description

Elkos is a thief. He knows little magic, and normally just fights with his daggers. He takes any opportunity he can to steal from anyone he meets, and takes fight challenges so he can loot his enemies once he kills them.  

Magic Affinity

Elkos is an earth mage.

Actions

Elkos knows a few earth spells. They are not much.

  • Burrow- Elkos digs underground. This move cannot be countered. He will then, on the next turn, pop up behind his target. They have to roll perception while he rolls stealth. If he succeeds, he adds a stealth bonus to his attack, and deals extra damage.
  • Avalanche- Boulders fall from the sky. There are 4 of them, and each deals d8 damage. They must all be dodged.
  • Earthquake- Shakes the ground under his opponent, offsetting them if they roll bad on dex. It does no damage, but will give a -2 to all rolls for his opponent for the rest of the encounter. Can only be used once.
  • Dual Dagger- He can use two daggers to attack. They deal d6 damage each.

Zefsica

Small Halfling Magic College Student, Lawful Neutral

Armor Class
Hit Points 30
Speed

STR

10 +0

DEX

17 +3

CON

8 -1

INT

19 +4

WIS

16 +3

CHA

14 +2

Zefsica by Jarhed
Languages Common

Description

Zefsica is a Halfling with a very vulgar mouth. She often lashes out at those around her, but rarely likes to back up those words. She has a sister at home who she wants to get back to, so if any fight she gets involved in looks like it's going south (aka if she gets below 10 HP) she will give up.  

Magic Affinity

Zefsica is a fire mage.

Actions

Zefsica uses fire magic to attack, using small attacks in rapid succession rather than large scale attacks. Due to her speed, she is often able to get off two attacks in one turn.

  • Flame Shot- A small fireball that targets a specific body part with its flames. It deals d4 damage, but can be used for both attacks in one turn.
  • Backburn- Creates a small flame on the targets back. If they fail a constitution roll, it will not go out until combat ends. It deals d6 damage per turn.
  • Head and Shoulders- Creates a small fire on the head and on both shoulders of the target that starts to burn them if they fail a constitution roll. This attack deals 3d4 damage, but no other attack can be done that turn if it is used.
  • Kabloom- Creates a small flower made of fire, which she tosses at her enemies while giving the middle finger with her other hand. If it hits, it does d12 damage. Can only be used once in the fight.
  • Lit As Fire (AF)- Turns her staff into fire, smacking people with it now deals d10 damage rather than the standard d8 her staff would normally deal.
  • Staff- A standard hit with the staff would deal d8 damage.

Balrus

Small Dwarf Magic College Student, Chaotic Good

Armor Class
Hit Points 30
Speed

STR

10 +0

DEX

15 +2

CON

7 -2

INT

17 +3

WIS

22 +6

CHA

15 +2

Balrus by Jarhed
Languages Common, Dwarvish

Description

Balrus is a Dwarven adventurer who, after a long life, decided to finally study magic at the Magic College. He has little care for what happens to himself, and seeks to return to the glory days. For this, he often asks to test his might against others.  

Magic Affinity

Balrus uses dark magic. He is not the most proficient mage, knowing very few real spells, and instead just pelting his opponents with magic.

Actions

Balrus uses basic spells of dark magic. They are not anything too fancy, but they get the job done. He is also not very creative when naming his attacks, a contrast to the other dark mage of the class, Nyxius Grirrin.  

  • Black Bullet- Shoots out a small, concentrated blast of dark energy at his opponent. It is very fast, with disadvantage on dex against it. It only deals d6 damage.
  • Crit Hit- He coats his club in dark magic, and hits people with it. This does nothing to damage, being the same d8 as any normal attack, but it has a higher chance to land a critical hit. A 17 or higher will grant a critical hit, which deals double damage.
  • Dark Wall- He makes a wall to protect himself. Any hit will destroy the wall, magical or otherwise.

Josatra

Medium High Elf Magic College Student, Lawful Good

Armor Class
Hit Points 45
Speed

STR

17 +3

DEX

20 +5

CON

16 +3

INT

10 +0

WIS

8 -1

CHA

6 -2

Josatra by Jarhed
Languages Common, Elvish

Description

Josatra is a trained fighter for the Elven Guard. She has learned many combat styles, and prefers using them over magic. She was sent to the Magic College to improve her magic, but she has no desire to do so.  

Magic Affinity

Josatra is a light mage, but she rarely uses any attack spells.

Actions

Josatra does not use her magic to attack, unless she absolutely has to. Instead, she uses support spells.

  • Glaive- Josatra will attack with her glaive mostly. This deals d10 damage, and she can use many fancy techniques with it. The glaive is a traditional Elven weapon.
  • Need for Light Speed- Coats her legs in light magic. This boosts her speed, giving her an extra +2 to dex.
  • Light Armor- Coats her body in light, giving her a +2 to constitution.
  • Bright Lights, Big Hit-y- Coats her fists/glaive in light. This turns the damage dice up, turning the glaive into a d12, and her fists from d6s to d8s.
  • Not Very Bright- Drains her intelligence, knocking it down 4 points for the rest of combat, in favor of buffing up her strength. She gains a +4 to strength, but is now a mindless fighting machine until she is knocked out.
  • Light-ning- Her only offensive move when it comes to magic, she creates what look like lightning bolts. But upon closer inspection, they are light bolts. They are very fast, but don't deal much damage. They deal d4 damage, but have advantage on hitting.

After these fights (provided they do not kill him), the Monions can be healed by Balrus. he will heal them back to full HP.  

Bandroom

This is not a combat encounter, so no spells will be listed for Sylvirlouc. His magic affinity will be there in case they attack him, but his encounter should just be dueling performance checks.

Sylvirlouc Zamrarano

Medium Tabaxi Magic College Student, Neutral

Armor Class
Hit Points 30
Speed

STR

10 +0

DEX

17 +3

CON

6 -2

INT

12 +1

WIS

15 +2

CHA

22 +6

Sylvirlouc Zamrarano by Jarhed
Languages All

Description

Sylvirlouc Zamrarano is a Tabaxi bard that wishes to spread his name out in the world. He learned every language, as he intends to learn about every culture so he can make a song that fits each culture in the world. He likes to test his skills out against others.  

Magic Affinity

Sylvirlouc has wind magic.

 

The First Year Classroom

This is the room of Debauchery. Pay close attention to the ability listed as Western Front. This is a unique mechanic that makes this fight interesting and potentially very difficult.

Debauchery

Medium Devil Magic College Student, Chaotic Neutral

Armor Class
Hit Points 60
Speed

STR

15 +2

DEX

10 +0

CON

20 +5

INT

16 +3

WIS

7 -2

CHA

18 +4

Debauchery by Jarhed
Languages Common, Infernal, Orcish

Description

Debauchery is a Devil that loves to party. He drinks constantly, and insists everyone around him drink. He doesn't like people to bother him when he's drinking.  

Magic Affinity

Debauchery has ice magic.

Actions

Debauchery is an ice mage, and also has an Area Devil ability. This ability is listed first below, and it contributes to a major mechanic in this fight.

  • Western Front- Debauchery has the Area Devil ability Western Front. This ability halts all communication around him, making it so anyone with him while it is activated does not perceive of anyone but themselves and Debauchery. This makes group fights difficult, as since the group cannot coordinate their attacks, they all attack at once, and then he attacks. They cannot do team-up attacks, but just singular attacks against him. Anyone that gets within melee range of him must roll dexterity to see if they are hit by their teammates attack instead. This is activated at the beginning of combat, and only ends when the fight does.
  • On the Rocks- Surrounds his opponent with ice cubes, which deal 4d4 damage.
  • Tray of Ice- Creates ice that walls off all of his opponents, making them stuck in place. He will only do this if people are near him, so they can get hit with attacks.
  • Frozen Bottle- He coats his bottles of alcohol in his ice magic, freezing them solid, and then hits people with them. These deal d8 damage.
  • Bottle- Hits people with his unfrozen bottles. Deal d6 damage.
  • Breathalyzer- Breathes in the air, freezing the air in front of him into a blade of ice, which he then spits out at enemies. Deals d6 damage.
  • Ice House- Spills his alcohol on the ground. If someone steps in it, he freezes it. This gets them stuck for 1 turn and does d8 damage.

 

The Artificial Forest

In this forest is Urimoira, who wants to be friends with the Monions, but does not want to admit it, so she will attack them.

Urimoira

Medium Wood Elf Magic College Student, Neutral Good

Armor Class
Hit Points 45
Speed

STR

15 +2

DEX

20 +5

CON

8 -1

INT

10 +0

WIS

17 +3

CHA

7 -2

Urimoira by Jarhed
Languages Common, Elvish

Description

A Wood Elf woman who dislikes using magic because she is not very bright. She prefers to use her bow, and finds magic to be a waste of time. At least, that's what she says. She actually wants to improve so people can like her. She is a typical "tsundere." She will actually really want to be friends with the Monions, but attacks them initially because she doesn't want to admit it.  

Magic Affinity

Urimoira has earth magic, which she specifically uses to control plants.

Actions

Urimoira uses earth magic, but mostly just uses her bow.

  • Arrow Attack- Shoots her bow at her target. It does d8 damage.
  • Branching Arrow- Shoots an arrow, and controls the wood to make it branch out and stab targets around it. Will be shot between multiple targets, dealing d8 to both if it hits.
  • Stemine Invasion- Can grow a plant out of the ground. This plant is a Stemine. She rolls a d10 when doing it. If she rolls a 1-3, it does not have petals. If it is a 4-7, it is a deactivated Stemine. If it is an 8-10, it is an active Stemine.
  • Peace not War- Makes an arrow that hits the ground in front of her target. Once it lands, it turns into a flower, which she uses to offer peace.
  • War not Peace- If her offer for peace is denied, the flower will turn gigantic and carnivorous, and begin trying to eat her targets.

 

The Second Year Classroom

This is the room with the toughest encounter. Be very wary of this, and be sure the Player Character are ready. These three will not kill the Monions, but there are very low odds that the Monions win this fight Check the table below Melthrum to see the way Melthrum's Scale of Hardness attack works.

Melthrum

Small Dwarf Magic College Student, Chaotic Good

Armor Class
Hit Points 60
Speed

STR

20 +5

DEX

19 +4

CON

16 +3

INT

18 +4

WIS

15 +2

CHA

10 +0

Melthrum by Jarhed
Languages Common, Draconic, Dwarvish

Description

Melthrum is a Dwarven student at the Magic College who is 100 years old, quite young for a Dwarf. He aspires to become the General of the Orange Phoenix squad of the Dwarven army. He feels that there is nothing he should not do to prove himself a capable soldier, unless it is itself a crime. He is often held back by the closest thing he has to friends, Salasar Feaphed and Fepar Tilrak. They often calm him down with rocks, as he is a fan of geology.
His reaction to the Monions is that he wants to defeat them. He does not want to kill them, but instead wants to send a message that he was able to beat such strong Goblins. He hopes it would get him noticed by the Dwarven higher-ups.

Actions

Melthrum can attack with earth magic, using all types of rocks and minerals to pelt enemies with. He is also prone to punching his opponents. Some of his moves are as follows.  

  • Melthrum's Scale of Hardness- Melthrum can create minerals of all sorts to hit his opponents. He has, in his study of rocks, created a scale of what he believes to be the hardness of a mineral. Once he attacks, he then rolls a d10 to determine which mineral he creates. Check the table below to see the range of this attack, and what damage die are used for the attack.
  • Rock Gauntlets- Creates rocks that surround his arms. He then punches with them, dealing d10s per hit. He can hit with both hands on one attack, but it requires a roll for both attacks at once.
  • Marble Statue- Coats himself in marble. This raises his constitution by +2, but for the turn immediately after using it, he is immobile and cannot attack.

Fepar Tilrak

Medium Dragonborn Magic College Student, Lawful Good

Armor Class
Hit Points 70
Speed

STR

10 +0

DEX

14 +2

CON

12 +1

INT

18 +4

WIS

13 +1

CHA

11 +0

Damage Resistances Lightning
Young Fepar Tilrak by Jarhed
Languages Common, Draconic, Dwarvish

Description

A second year at the Magic College, he is believed to be the next candidate for becoming the Chief of the village of Bortan.  

Magic Affinity

Fepar wields lightning magic.

Actions

Fepar can use all sorts of lightning spells. As with all mages, what he can do is not limited to the spells listed here. These are examples of lightning spells he can do, and GMs are free to go crazy with it.  

  • Negative Charge- A large blast of lightning shot out from his sword (or his hand, if he does not have his sword). The farther he is from his target, the more powerful the attack. It does d6 damage up close, d8 from a medium distance, and from a large distance, it does d10 damage.
  • Positive Charge- A giant blast of lightning that requires a large space between itself and its target to work. It cannot be done if there is not enough room between it and the target. When it lands, it heals allies for d12 HP, and deals d12 damage to foes.
  • Charged Blade- Covers his sword in lightning and strikes with it. When hit with this blade, rather than the base 1d8 damage, it will deal 2d8, or if given another turn to charge his blade, 3d8.

Salasar Feaphed

Medium Dragonborn Magic College Student, Neutral Good

Armor Class
Hit Points 200
Speed

STR

15 +2

DEX

18 +4

CON

18 +4

INT

26 +8

WIS

20 +5

CHA

19 +4

Salasar Feaphed by Jarhed
Languages All

Description

A student at the Magic College, Salasar Feaphed has spent his entire life (which he has magically extended, being 100 at the current point in time) studying every piece of knowledge he can get his hands on. He has a near unlimited knowledge of magic, language, culture.
Due to this, there will be no specific spells listed here for him. This encounter is meant to test the limits of the imagination and provide an incredibly large challenge to the players, but also for the GM.
He will also not be fighting with the intention to kill any of the Monions, so there is no need to worry there. He will heal them after the fight. If he is brought to half health, or if both of his allies are defeated, he will give up.  

Magic Affinity

Salasar Feaphed is an ace. This means that he can use every type of magic: Fire, water, earth, ice, air, lightning, light, and dark.  

Salasar Feaphed will heal them to full HP once the fight is over, no matter the outcome of the fight. He holds no grudge against them, merely wanting to test their strength to see if they were able to kill the Grand Wizard. Then, he will send them on their way.

Articles under Monion's Item Extravaganza



Cover image: Sliq Monion by Yumedatchi

Comments

Author's Notes

Credit for the designs of the Monions goes to the original players of this One-Shot. Each has credit below the image.
For the pixel art, credit goes to another one of my players, World Anvil username Max A Million.
For all the Hero Forge creations, credit goes to the author of this article, Jarhed.
And for the lovely image of Lord Sliq Monion that serves as our cover, credit goes to Yumedatchi!


Please Login in order to comment!
30 Apr, 2021 14:06

The detail on each of the characters is quite astounding. Well done! Love some of the art in this, it's great.

I'd love to see your own opinions on my main world, Xardia, and it's Free D&D 5e Module!
5 May, 2021 02:21

Thank you! I always try to make all of the characters the players interact with feel unique, like they are real parts of this world, which normally means I go a bit too in depth with all of them.

Come and take a look around my world, Totania!
5 May, 2021 15:36

Not a bad thing by any means!

I'd love to see your own opinions on my main world, Xardia, and it's Free D&D 5e Module!