Monion's Item Extravaganza
Lord Sliq's Fantastical Heist
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!
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
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:
- 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.
- 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.
- 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.
- 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.
- 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.
- Sliq Monion's Throne- The Throne Room of Sliq Monion, this is where the avaricious artist lives.
- 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.
- 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.
- 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.
- 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.
- 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 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. 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. 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.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.
- Fraeton's Nest- The Nest of the Green Dragon Lord that lives within the forest.
- 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 |
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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. |
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.
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.
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. 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:
- 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.
- 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.
- 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.)
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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."
- 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.
- 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.
- 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.
- 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.
- 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.
- The Tuldad Theater- An auditorium where the Magic College gathers for assemblies as well as performances, 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.
- 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!
- 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.
- 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.
- 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.
- 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.
- 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!
- The Bathroom- Obviously, any school needs a bathroom. Take a break here if you need it!
- 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.
- 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.
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.
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
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.
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
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
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
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
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
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. |
Zehir's Bottle
Wondrous Item
Legendary
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
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
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
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
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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EMBlevins
The detail on each of the characters is quite astounding. Well done! Love some of the art in this, it's great.
Jared
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.
EMBlevins
Not a bad thing by any means!