Remove these ads. Join the Worldbuilders Guild

8. Seluna Isles

517 0 0

1. Dwarven Farmers who have lost their daughter in the swamp. A search party is out searching about but start falling victim to the dangers of the swamp: 

  • Reimwolda Broadbraids
  • Rubobera Barbedgut
  • Elanor Dudley

2. A lesser devil has been capturing girls to take a brides but the evilness of the act corrupts them and kills them - though he gets to claim their souls.

2x Salt Devil and 3x Horned Hag

 

 3. witch in woods Romelda Wormwood

The Beach:

You are on a narrow black sand beach. The sand is wet and quite muddy so you would assume when the tide comes in the beach disappears beneath the waves. The grey waves themselves are quite calm behind you; though large dark shapes move beneath them. There is a cold breeze blowing in from the water blowing your hair and clothes about you and causing the partially rotted jetty to creek and groan as though in pain.

The dark cliff face rises up 100ft in front of you. Small patches of tough spiky grass grow from small ledges intermittently; and a few bedraggled sea birds circle around them. A narrow and uneven staircase zig-zags up to the top of the cliff where the silhouettes of a few roofs can been seen against the cloudy sky. 

The whole way up the cliff-face; following the pattern of the stairs; is messy, bloody writing; smeared across the rock as though by bloodies hands spread the messages as though driven by madness. Leave. The devils are here. bewares the horns. We are all dead. . Save us. Lost. darkness. We cannot die. children. The Last Palms. Stop the Whispers. Surrender. Fists. Help Abner. The Mad King Returns. Cursed.

Theo and Valar. You both feel oddly uncomfortable as though you are more vulnerable or exposed than normal; as though the comforting hand on your shoulder you never really noticed has gone. Stood on the miserable beach, though you are with friends, you both feel quite alone and isolated.

 

Description:

Swindling Town, at first, looks to be abandoned. The cobbled paths and narrow roads are riddled with holes and covered with debris and mud. The small buildings appear largely ruined with collapsed roofs, boarded up or missing windows and shattered broken doors. A black tar-like substance seems to have been splashed on any of these ruins. 

A few people hurry about; not stopping to linger on the streets; heading into the few homes that still look livable after scared glances in your direction. You see that all of these inhabited buildings have a runic looking symbol painted on their doors.

The people themselves seem a wide mix of races: human, dwarf, halfling, elf and quite a few drow. They all seem to have the same run-down and exhausted look about them.

There is a small village square with a few larger buildings looking in towards it. In the centre of the square is a shattered statue of some sort made of a dark stone and a damaged looking signpost points in a number of directions.

There appears to be 3 abandoned buildings that may have once been Inns; 1 larger and finer house whose lack of damage makes it look even grander. 1 Inn called the Merciful Fist still seems to be in operation off of the square; voices can be heard from within and light shines from the window; which reflects off of the rune above the door and almost makes it look like it glows.

 

Points of Interest:

  • The Merciful Fist Inn
    • A fairly grubby but sizable tavern. A few tables are filled with patrons and a man is behind the bar.
    • it goes quiet as you step in.
      • There are a few tables with 1 or two people on it slumped from alcohol or maybe lack of hope.
      • One table has 4 richly dressed people on it. They seem quite cheerful and look at you with interest.
      • 1 Table has 2 devilish creatures sat at it playing cards; a shackled young woman sat between them looking dazed. Salt Devil
      • One table as a very large muscled goliath woman sat at it glaring at her meal and drink. Flackos Vigor Watcher
    • The barman, a drow man, will not be friendly and try to discourage anyone to stay at the tavern, though one of the cheerful people will convince him to let the party if needed.
  • The Mayors House
  • The Temple of the All Gods
    • A large, once beautiful building is now closed and dark. Surrounded by a dug up graveyard. 
    • the central Atrium had a circle of statues of various gods around the edges. Each statue now has a sprawled corpse attached to it; mimicking the pose. The whole room reeks of decay. 
    • Rooms off of the temple has other signs of a slaughter taking place.
  • The General Store
    • a store run by an incredibly charming Gifted halfling. can almost convince you to part with your items for free.
  • The Path of the Wanderers
    • to the west of town is a grassy plain along the edge of the cliff. stood still, staring at the ceiling is a collection of about 20 or so people. these are the wanderers. those who sold their souls to be allowed to live without any contractual segment on when. A few town folk move amongst them trying to feed them.
  • Thieves Cant
    • a few thieves cant messages are scattered about town.
      • The last palm stands to the east
      • do not trust the gifted
      • do not sleep beneath the runes
      • nought is more valuable than your soul

Events:

  • every so often crazed screaming and shrieking can be heard from the hills
  • anyone out at night will be taken
  • anyone inside without a symbol above their doors will be searched for
  • a child gets stolen
  • people get kidnapped
  • cursed corpses in the temple of the gods

2nd Visit issues:

  • Hermina Read: Friends, i know today has been full of big emotions for all, but if you can please allow me a moment to speak it would be appriciated. We are so thrilled at the return of so many of our wonderful friends and families. Hopefully this means there will be a tide of good fortunes and I will ensure everyone in Swindling is cared for. For those who have returned to us and are looking to locate loved ones, we will set up a log of names within the tavern and i ask you all to please be patient as my trusted companions work through the lists and gather what information is available. 
       Friends and family who have has wanderers returned to them, we ask you to open your doors to them for food and shelter where you can. For anyone unable to find rooms, we have purchased a number of rooms from the tavern for at least a week and I will personally be opening up my own home to provide home comforts for anyone left over. Anyone without a place to stay tonight needs to line up at the table over there and lodgings will be organised for you.
       Some of you have been wandering, lost in your own minds for a considerable period of time, and things may not be quite as you remember in Swindling. I warn all citizens to remain inside during the hours of darkness, and, if it is not already, to adorn your thresholds with this symbol before sundown. If you follow these steps, you will be in no danger; and if you are visited by greatness in your dreams, embrase your inner powers and take control of your futures.
       To add to the celebration of this wonderful day, I have been advised that it is safe to reopen the fishing dock and two brand new boats will arrive in the morning. If anyone would like to volunteer to take these vessels on their maiden voyage.
       I am so excited to get to know you all again and continue to build up Swindling village as the hidden gem it has always been.

To start:

Road:

Entryway:

Corridor:

1. Cells
2. Altar
3. Abjuration - Potion Class

There is a chair in the centre of the room, with straps on it. Four small groves lead from the chair to four gems in the wall. Another set of groves leads to a fifth larger gem
There are 4 gems set into the wall
If someone sits in chair there will be a small delay and the chair will glow.
Conditions in order: 
Frightened (teddy, alcohol, blanket)
Charmed (Bottle of Snot, Physical Abuse, Emotional Abuse)
Poisoned 1d6 every 30 seconds (salt, mushrooms, water)
Blinded (a gong, urine, incense, gravel)
If a condition is cured a stream of light goes from the chair to the wall, and into a gem.
Power: Adaptive Body

4. Slashing, Bludgeoning, piercing

Open door, see large empty room with the gem in a case on the far side.
Faint grid visible DC 15 perception
When first person enters, the blud squares are activated.
Players can move through the board trying to dodge dangerous squares. If they end their turn on a square thats about to be activated they have to have a DC 14 Dex save to move randomly in 1 direction. 
If they move into a hole square they can make another DC 16 Dex save to catch themselves hanging on the edge. Fall is insta-death.
Traps do 6d8 damage.
Power: Celerity

5. Enchantment

Door opens to room with 4 stone panels on the wall showing a different section of a maze. In the centre is a doorway that’s completely dark inside. 
Players must guide someone through the maze using the broken map.
Power: Mastery of Light and Darkness

6. Undead

The door opens on a narrow spiral staircase. At the bottom of the staircase is a pool of water with the gem slightly glowing in the middle.
Hands reach out of the stone to try and grapple the players. Dex save DC 13 or you are grappled by the hands. DC 13 to break free. If you are grappled for more than 1 turn the DC increases by 3 each turn. While grapples you take 1d4 piercing damage.
Power: Crown of Disgust

7. Evocation

Stone Wall: AC 16, HP 100, resistant to slashing and piercing
Thorns:AC 14, HP 100 Immune to bludge, resistant to slashing and peircing, vulnerable to fire
Water: Strength DC 15, 20, 25 to get through. If you fail you take 1d6 drowinging 
Ice: AC 16, HP 100 Slashing and cold immune, bludgeoning resistance. Can be melted through.
Magic: immune to non-magic, resistant to magic. Can be dispelled. Walking into it deals 
Sand - Constitution DC 15, 20, 25 to get through. If you fail you take 1d6 bludeoning and you cannot move on until you catch your breath
Fire - if you try to walk through it you take 10d10. If you stick an appendage in it you have 5d10 and issues
Wind - you must weigh 500 pounds or over.
Power: Nomadic Chameleon

8. Plant

3 shambling mounds P270. Gem inside one of them.
Power: Mastery of Wood and Earth

9. Small

Room filled with Boggles fighting over the gem. They can be bribed, trades or tricked into giving up the gem. If someone tries to force it away they will turn violent. P 128 in Volo
Power: Diminution

10. Ooze

P242 - crystal floats in the centre
HP375
Power: Brute Force

11. Necromancy

A dark gothic tower, 4 coffins lay inside. One of which contains the crystal
P298
Power: Psionic Restoration

12. Monstrosity

Man in cage holding crystal
Investigate DC 20 might reveal that the cage is infused with wormwood.
Players can let him out. If they act agressive
Power: Beast Form


13. Giant

A large room with 3 giants sat around a slightly too small table playing cards. They will invite the players to join them and play for the pot. The cards are about 3ft tall.
P149 Volo
Power: Giant Growth

14. Cold

Door opens onto an icey mountainside. A cave with a warm light in the distance.
The yeti (p305) is friendly and invites then  to warm themselves by the fire. The crystal is hanging up  in his cave of junk. He will offer snow cones
He will trade the crystal for a new flavour of snow cone.
Power: Mastery of Ice

15. Dragon

Foggy forest, floor covered in moss, a stream flows through from a waterfall. A roar rings out and a green dragon head pokes out through the water. The dragon wears the crystal around its neck.
Young green dragon - P94
Power: Mantle of Rage

16. Lightning

Door opens up on a stormy sky. The gem is in the centre of a cloud 20ft out.
If you step out you are gone.
Power: Mastery of Weather

17. Poison

Huge poison cloud. Gen 40ft away. 
Con save DC 15. Failed you take 3d8, then 4d8 then 5d8…. Etc
Power:Corrosive Metabolism

 

Devilish Corridor:

0 - Changes post 1st visit

  • big hole at the end of the corridor.
  • roof above the tower (end room) has been burnt away.
  • The head Teifling and Pit Fiend are gone.
  •  

1 - Infiltration Executive Office

Description: Large cluttered office with a mezzanine floor above containing small living quarters.

Enemies: Erinyes

Loots:

  • Documents on numbers of Bane followers in Thelran.
  • Counts on Souls.
  • Research into the Mad Kings power sources.
  • Complaints against the Island
  • Files on the druids
  • Firey Crystal Ball (communicate with Hells. Necklace of shielding. Bottomless ink. Fine statuettes of tortured souls.

 

2 - Alchemical Research Lab

Description: smokey, smelly room filled with bottles and alchemical supplies

Enemies: 3 cultist fanatics, Blue Abishai

Loots: research notes on creating potions of resistance and ignoring resistances. Potions of resistance of most types. unstable concoctions that might cancel resistance.

3 - Rehabilitation Construction

Description: a stone tabled with a person strapped down, dead

Enemies: 3 cultist fanatics, War Priest

Loots: fancy bloodied daggers

4 - Memory Equalisation Station

Description: 3 stone tables with people wrapped up. Large 

Enemies: 3 intellect devourers and an enchanter

Loots: boxes with some jewlery and other personal niknaks. chest of fireball marbles

5 - Supplemental Life Form Construction

Description: bits of golems being assembled. Magical components all over

Enemies: Magesbane golem, 4 imps

Loots: wand dispel magic, mechanical parts

6 - Infernal Redistribution Lab

Description: a room with a stone pedestal at the centre with a dusty orb in it. similar to those seen downstairs. cages with a few ill looking quasit like creatures in them.

Enemies: 4 imps

Loots: orb containing magical powers to be gained by the breaker of the orb. notes on the orbs. histories of the mad king

 

Class 1: Basic Thelran Etiquette. Teifling Enchanter teacher, 10 cultists

Class 2: The Basics of Bane. empty

Class 3: Establishing your Past. White Abashi Teacher. 5 Cultists

Class 4: Advanced Class. Blood Hag Teacher. 5 Cultists

Canteen Area: 6 cultists

Dorm 1: 2 sleeping cultists

Dorm 2: 4 sleeping cultists, 1 imp.

Morgue: Bone Devil

 

Final Chamber:

History

  • A newer town that was built specifically by and for the pilgrims of Bane.
  • A fairly quiet town thats soul purpose was to cater to the travelling pilgrims; with enough farming to provide the village with food and trading potential. 
  • 1 year ago, a group of travellers can to the town and through a party. At the urging of the high priest of Bane most of the village attended. The travellers, actually devils in disguise, put everyone to sleep.
  • Since then, devils gifted the town to a crazed beholder who wants to be loved. The beholder experimented with magic to try and create himself a wife. He succeeded in creating a collection of small chipper 'housewife' style beholders but has been unable to create himself a companion he could consider an equal. The small ones take over the sleeping town, transforming it into a living dollshouse to match their idea of a 'perfect life'.
  • The beholder moved onto trying different areas of magic, turning to blood magic, harvesting some people from the village and the odd traveller who gets caught to try and build a companion.

Look

  • Spotlessly clean, 50s style perfection.
  • magical bubble encloses the edges of town which is the area the beholders will try to correct as they go.

 

Knoweledge

  • In the area for quite some time
  • knows that there are a small group of devils currently staying within the temple as they are on their way back to the mad kings keep after dropping off their load at the temple
  • the caravans when full contain a collection of large jars containing souls and charred skeletons (moving from the keep to the temple).
  • when moving from the temple to the keep they are often empty.
  • the caravans are driven by magic and most of the time have 3-5 devils on them. Generally low level types. Occasionally a superior devil will be travelling with the caravans though in a separate caravan. Sometimes a caravan with a group of human 'cultists' from the keep will go to the temple, but they never come back.
  • You were in contact with the last Palms, but you lost contact with them, and haven't known where they have found sanctuary for quite some time. You didn't want to risk any magic communications in case they were intercepted.
  • You have a cave in the hills that is safe from devilish influences and burn a magical fire to keep yourself hidden and protected when inside.

Temple

1. Storeroom: collection of random personal belongings, magic and expensive items available

2. Souls: jars containing souls

3. Living quarters: 4x salt devils

4-7 Morgue: gory mess of body parts in 2 rooms, bits of skeletons in the other

8. Big Room: Lab: large lab equipment covering the walls. Potions. Potions of stillness. Potions of intensive magic. http://dndspeak.com/2017/12/100-random-potion-effects/ 

Journey to the Temple

Arrival

As soon as you land, the smell of burning meat and sulpher fills the air, stinging your noses. The ground beneath you is cracked, dry and burnt. Every 30ft or so a larger fissure has opened up and fire bursts from the groound intermittently and unpredictably. (2d6 fire once per round). Some areas around you are filled with thick smoke which obscures view and choke the breathe from your throat. Every few minutes, screaming voices can be heard though no figures can be seen and black soot falls continually down from the sky like snow.

There is a worn and straight road in the centre of the burnt plain that leads up to a large set of thick black iron gates designed to look like hand prints.

The Temple, or what once was a Temple, still looks like a typical Temple of Bane Theo might have expected to see. A large tall sold black wall surrounds a tall, straight and imposing large black building with very few windows. A new addition, you assume, is the thick moat of lava between the wall and the main building. 

Titivalus leads you around the side of the wall, not up to the main gate. tracing his fingers along the wall he reaches inside of one of the bricks, spreading his fingers, clenching and then twisting. A low grinding noise starts up, resonating from inside the wall. Titivalus steps back, and waves you to step forwards through the wall. 'Watch your step'. As you step through the wall you stop suddently as once your head passes through the wall, you are met with a sudden drop down into the lava. Across the lava is a small indent in the wall. Titivalus flies over and repeats the opening action, before passing through the wall into room 3

1. Room - Weapon and Armour store

Doors: south tall dark stone door

Decription: weapon store filled with +1 magic weaponry and + 1 Chain and plate armour.

Enemies: Imp

Treasure: as above

2. Room - Armoury

Doors: North and south large stone black doors. East is large double doors whose Bane iconography has been wiped and replaced with Devilish equivillences. 

Decription: very large hot room with a roaring fire and all the necissary tools, in giant size, for a devils blacksmith. 

Enemies: 2x Fire Giant

Treasure: Berserker Axe

3. Room - Dark corridor

Doors: North and Eastern doors are tall solid black heavy stone doors. The door to the south is smaller, and almost unoticable as it blends into the wall (DC 17 perception)

Decription: The only light coming from small veins of lava that spread out like a spider web across the floor, walls and ceiling. 

Enemies: Without Titivalus there will be a Pit Fiend in the corridor keeping watch. With him, he will talk the pitfiend into leaving the corridor.

Treasure: in the small room at the end of the corridor you will find boxes of belongings the are owned by those in the cells rooms 4-5, and belongings for those now deceased. Cooks utensils, Poisoners Kit, 100 gold, a black metal spiked necklace decorated with rubies worth about 50g. DC20 inv Wand of bears endurance. DC25 inv Scroll of Desicration.

4. Room - Torturers chamber

Doors: West door is tall, solid and black and leads to room 3. The Northern door is a black iron portculas leads to room 5, which can be opened with a lever to the right of it.

Decription: long narrow room filled with various torture equipment. 

Enemies: a Chain Devil and a Barbed Devil and mid-torture of a tiger man Rakshasa who is chained up to a table of sorts.

Treasure: Chain weapon, poisons, potion of paralasis.

5. Room - Cells

Doors: north and south portculis' opened from the outside. To the north, the portcullis is blocked by heavy fabric and a sound of load bubblings gluging liquid can be heard.

Decription: a room cramped with cages and chains on the walls. Some of the chains have deseced humanoids hanging from them in various states of decay. In a couple of small cages are a couple of Imp who will beg to be released. in one of the larger cages is a Hezrou demon

Enemies: the above might fight back, or team up with the party.

Treasure: Silvered chains and cages.

6. Room - Hags

Doors: south portculis covered by fabric. West door is tall, black, solid stone door, covered in a multicoloured bead curtain. A small door to the east leads to a store cupboard.

Decription: a large room filled with heavy smells of incence, rot and cooking. The bare black walls are all covered with swirling spashes of paints and blood, with flecks of white bone stuck to the walls. 3 Large black bubbling cauldrons cook away in the centre of the room. one contains oil of etherialness, one contains potion of regeneration, the other potion of invulnerability. potion ingredients line the walls. bat wings, pickled toads, eye balls, fingers, plants and powders.

Enemies: Blood HagEvoker and 3 Imp

Treasure: potions, ingredients, wand of cure poison and diease 3 charges. The Hag has some jewlery worth 50g on her.

7. Room - Long entrance

Doors: south doors lead to the outside. Tall, black and solid stone. The northern doors lead to the main religious centre of the temple. The doors were inlaid with silver showing the glory of Bane, this was striped out and replaced by an iron inlay scene of armies of devils pooring out from a portal. 

Decription: The corridor is long, wide, dark and winding. There is no light at all but many humanoids wander up and down it.

Enemies: Zombie. The dead of the temple

Treasure: nothing too valuable. Some icons of Bane and bits of armour.

8. Room - The Main altar / Portal room

Doors: East, south and west large double doors inlaid with iron scenes of devils pouring forth from portals in a wave of terror. There are two staircases leading up and a secret stairace down (DC 15).

Decription: A large and tall rectangular room. the back northern wall is decorated by 3 large stone archways, each intricately inscribed with runes. Lining the east and west walls are black stone sculptures of humanoids writhing in pain. 

Enemies: none most of the time. Though at night the portals might open.

Treasure: 2x battle standard of infernal power

9. Room - Soul Storage

Doors: south is open into the corridor. East is a large plain black stone door.

Decription: rows and rows of shelves filled with glowing bell jars that glow slightly in the light. labelled with numbers 1-2

Enemies: none

Treasure: Jars

10. Room - Corridor

Doors: Archway to the north into room 9. Norhtern door solid, black stone tall

Decription: as other corridor

Enemies: Pit Fiend if no titivalus, otherwise the pitfiend has gone.

Treasure: none

11. Room - Storage

Doors: west and south doors are solid black stone doors.

Decription: rows and rows of shelves filled with glowing bell jars that glow slightly in the light. Labelled with a stength rating of 3-4

Enemies: could of Lemure.

Treasure: souls?

12. Room - Mapping

Doors: north solid black stone door, west is an open archway.

Decription: large glowing maps of the material plane cover the walls. They are all being watched by a pit fiend, and erinyes and a Teifling. 

Enemies: Pit FiendErinyes and Evoker.

Treasure: information. One map has large circles in Honeson, Lefinia, Adesh, Ulis, Axerock, Naeran and Kadrith, as well as a few smaller towns in Thelran. One map has hundreds of tiny dots on it, mostly in Thelran cities, but some spread throughout the map, with a fairly high number of dots at the gods rift (DC 20 int). One is directly of the city of Lefinia with a number of dots moving about on it. Some are bar charts. 

13. Room - Unholy altar

Doors: 2 eastern archways leading inwards

Decription: A large black altar stands in the centre of the room with 3 triangles arranged in the shape of a larger triangle carved into the black stone. Fountains of dark water flow from each corner into the centre of the room directly in front of the altar. The altar itself has a collection of blood smeared rubies laid out in front of it between candles.

Enemies: Cult Fanatic

Treasure: If a ruby or blood offering is made, the devotee gains the benefits of the Heroism spell (ability +6). 

14. Room - Entance to Sanctuary of Bane

Doors: Northern door is a thich stone door inlaid with silver . a slight bright radience can be felt coming from the door. To open the door, a follower of Bane must place their hand on the handprint in the centre.

Decription: The corridor is much the same as the others, without the veins of lava. patches of blood are smeared across the floor. 

 

15. Room - Private Sanctuary of Bane

Decription: to the north, an icon of Bane stands with a number of old bloodied handprints carefully placed upon it. To the south, an altar with a bowl of replenishing holy water. A player can make a deidcation to Bane and drink from the altar to regain 20hp and gain the benefits of the bless spell until their next rest. 

16. Room - Forgotten dining area for pilgrims

Decription: a dining area, rows of tables and benches and scattered now rotten. A statue of Bane is in the corner. At the base of the stature, slumped with his back against it, is an armoured body. 

Treasure: The body wears +1 Plate armour of Bane (wearable only by a follower of bane) allows th wearer to cast 'Bane' at will. A +2 great sword and Holy avenger rapier. And a diary. https://docs.google.com/document/d/1SjihO1e6dg4-ZOAGoD88HXTyny5pcj41SRR_UTlxt5o/edit?usp=sharing 

17. Room - forgotten pilgrim dormitory

Decription: Rows of musty beds

Treasure: mundane belongings of followers of Bane including religious iconography, books etc.

19. Room - Zariels sword room

Doors:

Decription: 5 stains glass windows: Zariel the angel defending the gates to the heavens. Zarel approached by Asmodeus but her turning him down. Zariel and Asmodeus bargening for the lives of the mortals on the material plane. Zariels fall from the heavens. Asmodeus leading the Devils into the heavens and slaughtering a god (a goddess whose figure displays a map of the planes. Asterilla the Goddess of Planar Balance)

Enemies:

Treasure: Sword of Zariel

19c - Viewing balcony - wooden balcony stretches around a room visible below. 

19a - Soul contracts - a room stacked with infernal puzzleboxes.

19b - Superior soul storage - soul jars labelled 5.

20. Room - Zariels private rooms

Decription:

Enemies: Zariel maybe , plus Phantom Warrior

Treasure:

21. Room - The battery

Doors: 2 stairways lead up to the main portal chamber.

Decription: massive, 160 by 120 ft by 60ft deep dark catacomb packed solidly with chared blackened skulls.

Enemies: Shadow many lurk between the pillar of skulls that reach from floor to ceiling.

Treasure: nothing, despear. 

Halloween

Pumpkin King Shambling Mound Druid

 

The Grove

Grove between multiple hills at the base of a mountain. a large area, with a mis-mash of terraines all with a collection of ponds in the centre. around the edge of the pond area are a number of rudimentary huts. A cave leads into the mountains.

  • feywild - dark flowered horns with dangling vines that frame the face
  • shadowfell - shadow grey that also frame the face, long tendrils hang
  • earth - mossy stone stumps, some that glitter in the light
  • water - a spray of purple and red gagged coral
  • fire - coal black and crackeling with flame, smoke billowing upwards
  • air - 
  • Astral - like translucent glass, twirling like a rams that seem to swift as you look at them
  • Celestia - a gagged golden crown twisting to dark tips. wings lacking in a full plume
  • Bytopia - smaller figures. twiggy horns. 
  • Elysium - 
  • The Beastlands - full on antlers with added beading and small animal bones
  • Arborea - stunningly beautiful, 
  • Ysgard - spiked, like a winged helmet
  • Limbo - fleshy looking green
  • Pandemonium - crazed hair, with gazel like horns
  • The Abyss - wonky sticking out in different directions. black
  • Carceri - twisted down like corkscrews
  • Hades - patch and hollow, crumbling away, leathery, holey wings
  • Gehenna - 
  • The Nine Hells -  red devil horns and a forked tail
  • Acheron - forwards like a bulls, large and bloody
  • Mechanus - mechanical looking
  • Arcadia - neat, purple, covered in runes

 Boons

  • Zephyra - Elemental Plane of Air
    • Boons
      • Air Focus: No fall damage and you ignore difficult terrain when walking. You also gain a flying speed of 40ft
      • Wind Runner: Dexterity +2
      • Familial Relations: Elemental Beings of air, while of sound mind, will view you as an ally.
      • Elemental Form: When using Animal Shape you can turn into an Air Elemental instead of a beast. All beast you turn into have an etherial quality and are resistant to non-magical attacks.
      • Cloak of Air: Concentration, 10 mins. As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself.
      • Offensive Force: All of the following are free to do at the base level outlined. They can be increased in power by expending a spell slot
        • Wind Stream: As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one. Each level of spell slot expended adds 1d8 damage.
        • Wailing Gale: As an action, you let forth a scream. All creatures within 20ft of you must make a constitution saving throw, taking 3d6 force damage and is pushed 10ft away from you. A successful save takes half damage and is not pushed away. Each level of spell slot expended adds 1d6 damage.
    • Cost
      • Share with no one, through word, image or thought what you have seen or heard here today other than the boons you receive
      • Use the dagger Kill Valdron
      • Cut your hair and toss it into a blacksmiths forge. Use the forge to craft a platinum dagger
      • 1 favour to be called in at a later date
    • Consequence
      • First you will rapidly wither, then you will die, and your soul will burn painfully forever as fuel until the end of times
    • Horns
      • Thick pearlescent white that curve around to the back of your head and flick out at the tips. Largely blends into your hair while its whipped up.
  • Argar - The Peaceful Kingdoms of Arcadia
    • Boons
      • Psychic Focus: You have resistance to psychic damage and advantage on saving throws against spells that aim to alter your mind (charm, fear etc)
      • Broadened mind: +2 intelligence
      • Jack of all trades: You gain proficiency and expertise in a skill of your choice. After each a short rest you can move this expertise to another skill.
      • Keen Mind: You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.
      • Psychic Backlash: As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. You can expend a spellshot to increase the damage by 1d10 per level spent.
      • Historical enjoyment: You can spend 10 minutes casting identify without using a spell slot a number of times a day equal to your intelligence modifier. Once per day you can can Legend Lore without expending a spell slot.
      • Psychic Redoubt (conc., 10 min.). As an action, you create a field of protective psychic
        energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
      • Sorcerous Fortitude: As a bonus action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.
    • Cost
      • Share with no one, through word, image or thought what you have seen or heard here today other than the boons you receive
      • Head north and slay the Chimera without aid. From its corpse harvest each of its tongues and each of its hearts. The hearts you must consume raw while they are still warm with life. The tongues must be thrown into the emerald waterfall.
      • Every detail you learn on your travels must be written in this book
      • 1 favour to be called in at a later date
    • Consequences
      • You shall become that which you fear. You shall watch yourself, a prisoner in your own mind, live out your days a merciless beast. When you finally fall, your soul will burn painfully forever as fuel until the end of times
    • Horns
      • A Slightly lighter blue than the rest of you, they lie straight back against the top of your head, overhanging slightly. White, faintly glowing markings, like crackling lighting decorate them. The lightning crackles also follow down your spine and decorate your tail.
  • Dan - Feywild
    • Boons
      • Focusing Awe: You can add your intelligence modifier to all charisma checks dealing with humanoids or fey and gain advantage on all charisma saving throws
      • Fey Step: As a bonus action you can teleport up to 30ft away to a spot you can see prior to teleporting. you can do this a number of times per long rest equal to your charisma modifier
      • Fey Touched: You gain 60ft Darkvision and are now able to Trance instead of sleep
      • Natural Charm: Charisma +2
      • Infectious Inspiration: when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma
        modifier (minimum of once), and you regain all expended uses when you finish a long rest.
      • The Joys of Madness: You gain the spell Confusion (replace if you already have it) You do not need to spend a spellslot to cast and you can choose which targets in the area of the spell are effected.
      • Centre of attention: (conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.
      • Invoke Awe (conc., 10 min.). As an action, you exert an aura that inspires awe in
        others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
    • Cost
      • Share with no one, through word, image or thought what you have seen or heard here today other than the boons you receive.
      • Find the fallen angel to the east and kiss her.
      • You must find and secretly take a green rimmed locket from your ally who find secrets in shadows. Lock it in a lead box, and bury it at the bottom of a well
      • 1 favour to be called in at a later date
    • Consequences
      • You will lose your imagination, your voice, and your ability to bring joy to others and yourself. This will corrupt your mind until you take not only your own life, but the life of the person you care for most. Your soul will then burn painfully forever as fuel until the end of times.
    • Horns
      • small and pointed, like a young deers or satyr
  • Gauthak - The Wilderness of the Beastlands 
    • Boons
      • Pack Focus: in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn and gains a +10 bonus to initiative
      • One with the Wilds: You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
      • Iron Hide. you gain +1 AC. As a reaction when you are hit by an attack, you can gain an additional +1 bonus to AC for each hit dice you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
      • Incite Fury (conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.
      • Mindless Charge. As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.
      • Aura of Bloodletting (conc., 1 min). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on their next melee attack roll.
      • Bestial Transformation: As an action, you alter your physical form to gain different characteristics. When you use this ability, you can choose two of the following effects. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. You can do this once per short rest.
        • Amphibious. You gain gills; you can breathe air and water.
        • Climbing. You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
        • Flight . Wings sprout from your back. You gain a flying speed equal to your walking speed.
        • Keen Senses. Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
        • Perfect Senses. You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
        • Swimming. You gain fins and webbing between your fingers and toes; you gain a
          swimming speed equal to your walking speed.
    • Cost
      • Share with no one, through word, image or thought what you have seen or heard here today other than the boons you receive
      • Head into the Hills alone. Slay a beast worthy of the hunt and turn the beast skin into a mantle. Dry it out under the moonlight for 3 nights but keep it covered during the day. After 3 nights, wear it, and feast on the meat from your kill.
      • Find and best the Shrouded Huntress in the Orchards
      • 1 favour to be called in at a later date
    • Consequences
      • You will be unable to stop your wandering, for even a moments rest. You will walk the lands until your boots, then your feet are worn away to the bone. You will die an unremarkable man, who left no mark on the world. Forgotten; while your soul burns painfully forever as fuel until the end of times.
    • Horns
      • large and forwards, like a bulls atop your head.
  • Lia - The Olympian Glades of Arborea
    • Boons
      • Essence of Arborea: You shrink 2ft, but you gain +2 intelligence. 
      • Gnomish cunning: You have advantage on all intelligence, wisdom and charisma saving throws against magic
      • Fade Away: When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw.
      • Soothing Presence: As a bonus action, you can choose up to 3 creatures who can see you and are within 60 ft of you. Each target gains 3 temporary hit points until the end of your next turn. Alternatively, you can target 1 creature you can see within 60 ft of you who is unconscious and stabilize them.
      • Incite Courage: As a bonus action, choose a creatures you can see within 60 feet of you. If they are frightened, that condition ends on that creature.
      • Comforting Aura ( conc., 1 min.). As a bonus action, choose up to three allies you can
        see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.
      • Aura of Victory (conc., 10 min.). As a bonus action, you project victorious energy until
        your concentration ends. The energy fortifies you and your allies when your enemies are
        felled; whenever an enemy you can see within 30ft of you is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to the creatures CR.
      • Aura of Jubilation (conc., 1 min.). As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills.
      • Beacon of Recovery. Once per day, as a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns.
      • Pillar of Confidence (conc., 1 rnd.). As an action, 1 creature you can
        see within 60 feet of you each gain one extra action to use on their individual turn. The action goes away if not used before the end of your next turn. The action can be used only to make one weapon attack or to take the Dash or Disengage action. The number of creatures targeted can be increased by 1 creature for each level of spell slot spent.
      • The Squirrels: Once per day, you can summon a swarm of squirrels as an action. The squirrels remain for 1 hour and do not require concentration and cannot be dispelled. You are able to converse in squirrel with them and they view you as an ally unless they become upset.
    • Cost
      • Share with no one, through word, image or thought what you have seen or heard here today other than the boons you receive
      • Dance on the salt floor and sing to the waves. When the sea snakes flock to you. Find the smallest, and let it bite you. Then set it back out to sea.
      • Every melody you compose from now until the end of time must contain a repeat of 3 notes or words in a row.
      • 1 favour to be called in at a later date
    • Consequences
      • You will never again find a feeling of warmth or love from or towards another person. You will die sad, cold and alone, then your soul will burn painfully forever as fuel until the end of times.  
    • Horns
      • From the sides of your head, they sprout up and then slick back, like miniature ivory wings. Each blade is tipped in a different colour giving the appearance of the rainbow.
  • Theo - The Ethereal Plane
    • Boons
      • Lost to the Mists: With your body being constantly pulled between the planes, gain +2 constitution.
      • Ethereal Transference: As a bonus action, you can touch a creature and give them advantage on their next stealth check. This can only effect a number of creatures equal to your constitution modifier at a time.
      • Mystic Shroud: As a bonus action, cloak yourself from sight. You can target one additional creature for every spell slot level you spend on this ability. The added targets must be visible to you and within 60 feet of you.Each target turns invisible and remains sountil your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.
      • Phantom Step: . If you haven’t moved yet on your turn, you take a bonus action to teleport up to 25 feet to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
      • Ethereal Anchor:. As an action, you create an invisible, intangible teleportation
        anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you teleport, you can instead teleport to the anchor, even if you can’t
        see it, as long as it is possible to reach through either the material or ethereal planes.
      • Defensive Step: When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.
      • Transposition: If you haven’t moved yet on your turn, choose a willing creature you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails if either of you can’t fit in the destination space.
      • Distracting Figment: As an action, choose one creature you can see within 60 feet
        of you. The target must make a DC 15 Intelligence saving throw. On a failed save, it takes 1d10 psychic damage and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it just takes the damage.
      • Phantom Creations: each of the following can be used once per long rest and has a DC 15 save.
        • Phantom Betrayal (conc., 1 min.). As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
        • Phantom Riches (conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw.
          On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Cost
      • Share with no one, through word, image or thought what you have seen or heard here today other than the boons you receive
      • You must find the Hidden Palms and place this crystal within their sanctuary
      • If it seems as though Zephyra will fail in her quest to defeat the Elemental Chaos that hunts her, you must kill her before he can and ensure her body can never be found and used.
      • 1 favour to be called in at a later date
    • Consequences
      • No matter how herd you try, you will never be able to discover the fates of those you have lost. This will slowly drive you to madness, and in term turn you into the very person you have spent your life removing from power. Others will turn against you, hunt you and you will be killed brutally, labelled a traitor and then your soul will burn painfully forever as fuel until the end of times.  
    • Horns
      • Dark and ethereal circling your head. Not quite solid with slight wisps of dark mist flowing off of them when you move. Easy to conceal beneath a hood however.
  • Valar:
    • Location: Nursery; faded purple wallpaper and a large curtained 4 poster bed with a thick quilt. An empty rocking chair rocks and creaks in the corner. A shelf of smartly dressed china dolls are arranged to look like they are mid-conversation. A large clock tick tocks. A rocking horse moves back and forth and a number of small squeaks can be heard from a large ornate dolls house. Against a wall is a large decorative dressing table, and looking into the large mirror is a tall man.
    • Speech: Ah, Valar, it is go good to see you in person again. You are looking very well; a beautiful young lady; power clearly suits you. I think its about time i give you a bit more; if you are willing to do just a tinsy little favour for your smiling man? But first, come, give your best friend a hug.
    • Quest: Trick, its a trick, not....man....trust...deals....party....fallen.... Find...source...stop...power...shut... or else....here....help
    • Gifts:
      • Demonic bloodline: resistance to fire damage. +2 Charisma and +2 Constitution
      • Patrons Blessing: Rod of the pact keeper becomes a +3 and gains the benefits of a Rod of Absorption
      • Spell Sniper: you gain this feat
      • Friend of the abyss: If you lose control of a demon you have summoned, you can use your reaction to make a contested charisma check against it. If you beat it, it will not attack you; though may still attack your allies.
      • Expanded spell list: you learn the following spells can cast each of these once per day without spending a spell slot. These are added to your available spells and do not count against the number of spells you can have.
        • Arms of Hadar (lvl 1)
        • Hunger of Hadar (lvl 3)
        • Synaptic Static (lvl 5)

Journey to the Island

Mountains: Hell Hounds, sniffing about the mountains; howls blending in with the screams from the keep. Screams from the keep change partially through the night from pain to anger. Fire lights up the sky. Hell Hound

Hills: Ghost Writer at the base of a tree. Slumped body at the base of a tree. Sat in him is the mans ghost. He was an Apprentice Wizard who destroyed the bridge when the Devils invaded. For the inconvenience, he was cursed to count the waves until they stopped. Loot: Scroll of Flying. Book of Sending. Wand of Enemy Detection.

"Alarms all went red; big planar activities. Infernal Energies to the east, moving towards us. Take Zallio. Destroy bridge, might slow them down while we investigate. 

Bridge going down now. Hostiles incoming, returning now.

Couldn't ~~~

tallies x many"

Cliffs/Water: Mile wide Gap over the see, 80 ft drop down into the sea. Dark shapes beneath the waves: Aboleth

The Forest

Description: Dark Pine trees densely packed. Fog hangs between the trees making it hard to see, and the pine needles covering the floor quieten every step. 

Shadow BeastsFire Dancer Swarm

Story: The closer you get to the hills, you realise that beneath the fallen pine needles is remains of a great battle. Oily ooze from killed devils and damaged trees. Large gauges in the earth and lumps of stone scattered about.

 

The Lair

Description: The trees part to reveal a shallow indent in the in the earth revealing a humongous globe of rock in the centre. you can see part of this large rock seems ot have been carved out into a large doorway. scorched grass fills lines the ring which chunks of shattered rock offering some protection. Small cracks in the earth let out intermittent puffs of dark smoke and there is a smell of sulphur hanging in the air. There are no sounds in the forest around you, but a rhythmic low huffing growl followed by faint clattering of metal against stone can be heard from within.

Inside the cave you immediately see a large cavern has been carved out within: 50ft deep, 50ft tall at its peak, and 100ft wide. At the back is a massive purple crystal like growth spanning 20ft or so. to the right is a large pile of gold and treasures, to the right a large pool that looks like water but gives off a strong sulphurous odor. lining the walls around the purple crystal is the remains of shattered furniture, books and rubble. In the center of the purple crystal, the colour grows less solid, as though a bubble exists within it.

Dragon: resting on the pile of treasure, mostly still is a large, black, winged form. Its  scales shift slightly as it snores letting loose feint amounts of black smoke though the scales themselves each shift from red to black with the light from the sun outside. Its long spiked tail twitches, scattering some of its treasures across the floor and its lets out a long deep breath blowing up dust within 30ft of it.

Wizard: a gnome, with long white hair and a a long white beard. weathering red robes and a blue pointed had. many beads and buttons and pockets and a number of wands on his belt.

Loot: random tables! 

 

After effects:

Gauthak: tattoos, fire resistance, 1PR Fire breath: 15 ft. cone (Dex. save) DC (8+con+prof) 5d6 fire damage; or, you can channel your inner fire into your weapon and choose to deal the damage when you make a successful melee attack.

Argar: You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. You can fly up to 2 hours per day (more time may be added as they strengthen).

Dan: Long tunnel, follow the path of flowers. Magical Darkness 100ft. River of Fire 60ft. Impassable wall (riddle). Chased by hell hounds. Hall of Many Doors.

Riddle: 

This garden is a lonely place
where many came, and yet remain
the plants grow strong on fertile ground
watered by legacies of pain
and should I plow, my plow would break
on cast-off husks of iron grain
now buried where they fell like wheat.
What am I? Speak! Or fall again.

Allies:

Pixie
Faerie dragon
Blink Dog
Sea Hag (Coven)

People

Elf - rogue - Male - Ascal Erphyra Ascal Erphyra

Human - cleric - Female - Scarlet Killoran Scarlet Killoran

Drow Paladin - Male - Edni Yinu Edni Yinu

Goliath barb (off site) - Female - Flackos Vigor Watcher Flackos Vigor Watcher

a few other normal people


Direction

Follow the world pointed star until the great emerald pillar touches the sky. Head north until you reach the green waterfall.
Find the path of moonlight as Lathander greets you. Follow the glittering rock that light up as Dawn hits them.
If those maintained by thorns find you; your direction will be forever lost. If you reach the druids you went too far
Follow the root birthed of divine forests and put your faith in Grumbar. Find the Statue of Meilikki and follow the line west, through the cave, until you reach the mud pools. Dive into them.
Dance upon the solid ocean, see where the waves take you. Break through the salt crust to follow the directions along the beach to the correct cave.
To open the final door you must prove your dedication to the palm. To gain entry to the cave, you must prove you are a follower of Bane.
Shar, Shar, Selune, Shar, Selune, Balance Once in the cave go left, left, right, left, right and straight through the illusion wall.

 


Description

 The cave entrance opens up into a sizeable dimly lit cavern. A dozen or so people are moving around it. 

 

 

Lucious Farrell
Otis Moore
Edmund McRoddon
Huey Lane
Ocie Oakden
Everette Connell
Eligah Knight
Al Casey
Wilson Curtis
Josiah Green

Waldo Maynard
Bernard Raycraft
Adolph Gabb
Floyd Porden
Winfield Casey
Davis Campbell
Arley Carrington
Enos Keogh
Josh Thompson
Dana Ming

Beulah Foster
Julia Fillanes
Monnie Fillanes
Consuelo Carson
Nealie Cumming
Rosalee Blakely
Hermina Read
Margie Rule
Betty Dunn
Alberta Ocallaghan

Melville Corbeld
Sampson Rand
Bartholomew Gabb
Mark Kinghead
Obie Priest
Pablo Thorebourne
Ida Foy
Kyle Odonaghue
Adelbert Shea
Dewey Hunniford

1-10 Tremors

disadvantage on all dex based skill checks

Plus 1 to spell attack bonus

11-20 Paranoid

disadvantage insight

advantage investigation

21-30 Cowardly

disadvantage and all skill checks and saving throws in darkness

+10ft movement when moving away from an enemy 

31-40 Hallucinations

You are incapable of seeing through illusions; even if they are pointed out to you 

advantage on perception checks

41-50 Whispers you hear whispers no one else can. They may be nonsense, they may be useful; but where do they come from?
51-60 Self-Doubt

When you hit with an attack roll a d6. On a 1, the attack misses. You can only suffer from this self doubt once per battle.

After an attack misses due to this; you can add 5 damage to your next hit of a relevant type.

61-70 Paralysis

You are unable to take reactions

when completely hidden and completely still you are undetectable by non-magical means

71-80 Night Terrors

After a long rest, roll a d6. On a 1 you are unable to gain the benefits from a long rest and instead take a level of exhaustion.

Being used to exhaustion you are unable to gain levels of exhaustion from magical means

80-90 Forgetfulness

You lose one of your proficiencies. Roll to see which one.

You don't always remember the horrors of yesterday. You have advantage on all future madness checks.

91-100 Mutilations

reduce by 1 and increase by 1 on: d6

1=STR, 2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA

Please Login in order to comment!