Windrest's Adventurers Guild is full of people ready to explore the marches, partake in the wonders of the town, and generally do their part to either help the town or have some fun while they're here. Below is a list of key individuals within the guild. Each is a player character used within the original West Marches game. Feel free to use these as inspiration or starting points for your own characters or npcs that would be right at home in the world of Windrest.
The Ashwood is the region of the West Marches surrounding the town of Windrest, and is the first biome that will have to be traversed to get further into the heart of the region. It is by most accounts a rather standard forest, other than the strange ash-colored trees that litter the wood. It is known to be home to all manner of wildlife, of both the hostile and docile variety. It is here that the effects of lipomancy are felt first and strongly, but also in its weakest form. Never has there been a more perfect place for new adventurers to learn the how adventure, or learn a bit more about themselves with some chance fattening encounters. ## Greed In All Things What happens when you take and take, for it's own sake? For one, the reason something is valuable starts to be lost in the noise of 'more'. The Ashwood is home to all manner of minorly lipomantic effect, all of which seem to be set to answer such a need. Animals wish for more food, and so either they... or their prey grow ever fatter. Plants themselves wish to spread more, and do so through the promise of calorie rich food to local wildlife and passerby travelers. Even the dotted ruins around the forest of grey ashen trees promise more if an adventurer can delve just a little deeper. Of course, being the gateway to the rest of the West Marches, the promise of more beyond the Ashwood itself is a siren call to adventure. Some have not done well to resist this, and the local bandits found themselves affected in a way no one can quite explain. They rob and steal, but not simply for coin, but for clothes, boxes, anything they can take. It's not even for riches, they don't leave to spend it, only collect more and more... One can wonder at what has caused such a plight, especially as even regular people seem to disappear into the woods on occasion, joining the greedy bandits' ranks. #### The Mother's Glade This is home to a nest of Feeder Fairies. Their grove is tended by a powerful Harvest Dryad; one who is not a fan of intruders into their grove. The dryad, known as 'Mother' by her subjects, is an exile from the larger community of fey living in the Shroom Forest to the west. Her grove was established in the Ashwood 65 years ago, and as the population of Windrest dwindled, so did the thing keeping the fey from growing restless. In her isolation, Mother has come to distrust the old ways of the Shroom Forest, seeking to separate her grove in the Ashwood from their influence entirely. \columnbreak #### The Bandit Fortress A sprawling camp of tents and wooden fortifications tucked against the side of a cliff, this fortress is the stronghold of the greedy bandits. Here, their loot is stored in mass quantities. However, due to their strange obsession, most is things that aren't particularly actually valuable, such as rocks, boxes, furniture, and whatever else they've grabbed. THis is also where they bandits who've grown too fat from greedy eating to move stay, with their more mobile, but still corpulent companions taking care of them. Atop a switchback protected by their camp is a small ledge like plateau on which their new leader, Corpatia, rests in her enormous bulk with a strange spherical artifact giving her power. This is the source of both the curse of the bandits, but also her strength. Is such a thing even possible of being toppled? #### The Unconsecrated Shrine Deep in the center of the Ashwood lies an abandoned Shrine dedicated to the Grain Mother, Chauntea. As the party travels the hex, they will hear harmonious whispering that will attempt to guide them toward the Shrine. A visage of the Goddess of Grain will speak to the party, begging them to cleanse her Shrine of the beast that has defiled it. She promises a great reward for anyone willing to assist her in the task of reclaiming the Shrine. #### The Over Growth In the northern part of the Ashwood is a lush section of the forest thick with plant life and creatures of particular corpulence. The source of this is a splinter of fey similar to the Mother. Three overgrowth Dryads make their home around a large tree, giving abundance to all that enter their domain, wished or otherwise. ##### Ashwood Creatures | CR | Name | |:---:|:-----------:| | 1/8 | Food Mite | | 1/8 | Gumdrop Gremlin | | 1/4 | Goblin | | 1/2 | Feeder Fairie | | 1 | Nilbog | | 2 | Bandit Captain | | 2 | Giant Boar | | 3 | Feast Vine | | 4 | Large food Mite | | 4 | Lipo Jelly | | 5 | Cake Golem | | 5 | Feeder | | 5 | Food Elemental | | 5 | Lode Stone | | 5 | Sweet Pudding | \pagebreakNum #### Goblin Mines This cave was once turned into a calorite mine, and in the years since it's abandonment it has become home to a local tribe of goblins. The lake at the bottom of the mine has been tainted by a large chunk of calorite that has fallen into the water, leaking out and infecting the springs with all manner of lipomantic residue. #### Old Manor House Abandoned deep in the woods is an old house haunted by memories as much as ghosts. Its sprawling halls contain secrets from generations ago, back during a time when Windrest wasn't such a small hamlet. Perhaps some information about the Marches can be found here, or knowledge of Windrest's past. Yet the creatures here are not going to let such things go willingly. The skeletons outside never seem to stay down for long, and once inside, there's whatever defenses the owner left behind in addition to anything that's joined them since. Who would brave such a place, would it be worth the risk? #### Voxurite Crater Early into the adventurers' time in Windrest, a star exploded in the sky. A brilliant flash of light turned night to day for a few moments before falling to the earth below. The thunderous arrival left a section of the forest completely flattened, and a great crater of dirt torn up at its middle. This fallen star is a meteorite of pure Voxurite, energized and activated by the momentous event. Anything that gets even within a mile of the place begins to fatten uncontrollably, with the effect growing worse the closer you get. The use of such a thing is questionable, but who knows why someone might want to get close to this strange place, or what it might hold. \columnbreak **On the following page is a statblock for bosses related to this region.** ## The Sphere of Greed Ever since acquiring the Sphere of Greed, it's influence has made Corpatia powerful through her greed, making her hunger uncontrollable and inexorable. It stays floating nearby to her, a focus for her desire for more, and enhances her in combat. Lair Actions On initiative count 20 (losing initiative ties), the sphere can take a lair action to cause one of the following magical effects; It can’t use the same effect two rounds in a row: * The sphere casts the incite greed spell on a random enemy creature. The sphere itself is the object that the target becomes obsessed with. ((Wis DC 14)) * All Creatures in 60ft roll a DC 14 Wisdom save or use their reaction to use the eating action. If they do not have any food on them, they can move up to their movespeed to the nearest source. * The Sphere targets a random enemy creature, a random magic item that creature has then disappears from their person and reappears on the ground next to the sphere. * All enemy creatures that fail a DC 14 Charisma save try to fatten themselves by the best available means until the end of their next turn. \pagebreakNum ___ ___ > ## Mothza Supreme >*Huge Aberration, neutral* > ___ > - **Armor Class** 18 (hard yet malleable cheese) > - **Hit Points** 242 (23d12+92) > - **Speed** 20 ft., 60 ft. fly > - **Bulk** NA >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|18 (+4)|4 (-3)|10 (0)|3 (-4)| >___ > - **Saving Throws** Str +8, Dex +9 > - **Skills** Acrobatics +9, Athletics +8, Perception +4 > - **Senses** Passive Perception 14 > - **Languages** Common (Understands but cannot Speak) > - **Challenge** 11 (7200 XP) > ___ > ***Flyby*** The Mothza Supreme doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. > > ***Legendary Resistance (3/day)*** If the Mothza Supreme fails a saving throw, it can choose to succeed instead. > > ### Actions > > ***Slice, Slice Baby.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 22 (3d10+5) Slashing Damage. > > ***Pizza Pounce.*** *Melee Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (3d6) Fatty Food. The Mothza Supreme swoops in with its thick, breadstick legs to attack a target. If the Mothza Supreme moved at least 20 feet in one direction before taking this action, on a hit the target is grappled in the creature's cheesy grip (Escape DC 16). A creature grappled in this way is fed 1d6 pounds of fatty food at the beginning of their turn until they escape the grapple. > > ### Legendary Actions > > The Mothza Supreme can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Mothza Supreme regains spent legendary actions at the start of its turn. > > **ORDER UP! (1 Actions).** The Mothza Supreme lets out an ear-shattering screech, calling reinforcements from the forest around it. 1d6-2 Food Mites scurry into the fray from the upper cliffs where the slain creatures lie. > > **ASIAGO ARTILLERY (1 Actions).** The Mothza Supreme fires globs of molten cheese at up to two creatures within 120 feet. The targets must make a DC 14 Dexterity Saving Throw or take 2d6 bludgeoning damage and be force fed 2d6 pounds of fatty food. On a successful saving throw, the amount of damage and fatty food eaten are halved. > > **PUGNACIOUS PIZZA (2 Actions).** The Mothra Supreme suddenly swoops toward a creature within 60 feet of its current position, swiftly closing the distance and using it's Pizza Pounce action. > \pagebreakNum ___ ___ > ## Corpatia, Bandit Queen >*Medium (Huge from Bulk) humanoid (Human), neutral evil* > ___ > - **Armor Class** 17 (mage armor) > - **Hit Points** 162 (19d8+76) > - **Speed** 15 ft. > - **Bulk** Limit 300/600/900, Weight 12,000 lbs (Base 110 lbs), Stomach Capacity 14 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|18 (+4)|12 (+1)|9 (-1)|18 (+4)| >___ > - **Saving Throws** Con +8, Cha +8 > - **Skills** Arcana +5, Insight +3, Intimidation +8, Medicine +3, Perception +3, Eating +12 > - **Senses** Passive Perception 13 > - **Languages** Common, Draconic > - **Challenge** 10 (5900 XP) > ___ > ***Sphere Attuned*** While magically attuned to the Sphere of Greed, Corpatia is empowered by its magic to overcome her rampant indulgence. While over her third bulk limit, she is able to continue to move at half speed, and is not considered restrained by her own bulk. > > ***Sorcery Points*** Corpatia has 15 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: > > Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the sorcerer can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. > > Widening Spell: When you cast a spell, you can spend 1 sorcery points to cause each creature affected to temporarily gain weight. Each creature doubles in weight until the end of your next turn. While they are fattened, their speed is halved as they adjust to their expanded bodies. > > Twinned Spell: When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell > > ***Spellcasting.*** Corpatia is a 15th level spell caster. Her spell casting ability is Charisma (Spellsave DC 16, +8 to hit with spell attacks). Corpatia has the following spells: > > Cantrips (at will): Flabshock, Mage Hand, Poison Spray, Word of Feasting > > 1st level (4 slots): Feed, Mage Armor, Shield, Detect Magic > > 2nd level (3 slots): Immobilize Person, Narce's Fatness Arrow > > 3rd level (3 slots): Abyssal Stomach, Fat Feedback, Hypnotic Hunger > > 4th level (3 slots): Fatball, Softskin > > 5th level (2 slots): Fat Surge > > 6th level (1 slot): Blobbify > > 7th level (1 slot): Raze Restraint > > 8th level (1 slots): Power Word: Stun > > ### Actions > > ***Antique Blue Longsword.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+3) Lightning Damage. Target fattens for double the damage dealt. > > ### Legendary Actions > > Corpatia can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Corpatia regains spent legendary actions at the start of its turn. > > **Flabshock (1 Action).** Corpatia casts Flabshock. > > **Sudden Transference (2 Actions).** Corpatia Selects a random target within 30 feet of her. If that target fails a DC 14 Wisdom Saving throw, they gain 3d100 pounds that she loses, and she then regains 3d10 health. > > **Sudden Self Transference (2 Actions).** Corpatia Selects a target in 60ft of her, and gains 3d100 pounds that the target loses, and she regains 5d10 health. A creature may make a DC 16 Constitution save to avoid losing weight, and preventing the effect. The effect also fails if the target has less fat than the result of the 3d100. > \pagebreakNum # Stone Meadow
Stonemeadow is a large plains biome that lies north of the Ashwood. It is a vast open field of amber grass, with large rock formations that jut upwards from the earth dispersed about. There are large fields of dense vegetation here, hiding ruins and places of interest alike. The apex predator of this wild plain is the Bulette; a large, burrowing carnivore that hunts by leaping from the earth. Alongside it are many predators of the planes, like Manticores taking advantage of the open spaces, along with griffons and Giant Eagles. However other things hide among the huge stones, like Ankheg nests pulling in unwary travelers, or ogre hunting parties powerful enough to hunt the great beasts that make the Meadow their home. A major point of interest is a burgeoning civilization of Hobgoblins residing in the region. They are a nomadic band that live a very martial lifestyle, and their bands travel the plains year round, separated into three great clans. Originally from one great civilization, they've long ago abandoned this over differences that drove them apart. They get along most of the time, but battles and skirmishes between the great clans happen often enough to keep everyone on edge. ## A hateful War Newly Empowered by surgeblood, Clan Harec is looking to overturn the status quo within Stone Meadow. Simple skirmishes have started to become full on raids, and attacks meant only to inflict harm are becoming wide spread. Yet all is not well with the Clan of Passion, as it seems their new surgeblood weapons drive them to rage they can't quite control. Sometimes travelers will find fields of dead monstrous wildlife in the open plains, evidence of one of these unstoppable rages. It seems the Warmaster is determined to drive his clan to greater conflict until either the other hobgoblins are destroyed, or Harec falls to their own ambitions. Yet it would take the impossible task of Maarthuuken and Togegach working together to stop them, unless others can step in of course. ### The Clans Three Clans of Hobgoblins rule the Stone Meadows, each hails back to the original singular one, and each insists they they carry the torch of the of their ancestral clan. **Togegach** Warriors that put survival of the clan above all else, they are isolationist and shrewd in their ways. They fear any kind of 'dangerous influence' for the chance that it might destabilize their carefully balanced nomadic life. This has led to a fear of the changes that often occur in people in the West Marches, and actively mistrustful of Marthuuken and Harec for both's indulgence in such things. Togegach is led by Huntress Grekklis, a powerful and tall warrior who wields a mighty bow. She's willing to hear out what outsiders have to say, but has no issue making her dislike for someone clear. \columnbreak **Maarthuuken** Name of their great stone city and clan, Maarthuuken is a place of great indulgence and inequality. The hobgoblins worship their High Priestess Byulda as an Icon of hedonism. They've formed a society around fat and getting fat, giving honor to people based on how large they are. They are also quite ready to share and trade with outsiders, often for things of great value like magic items and gems. Indeed, none of the Hobgoblin clans use coins at all, instead relying on barter. The wealth of Maarthuuken isn't without a dark side, however. They keep slaves of other races, and their own race is considered low class if not fat enough. Yet the minimal wages given to these menial workers combined with the work they're forced to do means the possibility of fattening themselves into a higher social status is near impossible. **Harec** Wild and Passionate, the warriors of Harec are always looking for their next battle. Harec believes in strength of arm and strength of will. The most physically powerful are the best to lead, as they are also the most capable of making their plans reality. They've come to hate the other clans for their assumed weakness, and will often skirmish with them to prove their own strength. Recently though, Warmaster Hrulk has discovered a powerful metal called Surgeblood that empowers his warriors to even greater heights at the cost of great rage. To Harec, this is not a downside. ##### Stone Meadow Creatures | CR | Name | |:---:|:-----------:| | 1/2 | Hobgoblin | | 1 | Giant Eagle | | 2 | Ankheg | | 2 | Ogre | | 3 | Manticore | | 3 | Ogre Chain Brute | | 3 | Phase Spider | | 3 | Rage Mage | | 4 | Hobgoblin Devastator | | 4 | Surge Warrior | | 5 | Bulette | | 5 | Maarthuuken Priestess | | 6 | Swolgre | | 7 | Rage Elemental | | 7 | Maarthuuken Resplendent Form | \pagebreakNum ### Shroud Hill A hill constantly cloaked in mist in the middle of Stone Meadow, the dark fog hides ruins of the original settlement of the Hobgoblins when they were a single clan. Strange things hide in the ruins and obscured slopes. Some say ghosts still haunted by whatever event originally broke the clans apart walk the dilapidated streets. Rumor also has it that a mighty red dragon has made its home atop the peak, in the shell of an old temple to a forgotten god. ### Surge Pits At the southern edge of Stone Meadow is a wide pit mine that Clan Harec has dug out of the earth. It's here that they collect their surgeblood metal, and forge weapons from the red tinted steel. A constant bellow of black smoke rises up as the one mage in all of Harec, Formulator Graxit, oversees the creation of weapons meant for war. Some say he performs dark experiments with elementals, binding them to the rageful metal. **On the next few pages are several statblocks for some of the characters mentioned above.** \pagebreakNum ___ ___ > ## Huntress Grekklis >*Medium Humanoid (Hobgoblin), neutral* > ___ > - **Armor Class** 17 (breastplate) > - **Hit Points** 130 (20d8+40) > - **Speed** 40 ft. > - **Bulk** 300/600/900 Weight 200lbs (80 Flex) (Base 110), Stomach Capacity 4 > - **Flex** 360/720/1080 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|20 (+5)|14 (+2)|12 (+1)|16 (+3)|10 (+0)| >___ > - **Saving Throws** Str +7, Dex +7, Wis +7 > - **Skills** Athletics +7, Perception +7, Stealth +9, Survival +7 > - **Senses** Darkvision 60ft, passive perception 17 > - **Languages** Common, goblin, giant > - **Challenge** 9 (5000 XP) > ___ > ***Land's Stride*** Grekklis walks normally over difficult terrain. > > ***Tenacity of Togegach*** While Grekklis is moving in stealth, any allies within 60ft of her may replace the result of their stealth roll with hers. Additionally, allies have advantage on the first attack made against any creature after Grekklis has hit it. > > ### Actions > > ***Multiattack.*** Grekklis can make two attacks with any weapon she possess > > ***Big Game Bow.*** *Ranged Weapon Attack:* +10 to hit, range 300/1200, one target. *Hit:* 20 (3d6+10) Piercing Damage. A massive Siege weapon for hunting the biggest monsters. > > ***Ranger's Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5ft, one target. *Hit:* 11 (1d10+6) Slashing Damage. > > ***Wisdom's Fury.*** *Ranged Attack:* +10 to hit, 90 ft line. *Hit:* 20 (3d6+10) Force Damage. > > Huntress Grekklis has become master of herself, but has not forgotten her past and the corrupting effects of change on the other clans. She makes a single attack that effects everyone in a 90 ft line with the same roll and damage. Anyone struck by magical surge becomes susceptible to their own mind effecting abilities. If the target causes a creature to become ravenous or enraged, they are also subject to the save and effect. > > This effect lasts for 1d4 rounds, after which Grekklis may use this ability again. > \pagebreakNum ___ ___ > ## Warmaster Hrulk >*Large Humanoid (Hobgoblin), chaotic evil* > ___ > - **Armor Class** 19 (Daemon Plate) > - **Hit Points** 170 (15d10+90) > - **Speed** 40 ft. > - **Bulk** 1,760/3,520/5,280 Weight 3,000 (1,500 Flex) (base 1,500), Stomach Capacity 28 > - **Flex** 1,440/2,880/4,320 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|14 (+2)|22 (+6)|10 (+0)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Str +10, Con +10, Wis +6 > - **Skills** Athletics +14, Perception +6 > - **Senses** Darkvision 60ft, passive perception 16 > - **Languages** Common, goblin > - **Challenge** 11 (7200 XP) > ___ > ***Daemon Armor*** Hrulk Wears Cursed Daemon Armor that he cannot remove. This Magic Platemail gives him +1 AC, and in addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. > > ***Reckless*** At the start of its turn, Hrulk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. > > ***Bloody Momentum*** Hrulk falls into a battle frenzy once the killing starts. If it can land a hit on a creature with any attacks, it gains resistance to bludgeoning, piercing, and slashing damage until the start of it's next turn. > > ***Legendary Resistance (2/day)*** If Hrulk fails a saving throw, it can choose to succeed instead. > > ***Fury of Harec*** If Hrulk would be dealt fatal damage, he may immediately make a single melee attack against the individual who dealt the blow, or another creature in range if they are not. In addition to the normal effects of this attack, he heals equal to the damage dealt. Once used, he can not use this ability until he takes a short rest. > > ***Mindless Hatred*** Hrulk is a creature of petty pride. So, when he finds himself beaten, battered, and nothing to show for his grand crusade, his last piece of sanity is let loose, and the sphere of wrath consumes him. Hrulk becomes near incoherent, little more than a vessel for the power he wields. See the secondary Statblock for changes in addition to those listed below. > > When Hrulk would otherwise be reduced to zero hitpoints or die, he instead becomes consumed by the wrathsphere's power, drawing too much just to stay alive. He regains hitpoints and drops his axe. The sphere becomes his weapon with a chain of surgeblood being pulled from it like a ripcord. > > Hrulk regains 110 hitpoints, and no longer uses his regular actions, instead using only the mythic ones. He also gains fire resistance, magic resistance, and immunity to charm effects. > > ### Actions > > ***Multiattack.*** Hrulk makes two attacks with his Axe, Burning Rage, and one attack with a Daemon Gauntlet. > > ***Burning Rage.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 14 (1d12+1d4+6) Slashing damage Damage plus 7 (2d6) fire damage. On hit, Target swells equal to fire damage dealt and makes a DC 14 Wisdom save. On a failure, they must use their next turn and movement to approach the nearest creature and make one melee attack against them. > > ***Daemon Gauntlet.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 13 (1d8+1d4+7) Slashing damage. > > ***Warmaster's Howl (recharge 6).*** Hrulk lets out a battle roar as a bonus action, forcing all enemies within 100ft of him who can hear to make a DC 14 Wisdom saving throw or become frightened. Creatures can repeat this save at the end of each of their turns to recover from this. > > ### Legendary Actions > > The Warmaster Hrulk can take 1 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Warmaster Hrulk regains spent legendary actions at the start of its turn. > > **Hurl.** Warmaster Hrulk makes an attack against a creature in range with one of his Daemon Gauntlets. If it hits, in addition to the damage done, they are pushed away from him up to 20ft. > > \pagebreakNum ___ > ## Mythic Hrulk, Warmaster's Hatred >___ > > **When Warmaster Hrulk activates his Mythic form, he gains the following ability.** > > ### Special Abilities > > ***Burning Momentum*** The Hrulk falls into a battle frenzy once the killing starts. If it can land a hit on a creature with any attacks, he gains resistance to damage until the start of his next turn. > > **When Warmaster Hrulk activates his Mythic form he LOSES access to his regular actions and instead uses the actions listed below.** > > ### Actions > > ***Multiattack.*** Hrulk makes two attacks with his sphere, Inferno, and one dunk. > > ***Inferno Striker.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d6+8) Bludgeoning damage plus 7 (2d6) fire damage. Hrulk strikes with the ball and chain of his sphere. A creature swells for twice the fire damage dealt. > > ***Dunk.*** Hrulk reaches out with a hand to grab an enemy. If the target fails a DC 16 Dex save, he takes them in hand, leaps upwards, and then smashes them into the ground, dealing 5d6 bludgeoning damage and 3d6 fire damage, leaving them prone. > > ***Hatred's Howl (recharge 6).*** Hrulk lets out a pained howl as a bonus action, forcing all creatures within 100ft of him who can hear to make a DC 14 Wisdom saving throw or become frightened. Creatures can repeat this save at the end of each of their turns to recover from this. > \columnbreak ## The Sphere of Wrath Ever since acquiring the Sphere of Wrath, it's power has poured into Hrulk, turning him into an unstoppable force on the battlefield. He keeps it near to him, floating no more than five feet away, as it's power directly enhances his own. When he fights, the sphere fights along with him. Lair Actions On initiative count 20 (losing initiative ties), the sphere can take a lair action to cause one of the following magical effects; It can’t use the same effect two rounds in a row: * The sphere casts Induce Aggression on the nearest valid target who has a target within rage to attack. ((Int DC 16)) * All creatures in 60ft roll a DC 16 Wisdom save and on a failure, they use their reaction to attack a random adjacent creature. * The sphere targets a random enemy creature, that creature swells to their next flex limit if they fail a DC 15 Con save and take 4d8 necrotic damage. * All enemy creatures within 60ft make a DC 16 Dex save, and take 5d6 fire damage on a failure, swelling equal to the damage dealt. \pagebreakNum ___ ___ > ## Graxit The Formulator >*Medium humanoid (Hobgoblin), neutral evil* > ___ > - **Armor Class** 17 (mage armor) > - **Hit Points** 105 (19d8+19) > - **Speed** 30 ft. > - **Bulk** Limit 220/440/660, Weight 110 lbs (Base 110 lbs), Stomach Capacity 3 > - **Flex** Limit 240/480/720 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|18 (+4)|12 (+1)|11 (+0)| >___ > - **Saving Throws** Str +4, Int +8, Wis +5 > - **Skills** Arcana +5, Insight +3, Intimidation +8, Medicine +3, Perception +3, Eating +12 > - **Senses** Passive Perception 13 > - **Languages** Common, Draconic, goblin, infernal > - **Challenge** 8 (3900 XP) > ___ > ***Legendary Resistance (1/day)*** If Graxit fails a saving throw, it can choose to succeed instead. > > ***Spellcasting.*** Graxit is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Graxit has the following wizard spells prepared: > > Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation > > 1st level (4 slots): Mage Armor, Magic Missile, Shield, Mighty Flex > > 2nd level (3 slots): Misty Step, Scorching Ray, Silence > > 3rd level (3 slots): Counterspell, Fireball, Fly > > 4th level (3 slots): Dimension Door, Fire Shield, Wall of Fire > > 5th level (2 slots): Conjure Elemental (Rage Elemental), Immolation > > 6th level (1 slot): Chain Lightning > > ### Reactions > > Graxit plans for many things. Any time he fails a d20 roll, if he did not have advantage, he may roll again and take the higher result, such as a saving throw, or attack. However, the next roll he makes for any reason has disadvantage. > > Alternatively, when an opponent within 60ft of Graxit makes a d20 roll against him, such as a saving throw or attack, he may force them to roll with disadvantage. That creature has advantage on its next d20 roll. > > Any time Graxit uses this ability, some strange and or obtuse element in the environment must justify the effect, such as a piston suddenly shooting into the way of an arrow or an electrode zapping Graxit to snap him out of it if he is charmed. > > ### Actions > > ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. > > ***Dagger. (ranged)*** *Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:* 4 (1d4+2) piercing damage. > > ***Firebolt.*** *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 11 (2d10) fire Damage. A flammable object hit by this spell ignites if it isn't being worn or carried. > > ### Legendary Actions > > Graxit the Formulator can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Graxit the Formulator regains spent legendary actions at the start of its turn. > > **Attack (1 Actions).** Graxit can make an attack with either a firebolt or Dagger. > > **Cast a Spell (2 Action).** Graxit casts one of his spells. > \pagebreakNum # Shroom Forest
The Shroom Forest is a large expanse of wilderness overgrown by titanic fungi. Deep in the center of this ancient ecosystem lies an entrance to the Feywild, home of the Fey and all sorts of creatures both friend and foe. A faction of Fey known as 'The Winter Court' have settled on this side of the portal to their home plane, led by an enigmatic and powerful Eladrin named The Winter Queen. The magics of the West Marches have touched this place as well, the lingering corruption causing the fey to grow abundantly mad with a fattening lust and general madness. In a fit of rage, The Winter Queen closed the bridge back to the Feywilds, leaving the settlers cut off from their homeland. The lack of attachment to their home quickened the Court's descent into madness, and now little remains but an extremist kingdoms of liars and tricksters. A major point of note for encounter design in this biome is that the good majority of Fey creatures are willing to talk. They are sentient, and will try to preserve their lives if put into danger. Remember though, that these Fey have been changed; falling victim to mortal desires and the lingering lipomancy of the region. They aren't totally right in the head, but skilled diplomacy could at the very least prevent a battle. ## The Queen's Madness The Shroom Forest is a place that should not truly be. Filled with Eladrin and fae that belong in the Feywild, The Winter Queen brought her kingdom here to the material world so that they could serve no master but her. They say it all started with a trip she made to the area where she discovered a Sphere that gleamed with green energy. Now she holds all the small hamlets and villages, along with her city, in the Material world even as her citizen's health begins to fail. The harsh reality here is not meant to sustain fairy creatures. It seems the Winter Eladrin are torn between loyalty to their Queen, and a desire to finally go home. ### The Winter Court In the depths of the chilly Shroom Forest, in the coldest part, is a gleaming city of Ice and Stone. The Winter Queen's Court is a city state like fae stronghold at which all of the citizens of her small kingdom come to talk, trade, and live. Near every building is sculpture, and some seem impossibly constructed by normal means. Winter Eladrin are the most common folk here, and make up the bulk of the Queen's guard as well. On the main streets, there's a pristine look to everything, with clean causeways and soldiers patrolling in front of colorful shops. Beyond these main walkways though is a different tale. Slums of half melted ice buildings and dark cramped apartments are much more common. The fae living here long for forests, and perhaps even a return to the Feywild which they've been denied. \columnbreak ### Queen's Arena At the heart of the Queen's Court is her citadel, which is connected to a grand arena. Within this arena are near daily bloodsports against all sorts of creatures that the Queen's hunting parties drag in from the West Marches. The Queen often presides over these contests personally. Some of her citizens are forced into the contests, those that lose die. However, those that win are brought into the Queen's Citadel and never seen again. It's this place that she maintains her hold over her people with a careful balance of bread and games. ### The Wild River Cutting across the North and East sides of the Shroom Forest, Wild River is a wide stretch of water that divides the magical fae forest from the rest of the Marches. Along its banks are many more water aligned creatures one might find in such a place, such as enormous frogs, magical singing women, and the occasional talking fish. Be wary of more dangerous wildlife, such as the terrible Banderhobs looking for their next meal to swallow whole. However a cloying mist across the river seems to turn adventurers away when they try to cross the fast moving water. Rumor has it that there is a doe eyed woman along the banks who guards the way into the Shroom Forest and has the power to banish the mist. One must simply answer her riddles correctly or pay the price. \pagebreakNum ##### Shroom Forest Creatures | CR | Name | |:---:|:-----------:| | 1/2 | Brownie | | 1/2 | Feeder Fairie | | 1 | Giant Toad | | 3 | Honey Claw | | 3 | Displacer Beast | | 3 | Winter Wolf | | 4 | Stuffing Siren | | 4 | Mirror Knight | | 4 | Queen's Hag | | 5 | Banderhob | | 5 | Black Bart | | 5 | Cake Golem | | 5 | Cotton Candy Elemental | | 5 | Lipo Jelly | | 7 | Cake Golem Myrmidon | **On the next page is the Winter Queen's statblock and lair actions.** \columnbreak ## Lair Actions As long as The Winter Queen is empowered by her sphere, it assists her as she desires, on initiative count 20, one of the following effects is created by the sphere. - The sphere pulses with power, radiating out to 90ft. The Winter Queen selects a Saving throw Proficiency of her choice, all creatures within range lose proficiency in that saving throw for one turn, while the Winter Queen gains it if she didn't have it already, or expertise if she already did, also for one turn. - The Sphere casts Swell Ego as the spell on the nearest enemy (DC 17) - The Sphere unleashes a wave of envious magic, pulling at minds of those around it. Any enemies within 120ft select a target they can see in range that is friendly to them. That target makes a DC 15 Constitution save or gains weight equal to half their bulk limit. - All creatures within 120ft of the Sphere loses all damage resistances, except the Winter Queen, for one turn. The winter queen can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row. \pagebreakNum ___ ___ > ## The Winter Queen >*Medium fey (elf), chaotic neutral* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 195 (26d8+78) > - **Speed** 30 ft. > - **Bulk** Limit 380/760/1040, Weight 300lbs (Base 90lbs), Stomach Capacity 22 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|16 (+3)|14 (+2)|12 (+1)|20 (+5)| >___ > - **Saving Throws** Con +8, Wis +6 > - **Skills** Arcana +7, Insight +6, Intimidation +10, Nature +7, Perception +6, Eating +11 > - **Senses** Passive Perception 16 > - **Languages** Common, Elvish, Sylvan, Draconic > - **Challenge** 13 (10000 XP) > ___ > ***Magic Resistance*** The Winter Queen has advantage on saving throws against spells and other magical effects. > > ***Legendary Resistance (3/day)*** If the Winter Queen fails a saving throw, it can choose to succeed instead. > > ***Envious Mass*** As long as another living creature with 120ft is fatter than the Winter Queen, she is able to ignore her bulk limits. If the Winter Queen is the fattest creature in 120ft, any creature that starts its turn within 120ft of her must make a DC 17 Wisdom save or have their bulk limits halved while she remains within 120ft. On a success, the creature is immune to this effect until they complete a long rest. > > ***Innate Spellcasting.*** The Winter Queen’s innate spellcasting ability is Charisma (spell save DC 17), with a caster level of 15th. She can innately cast the following spells, requiring no material components: > > Cantrips (at will): Ray of Frost, light, mage hand, prestidigitation, Vicious Mockery > > 1st level (4 slots): Feed, Faerie Fire, Frost Fingers, Tasha's Hideous Laughter, Resize > > 2nd level (3 slots): Earthbind, Invisibility, Mind Spike, Immobilize Person > > 3rd level (3 slots): counterspell, fly, Slow, Abyssal Stomach, Weighty Retaliation, Expanding Edict, Doughify, Swell Ego > > 4th level (3 slots): banishment, Confusion, fire Shield, Greater Invisibility, Ice Storm, Create Fattening Food and Drink, Fatball > > 5th level (3 slots): cone of cold, Dominate Person, Temporal Shunt, Fat Surge, Rampant Vitality, Cloudswell, Lipomantic Cascade > > 6th level (2 slot): Contingency, globe of invulnerability, Wall of Ice, Narce's Hypnotic Trance, Blobbify > > 7th level (1 slot): Force Cage, Teleport, Raze Restraint, Power Word: Fatten > > 8th level (1 slot): mind blank*, Power Word: Blob > > ### Actions > > ***Winter's Burden.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) Bludgeoning damage plus 18 (4d8) Cold damage. The target also fattens for four times the damage dealt by the weapon. > > While attuned to this +2 Quarterstaff, if a creature would go over a bulk limit due to this effect, they must additionally make a DC 16 Charisma save or become charmed by the wielder until they complete a long rest, following their commands unless it would result in certain death. They may repeat this save if asked to do something directly harmful to themselves or someone they normally consider a close ally. > > ### Bonus Actions > > ***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. > > ### Reactions > > ***Frigid Rebuke.*** When the Winter Queen takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succesed on a DC 17 Constitution saving throw or take 16 (3d10) cold damage. > > ### Legendary Actions > > The Winter Queen can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Winter Queen regains spent legendary actions at the start of her turn. > > **Attack (1 Action).** The Winter Queen makes one attack with her Staff. > > **You Shouldn't Get to Be Thin! (1 Action).** The Winter Queen Targets the thinnest enemy in the room within 60ft and blasts them with pure lipomantic power. The creature takes 3d8 bludgeoning damage and fattens for 5 times the damage dealt. A Successful DC 14 Constitution save lowers the bludgeoning damage to half. > > **Cast a Spell (2 Actions).** The Winter Queen casts one of her spells. > > **You Don't Deserve it (3 Actions).** The Winter Queen reaches out through the sphere, slaying any friendly living creature she can see within 100ft. The remaining hit points the creature had, up to half its maximum, heal the Queen for an equal amount and fatten for same as she absorbs the life force. > \pagebreakNum # The Midlands
The Midlands lies in the middle of the West Marches, a vast forest of hills, valleys, and canyons, dispersed with beautiful vistas and dark corners where the trees over the valley's edge block out the sun. Spread throughout the region are large groves of bright pink trees, places where the lipomantic taint of the Marches has seeped into the very soil, warping the land into a bountiful landscape where all might have their fill. While the Midlands are dangerous, there is much of value to be found there, as many ancient civilizations once traveled and colonized this region. The Midlands are sparsely populated with any form of sentient creatures, other than the Gnolls who have been corrupted by the lipomantic influence of the region, particularly with the help of one Demoness, Avarice. Hot on the tail of the gluttonous demon are the warriors of the Radiant Lance, a group of Aasimar who have dedicated their life to purging demonic corruption across reality. ## The Demonic Incursion While other regions might have their problems with magical influences and strange creatures, the Midlands is a bit unique in that these demons did not stumble into the power of the spheres unknowingly, but actively sought them out. Avarice, Queen of the Abyssal realm known as “The Eternal Feast”. Her domain includes hedonism, gluttony, sex, and pleasure- making her a common demonic patron for mortals who are more beholden to their vices. It was an easy thing for her to convince the gnolls of the Midlands to work for her, turning their chaotic raiding into directed force to locate the sphere of sloth that effected everything within this forest. Thankfully, Avarice has not found it yet. The Radiant Lance, warriors from beyond the stars who crash landed in the Midlands, are doing their best to stop the demonic advance. yet they are only so few. In this race for the sphere, who knows what could happen with these abyssal forces running rampant across the lipomantic forest. #### Ribbonrun Estate Tucked in the southern foothills of the Midlands is an oddly isolated, yet quite 'lively'. Past a Head height wall separating the estate from the rest of the forest are endless neat rows of fruit trees of all kinds in an orderly sprawl over the uneven ground. At the center is the mansion estate itself. It is the home of Lady Voldahlia Ribbonrun, a powerful liposanguinor vintner who creates interesting wines from the orchards of her estate. She's assisted by her manservant Bhonepart, a skeletal construct, long in her service. Between the pair and their many construct and undead servants, Ribbonrun is well maintained, and they're happy to have visitors who are polite and willing to partake in the Lady's proclivities. Apparently the place has existed for centuries, and used to have a good trade with several towns that used to exist within the Ashwood before time and nature reclaimed them. Tread lightly however, for this would be quite the enemy to make if you cross her. \columnbreak ##### Midlands Creatures | CR | Name | |:---:|:-----------:| | 1/2 | Gnoll | | 1 | Feed Fiend | | 1 | Giant Toad | | 3 | Wildling Shadow Snack | | 4 | Lipomantic Wryrmling | | 4 | Wilding Shaman | | 5 | Burly Barlgura | | 5 | Cake Golem | | 5 | Food Elemental | | 5 | Gummy Wyrm | | 6 | Chunking Chasme | | 6 | Voracious Vrock | | 7 | Cookie Doughlem | | 7 | Lipo Treant | | 9 | Hefty Hezrou | | 9 | Treant | | 13 | Corruptor | \pagebreakNum #### Knight's Watchtower In the southern corners of the biome, a lone tower stands tall, valiantly guarded by an undermanned and undersupplied detachment of the Knights of the Steel Harvest, led by Gloriana Harbin, Old Man Giuseppe's estranged daughter. Isolated from the strength of Fort Endurance, these knights fight on in a strung out siege by the gnolls in a hopeless battle for survival. Without outside aide, there doesn't seem to be any escape from their situation. #### Radiant Lance Camp Nestled deep in Gnoll territory within the Midlands sits the Forward Camp of the Radiant Lance deployment. The camp itself is of rather impressive construction for what would be a temporary location; seemingly created by more than mundane means if the things spoken by Indra in town are put into practice. There are several tents, out buildings, with iron and stone barricades surrounding the perimeter of the campsite. Spread throughout numerous guard posts and what look to be menial camp activities, there are in total 20 individuals living in the camp. All of them are Aasimar of the Radiant Lance, a spelljammer that traverses wildspace in search of Corruption that must be cleansed from places it does not belong. The Radiant Lance deployment is led by Commander Wulfrid; a male Aasimar standing at exactly six feet. He is muscled and toned, dressed in a much more decorated variant of the standard pitch black plate armor worn by the Radiant Lance's soldiers. The situation that the deployment of warriors finds themselves in is difficult. They are here in pursuit of Avarice, the Queen of Gluttony and keeper of the Eternal Feast, a layer of the Abyss that's very surface is reported to be made up of endless layers of flab of trapped prisoners and sufferers. Their efforts in tracking her down have been much delayed, however, as the local Gnolls are making sending scout groups out beyond the fortifications of the camp difficult. **On the next pages are statblocks for some bosses in this region.** \pagebreakNum ___ > ## Lady Voldahlia > > Lady Voldahlia has the same statblock as a Liposanguinor except for the spell casting ability listed below. > ___ > > ***Spellcasting.*** Lavy Voldahlia is a 11th level spell caster. Her spell casting ability is Charisma (Spellsave DC 16, +8 to hit with spell attacks). Lady Voldahlia has the following spells: > > Cantrips (at will): Friends, Message, Milk Whip, Mage Hand > > 1st level (4 slots): Feed, Insult Physique, Double Digestion, Detect Magic > > 2nd level (3 slots): Asset Barrier, Dietary Curse > > 3rd level (3 slots): Abyssal Stomach, Expanding Edict, Hypnotic Hunger > > 4th level (3 slots): Flabling Bolt, Animate Snacks > > 5th level (2 slots): Fat Surge > > 6th level (1 slot): Blobbify > ___ ___ > ## Bhonepart >*Medium Undead, neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 85 (13d8+26) > - **Speed** 30 ft. > - **Bulk** NA >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|17 (+3)|15 (+2)|11 (+1)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Wis +5 > - **Skills** Arcana +6, Deception +6, History +6, Perception +5 > - **Senses** Darkvision 60ft, passive perception 15 > - **Languages** Common, infernal, draconic > - **Challenge** 6 (2300 XP) > ___ > ***Turning Defiance*** The noble skeleton and any skeletons within 15 feet of it have advantage on saving throws against effects that turn undead. > > ***Unlive to Serve*** The Skeleton Noble has advantage on any save that would charm it, or involve it causing harm to its master. > > \columnbreak > > ### Reactions > > ***Have Some Manners!*** The Skeleton Noble may respond to an attack that would hit them by imposing disadvantage on the triggering attack, and any others that creature would make on them before the start of the Skeleton's next turn. > > ### Actions > > ***Multiattack.*** The noble skeleton makes three attacks. > > ***Walking Scepter.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit:* 7 1d8+3) Bludgeoning Damage. Target fattens equal to twice the damage dealt. > > ***Scepter Shooter.*** *Ranged Weapon Attack:* +6 to hit, range 60/120 ft., one target. *Hit:* 8 (1d10+3) Force Damage. Target is fed fatty food equal to half the damage dealt. > > ***To your rooms, please!.*** The Skeleton Noble taps a creature in melee range with its staff, politely asking them to return to their room. The creature makes a wisdom saving throw (DC 14). On a failure, they are compelled to spend their turn moving away from combat and towards a guest room in the Mansion where they spend up to the next minute calmly waiting. The creature can repeat this save at the end of each turn. > \pagebreakNum ___ ___ > ## Avarice, The Demon of Gluttony >*Medium Fiend (Shapechanger), chaotic evil* > ___ > - **Armor Class** 21 (natural armor) > - **Hit Points** 250 (29d8+87) > - **Speed** 30 ft., fly 60ft. > - **Bulk** NA, Weight 400 lbs, Stomach Capacity 22 >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|16 (+3)|15 (+2)|14 (+2)|20 (+5)| >___ > - **Saving Throws** Con +7, Wis+6 Cha +9 > - **Skills** Deception +10, Insight +5, Perception +6, Persuasion +10, Stealth +9, Eating +11 > - **Senses** Passive Perception 13 > - **Languages** Abyssal, Common, Infernal, telepathy 60ft. > - **Challenge** 12 (8400 XP) > ___ > ***Telepathic Bond*** The fatcubus ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. > > ***Shapechanger*** The fatcubus can use its action to polymorph into a small, medium, or large humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. It reverts to its true form if it dies. > > ***Unburdened*** The fatcubus is unburdened by the size of whatever form it takes, including its true form. The fatcubus does not have a bulk limit. > > ***Force of Personality*** Servants of Avarice who are within 120ft of her or can see her directly are immune to fear, as well as any effect to charm them that does not originate from her or one of her other minions. She also has advantage on saving throws against spells and other magical effects. > > ***Corruptive Magic.*** Any creature effected by a spell cast by Avarice that fails the related save or is struck by a spell attack gains 1 point of corruption. This cannot trigger more than once per spell. > > ***Fiendish Flesh.*** Avarice is so soft and giving she cannot be grappled by creatures who weigh less than her. > > ***Innate Spellcasting*** The fatcubus's innate spellcasting ability is Charisma (spell save DC 18). The fatcubus can cast the following spells, requiring no material components: > > At Will: Abyssal Stomach, Create Fattening Food and Drink (one 10lb. meal at a time), Modify Metabolism, Resize, Sex Appeal, Stretch Stomach, Misty step, Feed > > 3/day each: Amazonian Figure, Ass Barrier, Fattening Jest, Hypnotic Hunger, Immobilize Person, Sexual Hypnotism, Doughify, Create Fattening food and drink, Fat Surge > > 1/day each: Dietary Curse(1 month), Fatball, Cloudswell, Hungering Curse (1 month) > > ### Actions > > ***Multiattack*** The Fatcubus makes two attacks with its claws and uses its fattening breath, if able. > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) Slashing Damage. Target gains weight equal to the damage and must make a DC 17 Wisdom save or gain a point of corruption. > > ***Charm.*** One humanoid the fatcubus can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fatcubus's verbal or telepathic commands. If the target suffers any harm from the fatcubus or her allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fatcubus's Charm for the next 24 hours. > > The fatcubus can have only one target charmed at a time. If it charms another, the effect on the previous target ends. > > ***Draining Kiss.*** The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Etherealness.*** The fatcubus magically enters the Ethereal Plane from the Material Plane, or vice versa. > > ***Fattening Breath (Recharge 4-6).*** The fatcubus exudes a gaseous cloud in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, the creature takes 6d10+5 Psychic damage, and gains an amount of fat equal to three times the damage dealt in this way. > > ***Fattening Kiss.*** The fatcubus kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, gaining 4d100 lbs of fat on a failed save, or half as much on a successful one. > > ### Legendary Actions > > Avarice can take 3 legendary actions, choosing from the options below. Avarice regains spent legendary actions at the start of its turn. > > **Attack (1 Action).** Avarice uses a legendary action to make an attack. > > **You, give in. (1 Actions).** Avarice chooses a creature she can see. They must make a DC 18 Charisma save or gain one point of corruption. The creature may choose to fatten 50lbs. if they do, then they gain advantage on the save. > > **Cast a Spell (2 Actions).** Avarice casts one of her spells. > \pagebreakNum
Massive in scope, and easily covering miles of ground in all directions, the dense packed buildings of dark grey stone and green tile roofing, sprawling all across the landscape. Even at such a distance from the city, it's clear to see how ruined it is. Very few of the structures look whole, with some simply missing walls or chunks, while some holes in the pattern of roofs points where others have collapsed entirely. The outskirts of this place are even worse for wear, less dense, and more scattered, with the dilapidated structures sitting forlorn in the fading light of day. This is a place filled with the remnants of hubris and fallen ambitions. Corpses walk the streets while long forgotten constructs patrol along their ancient precepts. Yet this isn't some normal ruin, but that of a lipomantic empire, and these are no simply undead. Many of the creatures here are made of food, or are related to it. They were servants, experiments, or even simply synthesized from the run off of strong magics. Regardless, this is a place filled with the bones of old places and lost people, glutted on fat magic and desire to drag any who would dare enter into that same expansive fate. ### The Sphere Manufactorum In the heart of the Fallen City and its ancient ruins is a mass of machinery and stone. Through thick stone walls, bronze and iron pipes pierce through every few yards, anchored by mortar in a complex snarl of inert tendrils coiled tightly around its length. The structure is large and sprawling, reaching over several blocks of space, and oddly segmented into different sections. Small hints around the city itself, as well as the runes on the magical spheres scattered through the West Marches mirroring the runes on this manufactorum's doors point to this place somehow being the origin point for those strange devices. Likely such mysteries would take a long while to unravel, a little bit at a time. ### The Haunted Hippo Inn Raucous laughter echoes down the nearby side roads outside of this ancient tavern. With its name still present at the entrance, The Haunted Hippo Inn is one of the loudest places in all the city. The noises belong to the ghosts of the long dead customers of the tavern who still hang around celebrating the eternal time they get to spend together with good food and good drinks. The name being what it is turns out to be simply a coincidence, as the owner didn’t mean anything by it when he chose it. Walking inside will show the ghosts (most of them fat, or at least chubby) in their overjoyed state and a building that looks well polished and untouched by old age. The ghosts will welcome them with even more excitement at finally having new folks, and they seem to not know of their postmortem state. Trying to mention it to them is unhelpful as they stay completely unaware. Instead the ghosts would rather party the night away with any living soul who enters, apparently eating contests are a regular thing around these parts too. Who knows what could happen if someone played along. \columnbreak ### Undead Huntress, Velka The Ruined City holds a great deal of undead, and such threats bring forth those who would try and oppose it. She was a huntress from unknown lands, bringing with her Nothics, to sniff out sources of secrets and magics, from which she can gain money from. Yet, these lands proved dangerous, far too dangerous for her. Being overwhelmed by the dangers, she was felled, unable to retrieve any wealth from the lands to her home. Having died at the hands of the undead there, she swears vengeance on all those who tread these grounds, who she sees as wanting to steal the wealth she believes is hers, rising as a revenant. In life, Velka was a scavenger, scrounging the ruins of long dead empires and ruins, searching for remnants of wealth. She came searching for her fortune here next, passing through the Stonemeadows, into the Midlands, and finally finding interest in the Ruined City. Where she met her end. Careful what items you pilfer, for they might be already claimed. ##### Fallen City Creatures | CR | Name | |:---:|:-----------:| | 1/4 | Skelecane | | 1/4 | Zombrie | | 1 | Ghoul | | 1 | Widened Shadow | | 3 | Mad Milk Machine | | 3 | Sword Wraith Warrior | | 4 | Flabby Flame Skull | | 4 | Jumbo Gremlin | | 5 | Corruptor Zombie | | 5 | Feeder | | 5 | Food Elemental | | 5 | Gummy Wyrm | | 5 | Sweet Pudding | | 5 | Wraith | | 8 | Mega Meat Man | \pagebreakNum # Dire Swamp
The Dire Swamp lies at the edge of one of the ancient Lipomantic Empires, and therefore is host to many ruins that might be spread around the swamps. These ruins might contain relics of the old empires, as well as perhaps some insights into their nature and their fall. Usually these will be populated with undead, but oozes, harpies, and other creatures might make their homes here. There are also caves and caverns in which similar creatures might lurk and make their lairs. Outside of these groups, wild and dangerous creatures live amidst the mud and muck. Snakes, alligators, hostile vegetation, and even undead may lie in wait for unsuspecting passerby. Hags often make their homes out in isolated shacks, and jellies blend into the surrounding waters to great effect.
This forest of massive trees and huge creatures is macro scale in every way. Even natural creatures, such as deer, bears, or owls are massive proportions here. Giants of all forms, huge monsters, and mega flora roam this dense area in ways that are far from peaceful. Small clans of giants fight each other at any opportunity, often fighting over or squatting in the ruins of ancient cities. Giants normally only live in mountains, separated to keep things clear about who is above another, as decided by the Ordning. This forest used to be such a huge mountain range, until an unknown force flattened it down nearly completely, leaving the Ordning broken as giant fought giant for dominance, even as their old mountain cities crumbled around them. It’s a place of power, chaos, and an overflowing pride that will not let them admit defeat. ## Prideful Stubbornness The Ordning stands as the basis of any giant society. The long lived creatures vary wildly from each other, aside from their common ancestry, and it's only through this agreement about who is above and below whom in the pecking order that they maintain peace. The coming of Pride changed all this. The casts of began to question the wisdom of such choices. Why should cloud giants, in their wasteful musings, be above Frost Giants, who hunt the greatests beasts the mountains have to offer? Or why should fire giants be below frost, when their mountain forges produce works of art vastly surperior to the frost giants' crude tools. It seemed almost too easy for their war to begin, a final proof of who is greatest. The largest blow came from an unknown hand though, the great flattening. The forest, once a massive sprawling mountain range of giant cities, was squashed flat. Buildings once sitting on inclines now sloped on their sides, places once above the clouds now muddied with collected rain. The fighting only got worse, a depth of pride that made it impossible to admit defeat for any of the giants, or even realize how far they'd all fallen. ### City of Cinders As a result of the destruction caused by the fire giants, an old city, once thriving with commerce, has been burnt down. It started burning recently, as the fire has yet to stop, seemingly lasting for weeks, but its moment of glory was way, way earlier, before the fall of the giants’ civilization. The only thing to burn there were the ruins of a place long destroyed, but there was reason for this to happen. Its rich history proved well worth exploration by other giants, and no amount of war to push them away from it was enough to hinder their foes. The giants here are cruel and hateful, even for others of their kind. This warcamp presents some of the most intense danger that the Forest has. Be wary of crossing a whole group of giants. \columnbreak ##### Forest of Giants Creatures | CR | Name | |:---:|:-----------:| | 4 | Feastvines | | 4 | Lipotroll | | 4 | Mimic, Large | | 5 | Troll | | 8 | Primal Boar| | 9 | Fatling Giant | | 9 | Heart Attack Bunger | | 10 | Feast Garden | | 10 | Mimic, Gargantuan | | 11 | Mountain Dryad | | 11 | Roc | | 14 | Cake Goliath | | 14 | Fire Giant Dreadnought | | 15 | Giant Hamster | | 15 | Purple Worm | \pagebreakNum ### Tunnel Fields For miles in all directions towards the northern edge of the Forest of Giants there are numerous holes, just about everywhere you look in it. They dig deep, making complicated connections and pathways that are incredibly hard to understand. That’s all because of a single Purple Worm that keeps digging and digging to no end, making it a hazard to even walk through these lands. And the bigger you are, the harder it is to avoid falling in one of the holes, so here’s a land where only those that can fly or are small enough to walk around can persevere. Along with the one creature that’s thriving the most well, of course, the Purple Worm. ### The Cloud Sprawl Cloud giants are known for believing themselves to be above the war of all the giants, and they see fattening as a tool to pacify others. Thraksart happens to be a male cloud giant who’s incredibly competent at that. It is told that whoever steps in these lands has almost no chance to escape, and in fact, a party approaching this hex will see giants and even other creatures fattened to immobility in this area. He’s not the only one responsible, as there are constructs and other cloud giants guarding the area, but as their leader, they all respond under Thraksart for everything that’s happening here. \pagebreakNum
There are other lands in the Marches that have yet to be explored by the adventurers of Windrest. Of course that means less is known about them, However that doesn't mean these far flung locales are any less interesting than what's come before. Indeed, their mysteries may prove even greater yet.
The West Marches are a place filled with magic and mystery. The borders of the various regions shift and change with time, much faster than would be possible from natural processes alone. Whole towns spring into existence and are swallowed again by the wild land. Legends speak of two great Lipomantic empires in millennia passed that occupied what would become the West Marches with their vast sprawling domains. They fell when they went to war with each other, consumed in a self destructive spiral that ended with no victor. The tool that is said to have dealt the fatal blow to both came from the forges of just one of them, spheres of great power that draw directly on emotion. Each is designed to emanate a particular emotion, feeding back into the sphere when creatures act on those emotions. The catastrophic effect of a whole area becoming consumed in one stubborn emotion is a predictable one. The empire that built them thought their plan flawless, except that they'd made two spheres of gluttony by accident. The inevitable feedback loop with their own lipomantic power corrupted the others, turning each into a threat of expansion of its own, and eventually both crumbled under the runaway weapons. Like the bones of those once great powers, the spheres are still buried in the land, powerful and misunderstood. It seems they're all activating now, touched by circumstances that border on impossible to be coincidence. Would it be possible that something deep in the marches is responsible for what's happening now? What would such a creature gain from activating all the spheres of power?
(Based on The Giant Toad from the MM)
(Based on The Gelatinous Cube from the MM)