Table of Contents
| Topic | Page |
|---|---|
| Introduction | 3 |
| World Concepts | 5 |
| Gods | 5 |
| Major Groups & Organizations | 6 |
| Important Places | 8 |
| A Brief History of Seostria | 11 |
| Campaign Start | 13 |
| Riverlithe | 14 |
| The Road to Redwater | 19 |
| The Twin Capital City Redwater | 25 |
| The Slope to Slow Dough | 34 |
Introduction
Seostria is a campaign setting that I have developed alongside the game "Scourge". Most of Scourge is believed to be set in Seostria, so a lot of it's item descriptions, perks, spell descriptions, etc. are all set as if they where in Seostria. However this does not mean that Scourge can not be played in other settings. This campaign and setting was just made to accompany the game, so that it's not all by itself.
Seostria is a large island, where the player starts in. In Seostria, there are four lords, named Pegrim the Knight, Qip the Mage, Father Donald, and Hisud the Thief. These four lords fight off something known as The Scourge. At the time that the campaign is set, the Four Lords have fought off The Scourge for as long as they can remember. It is an annual thing, happening every year. Around the Winter months, this event is celebrated as a holiday around the island. However, when this campaign is set, after the Scourge is defeated, the Lords all disappear.
One Year
The game is set and balanced in a way that it revolves around the player having one full year to complete the game. As time goes on, towns start to become more and more desperate, monsters start roaming more often, and in general it's just not a good time. Days must be kept track of as soon as the game starts, either on a notepad or document that the player can visibly see at all times. Every time a day passes, the day counter ticks over. If the player is unable to defeat The Scourge by the time that the year is over, then the player loses, and Seostria is completely subjugated under The Scourge's rule.
The Scourge
The Scourge is a creature of untold power. Some cultures refer to him as "The Demon King", other's simply as "Scourge". It is widely unknown where the Scourge came from, and there are many rumors:
- He is an Archfiend, here to enslave Seostria
- He is a forgotten God, seeking revenge
- He is a creature from the Blight, trying to infect the world
These rumors are all partially true, and partially wrong. The Scourge is an 11 year old boy who was created during a set of experiments known as "Project Emerald". Project Emerald's goal was to be able to absorb aspects of The Blight into a human to make them immune to The Crimson Blight. The Scourge is the only remaining survivor of the incident. The Scourge has untold knowledge of humanity, the world around him, and an aspect called Mana. The Scourge thinks that the best way to preserve the world is to destroy all evidence of his, and Seostria's, existence.
The Blight
A realm that is outside of our own, it is made completely of rotting corpses and decaying plants. The Blight is home to most Elder Gods.
Mana
An aspect that surged when Project Emerald failed, a magical aura that floats around Seostria giving everyone the power to control magic. Mana is a double edged sword that most do not notice, as whenever a spell or superhuman ability is used with Mana, it begins to parasite off of their soul, consuming it. The only types of magic that do not consume from the soul is Shadow magic.
The Four Schools of Magic
Magic is divided into four different aspects. These aspects are named:
- Arcane
- Divine
- Polymorph
- Shadow
The different types of magic are named based on how they are cast.
Arcane
Arcane magic is casted through math and algorithms, being written in specific instructions on how to mold mana. Also known as "Crystal Sorceries" or "Spells".
Divine
Divine magic is casted through the telling of stories and prayers. Mana takes a hold of these stories and prayers, causing effect. Also known as "Miracles".
Polymorph
Polymorph Magic is casted through the telling of rumors and lies. Mana shifts through the tongues of polymorphers, forcing reality around them. Also known as "Incantations".
Shadow
Shadow magic is the only kind of magic that does not consume from the soul. Shadow magic is an extension of the soul, influencing the world around it with willpower. Also known as "Pyromancy".
The Crimson Rot
A plague created by Vhexa, The God of Diseases. The plague eats away at those who are infected's bodies over the course of a year. The plague is transmitted from one creature's mana to another's, infecting both the Soul and the Body.
Monsterfolk
Seostria used to be inhabited by strictly humans. Whilst other races do exist outside of Seostria, they had not migrated to the island at the time. Once the Scourge, and thus, Mana, perpetuated through Seostria, some people's bodies began to change and morph. The Scourge used these morphed bodies as soldiers in his army, as he had an innate control over their will. However, once the Scourge was defeated, Monsterfolk lived in and out of human society commonly, some making their own cities dubbed "Monster Tribes". The largest of which is known as Slough Dough, a city comprised completely of cake people. The city of Slough Dough rivals most human cities in size, only beaten by Baldor and Redwater, the twin capitals of Seostria.
The following monsterfolk exist in Seostria:
| Monster Name | Brief Description |
|---|---|
| Dracon | Dragon People |
| Do-Cek | Cake/Pastry People |
| El-Odeh | Slug People |
| Eskari | Tieflings, Succubi |
| F'grotheh | Frog People |
| Florgae | Flower/Plant People |
| Harpie | Bird People |
| Insek'Ta | Bees |
| Kobold | Lizard People |
| Lio'Ta | Anthropomorphic Animals |
| Meduseli | Jellyfish People |
| Merfolk | Mermaid People |
| Minotaur | Half Cow, Half Human |
| Rabbitfolk | Rabbit People |
| Slime | Slime People |
| Sne'Ka | Snake People |
| Thrak-E | Goblins |
Monsterfolk Breeding
Monsterfolk originate from two places. Either they are infected through the mana plague, or they are birthed from monsterfolk. Monsterfolk are all compatible with each other, and even have heat cycles related to one another, but are not compatible with other types of monsterfolk (unless specified). There are some exceptions to this rule. Kobolds are able to breed with Dracons, for example.
Some monsterfolk breed in asexual ways. Florgae, for example, can breed both sexually and asexually, able to impregnate their own seeds, or spread spores for other's.
| A Mage At Tendriths |
World Concepts
Gods
The gods of Seostria are as follows:
| God Name | Portfolio |
|---|---|
| Don'Ogog | Fire, Sunlight, Earth |
| Rhyke | Water, Oceans, Storms |
| Kore | Lightning, Ideals, Passion |
| Ameer | Iron, Truth, Law |
| Cxuilax | Ice, Emptiness, Winter |
| Vhexa | Sickness, Blight, Rebirth |
| Nihl | Poison, Acid, Cowardice |
| Hijra | Crystals, Magic, Knowledge |
| Halflight | Light, Protection, Combat |
Don'Ogog and Rhyke
Seostria's creation myth starts with these two gods, the god of the ocean and the god of land. Don'Ogog was always represented as a large salamander, and Rhyke as a giant whale. According to legend, the two primordial beasts fought each other for so long that their elements collided and created Seostria. According to legend, the two gods have gone into a long slumber, awaiting for their artifacts to be found so they may be awoken from their slumber.
Kore, Ameer, and Cxuilax
The three draconic gods, Kore represents Ideals, Ameer represents Truth, and Xcuilax represents Emptiness. The three gods have always been shown together as a form of balance. Each of the three gods are said to sleep at the two tallest mountains, and the deepest pit in Seostria. According to legend, the three gods will be awoken once a worthy creature is able to best them in battle.
Vhexa
Vhexa is an elder god worshiped by Swamp Pyromancers. He is the god of sickness and blight. It is said that long ago, his avatar was trapped in an ancient tomb far away in the swamp. However, Vhexa has been awoken recently, and is wreaking havoc on Seostria.
Nihl
A god who serves under Vhexa, Nihl is always shown as a great jellyfish. It is said that Nihl feeds off of corruption and death. Where there is an abundance of those two things, there is Nihl.
Hijra
Another ancient evil, like Vhexa. Hijra is the elder god of magic. When the Scourge rose in Seostria, Hijra was summoned to the island from the immense burst of magical energy.
Halflight
The newest god in Seostria's Pantheon, Halflight in known as the grand protector and paladin of The Old Church of Light. Halflight is known as "The One Who Returned", after he made a pilgrimage to The Blight in search of a way to defeat Vhexa. The miracles of his story tell that Halflight was the only Bright Guard who returned from The Blight.
| Old Depiction of Halflight, The One Who Returned |
Major Groups & Organizations
List
| Name | Type | Allignment |
|---|---|---|
| Azure Bandits | Pirates | Chaotic Evil |
| Church of Leladir | Religion | Lawful Good |
| Coldspire Refugees | Military | Chaotic Evil |
| Eternal Night | Religion | Lawful Evil |
| Free Alchemists | School | Chaotic Neutral |
| Knights of Alderith Keep | Military | Lawful Neutral |
| Magma Corporation | Merchant | Lawful Evil |
| Old Church of Light | Religion | Lawful Good |
| Onscen Corporation | Military | Lawful Good |
| Red Whale Pirates | Pirates | Lawful Evil |
| Swamp Pyromancers | Religion | Neutral Good |
| Ulderith Goods | Merchant | Lawful Good |
Azure Bandits
Leader: Shaban Rivière
A Group of bandits lead by Shaban, an Ex Admiral of Slough Dough's royal navy. A collection of 4 ships, one made completely of metal. The leader, Shaban, believes that Seostria is rotten, and that it should be cleansed by Rhyke, God of The Ocean. He and his pirates patrol the east seas of Seostria in search of Rhyke's sapphire, in hopes of awakening the god.
Church of Leladir
Leader: Lucilia Wojewódka
The most recent iteration of The Old Church of Light, the Church of Leladir worships light and the current pontiff. The current pontiff, Lucilia, is the niece of Father Donald, who was the pontiff beforehand and is one of the four lords. They wish to heal The Crimson Rot through means of prayer, by utilizing divine miracles in an attempt to rid the plague from carriers.
Coldspire Refugees
Leader: N/A
Collections of tribal humans, the Coldspire Refugees are what remains of the great city of Baldor. After The Long Dark, these tribes started to appear in the arctic wasteland as the last survivors. Mana plagues have rid their minds of most intelligence, leaving them with little ability to communicate, create tools, or other human traits.
Eternal Night
Leader: Atrax Feigenbahm
An occult focused on Xcuilax that mainly operates on the south ends of Seostria. Their leader is obsessed with uniting all three dragon gods, and assumes that if he is powerful enough that he would be able to control them all. His followers blindly agree with his ideals, although many of them assume that most of the facades put up by Atrax are true. The group mostly dissolved after The Long Night, where Atrax failed in summoning Xcuilax, causing an eternal blizzard over the southeast ends of Seostria.
Free Alchemists
Leader: Merlyn Angelov
An alchemist's guild that has had a long history of insane leaders. The Free Alchemists attempt to establish a school of alchemy that is free from the censorship and rules that Tendriths college imposes. The last leader, an unknown alchemist, created many spells and potions that were supposed to aid in the freeing of alchemy from Tendriths's grasp, but the revolt halted after the last alchemist perished from unknown means. All he left behind was a ripped up journal.
Knights of Alderith Keep
Leader: Pegrim Mac'Caba
A collection of military groups organized under Pegrim's rule, The Knights of Alderith Keep are the sole military force of Seostria. Operating throughout all of Seostria, the knights serve as a town guard in any town that doesn't have it's own employed militia. Their main base is in the north east parts of Seostria, in a fortress known as Alderith Keep. The highest of the knights guard and live there, however, after Pegrim died in The Great Inferno, the knights have dissolved mostly into infighting.
Magma Corporation
Leader: Methodios
A corporate entity focused on the buying and selling of land, they come from a land far away from Seostria. Ever since The Scourge rose, they have stayed on the island, with their head of operations (Methodios) directly opposing The Azure Bandits in their ideals. Magma corporation believes that if they are able to find Don'Ogog's ruby before The Azure Bandits find Rhyke's Sapphire, that they will be able to expand the landmass of Seostria, allowing more people to buy and own property under Magma Corp.'s name.
Old Church of Light
Leader: Gervais "Donald" Bandini
The Old Church of Light is historically Seostria's first church. The congress emerged after Vhexa was released from his tomb. The church was constructed to be a place of health, where the Paladins would be able to heal, tend to, and hopefully cure The Crimson Rot. The Old Church of Light had a number of ranks to their Paladins, the highest being a Bright Guard. The group is mostly dissolved, however, lost to time.
Onscen Corporation
Leader: Kyoko Silje
A military group that has it's routes in deep Rederium, a far off land from Seostira, Onscen has been in Seostria ever since the first pilgrimages. Their leader, Kyoko, believes that Vhexa is causing plague on the land due to the betrayal of the god Nihl, and that to stop The Crimson Rot, they must appease Nihl.
Red Whale Pirates
Leader: Captain Sergi Okamoto; "Ember"
The Red Whale Pirates are a collective of 16 different ships all flying one flag. Their main goals are to disassemble the monarchy that Seostria follows, and remove The Four Lords from power. They believe that power should be placed in the hands of those who live in the land, not by different lords. Recently, they have been employed by a Fire Elemental known as "Ember". Unknown to Captain Sergi and his crew, Ember plans to ignite the entire world, and is using the pirates to forward his goal.
Swamp Pyromancers
Leader: Kiln'Ra
A group of relatively un-organized communities, the Swamp Pyromancers are a religious order that both worships and fights against Vhexa. They live mostly in The Scarlet Lake, but some venture outwards to spread their word. Their leader, a crow named Kiln'Ra, is supposedly the most powerful Pyromancer on the entire island. However, he has been missing ever since the 4 lords disappeared.
Ulderith Goods
Leader: Hans "Thorn" Thorley
A relatively new corporation formed by Chairman Thorn, Ulderith's goals are to connect Seostria in a wide network to improve trade, travel, and knowledge. Most roads in Seostria are less than 40 years old, as they were constructed by Ulderith. The leader, Chairman Thorn, looks surprisingly young for how long he has been around, and rumors circulate around him and his true goals.
| A Swamp Pyromancer Camp |
Important Places
Seostria is divded into five different regions, known as The Scarlet Lake, Shatter Spire Mountains, The Ivory County, The Pale Reach, and Saccharum Valley. In addition, there is a chain of islands to the north east of Seostria known as "The Crimson Isles". Each region is home to many different creatures, people, and cultures.
A "*" next to a name indicates if it is unknown by the general public
| Region | Location On Map | Climate |
|---|---|---|
| The Scarlet Lake | North West | Warm, Wet |
| Shatter Spire Mountains | North East | Hot, Dry |
| The Ivory County | Center | Temperate, Wet |
| The Pale Reach | South East | Frozen, Wet |
| Saccharum Valley | South West | Cold, Wet |
| The Crimson Isles | North East | Hot, Wet |
The Scarlet Lake
The Chapel of Light
The main cathedral of the Church of Leladir, it is housed deep within the swamp.
Tomb of The Dead God *
Vhexa's Tomb and home. Housed near The Chapel of Light.
Blighted Ruins *
Undisturbed ruins of The Old Church of Light, the first impact site where Vhexa unleashed his plague, and the tomb of Father Donald. Housed near the Tomb of The Dead God
Camp Delirium
The main camp of the Swamp Pyromancers. Housed near the Tomb of The Dead God
Fross'Pasa
A monsterfolk city comprised mainly of F'grotheh. This city loves trade, and commonly accepts weary travelers inside.
Mudpass
A swamp village comprised mostly of humans. This town serves as a "border" between The Ivory County and The Scarlet Lake.
Deepwater
A mostly ruined swamp village deep in The Scarlet Lake. This was a project started by Ulderith Goods, which failed when The Crimson Rot hit.
Shatter Spire Mountains
Alderith Keep
The Military capital of Seostria, and main home of The Knights of Alderith Keep. Alderith Keep is currently in a state of disrepair, after an event known as The Great Inferno.
Yul'Gra'Tae'kah
The tallest mountain in Seostria, also the home of the last true dragon, which goes by the same name.
Kore *
Another large mountain, which is also home to a dragon of the same name. This is Kore's resting place, and is tucked far in the north east regions of Shatter Spire.
Labyrintun
A monsterfolk town made up of mostly Minotaurs. Despite allowing visitors in, their culture relies on strength and a blood court, meaning only the strongest of visitors remain.
Nem'Dracontun
A monsterfolk town made up mostly of Dracons and Kobolds. This town is at the bottom of Yul'Gra'Tae'Kah, and many of the elder Dracons of this town worship the true dragon.
Roh'K
A large dormant volcano near the coast of Shatter Spire.
The Red Pass
A mountain pass that borders Shatter Spire from the Ivory County.
Weeping Rock
A town made up of mostly humans. It rests at the base of The Red Pass, touching The Ivory County. This town was established by Ulderith Goods as a mining town.
| The Overgrown Chapel of Light |
The Ivory County
Scourgehold
The prison and castle of The Scourge, constructed out of the orders of Pegrim The Knight. This castle sits in the center of The Ivory County. Once the Scourge is to rise, the Four Lords come here to battle it.
Redwater
The original battlefield between the Scourge and the Four Lords. This is one of two capital cities of Seostria, comprised mostly of humans. The town gets it's name due to the battle, saying that the blood of the Scourge ran the rivers red for weeks.
Pondows Tops
A collection of river spires on the east coast of Seostria. Home to many Harpies, these lands have slowly grown into a small city in the sky.
Slough Dough
The largest monsterfolk city comprised mostly by Do-Cek. Resting south of Red Pass on the east coast of Seostria.
Riverlithe
A small town to the south of Scourgehold. A fishing village established far before The Scourge rose.
Hos
A city comprised mostly of Rabbitfolk, Hos is known best for producing the greatest of doctors in all of Seostria.
Fa'Wol
A city comprised mostly of Lio'Ta, it rests north of Scourgehold on the north coast of Seosria.
| Blue Jelly |
The Pale Reach
Baldor
The second of the twin capital cities, this land is the original site of The Long Night. The city has since been frozen and overran by Echo Wisps.
Cxuilax *
The tomb of the Dragon God of Ice. This tomb was opened by Atrax, who failed in summoning the god fully. He now lies awake, ruining the region in an eternal blizzard.
Ameer *
A large mountain sitting on the south coast of Seostria, Ameer is the home of the Dragon god by the same name.
Plasm
A small town established by Ulderith Goods bordering The Ivory County from The Pale Reach. This town is mostly comprised of humans, and is barely habited.
Hastus
A town made up mostly by Eskari. The town is ruled by an archfiend known as Envur. The town rules on a hedonistic court, those who aren't Eskari are turned away.
Saccharum Valley
Tendriths College
A large magical college ruled by Grandmaster Qip. The college offers to teach alchemy and the arcane. Ever since Qip has gone missing, the college has gone silent, nobody has entered nor left since the vanishing.
Blue Jelly
A slime village that borders Saccharum Valley from The Pale Reach. The town is extremely welcoming, and gifts hand-made blankets to all going in or leaving The Pale Reach.
Yin *
A reclusive beehive made up mostly of Insek'Ta. Their current queen has grown ill from The Crimson Rot, so many drones have been spotted searching for remedy.
Maplebark
A town set up by Ulderith Goods. The town is set up deep within the great forest of Saccharum Valley. The town is mainly comprised of humans, and is mostly a logging town.
Yellowsap
A small town that borders the Ivory County and Saccharum Valley. The town historically trades with Riverlithe, the two being close to each other granting that luxury.
The Crimson Isles
Tomb of The Fire Lord
The tomb of Don'Ogog. A giant stone door with many inscriptions marked on the front, detailing Don'Ogog's greatness. In the very center is the hollowed out shape of a ruby.
Tomb of The Storm King
The tomb of Ryhke. A giant coral door with many carvings detailing Ryhke creating the oceans. In the very center is the hollowed out shape of a sphere.
Darkwell
A harbortown on the south-most island of The Crimson Isles. Made up mostly of humans, some Navalochians come here to trade on rare occasion.
Fe *
A small monsterfolk village made up of Sne'Ka and Kobolds. They remain hidden, afraid that if they awaken Yul'Gra'Tae'Kah that they will be devoured by the great dragon.
The Abandonded Labs *
A collection of ruins with an underground complex. The original site of The Scourge's birth, hidden away to never be found.

A Brief History Of Seostria
Creation, 0 CE
The two gods Rhyke and Don'Ogog finish their fight, each retreating to their tombs and leaving behind two artifacts. Seostria is created.
Seostria is Discovered, 405 CE
Groups of human explorers find Seostria and decide to call it home. They learn about a god named Vhexa. After tricking Vhexa, they trap him in a place called The Tomb of The Dead God. These people call themselves the "Kah", and discover the arts of pyromancy to defend The Tomb.
Seostria is Colonized, 922 CE
Dwarf explorers from Rederium come to Seostria. They find it to be a hospital place, and begin to migrate large amounts of pilgrims to the island. Humans make up most of these pilgrims.
The Crimson Rot, 1030 CE
A group of Dwarf treasure hunters open The Tomb of The Dead God, releasing Vhexa. Vhexa then infects Seostria with a disease known as The Crimson Rot. This plague turns people's skin a dark crimson, and rots them while living.
Dwarves Flee Seostria, 1032 CE
Dwarves organize mass evacuation parties, fleeing Seostria and leaving the Humans on the island.
The Church of Light Established, 1050 CE
After years of The Crimson Rot, a group of humans establish The Church of Light, an order of paladins and healers in an attempt to cure and treat The Crimson Rot.
Father Donald Becomes Patriarch, 1058 CE
After assassinating the previous Patriarch, Gervais Donald Bandini becomes "Father Donald", and establishes himself patriarch.
Tendriths College Established, 1058 CE
A school for doctors is established by Qip Greenfoot. Qip teaches remedies for disease, with the goal of finding a cure for The Crimson Rot.
Hans Thorley Graduates From Tendriths, 1065 CE
A prodigy human named Hans graduates from Tendriths. He later goes on to establish a forgotten group named "The Emerald Doctors".
Hans Starts The Emerald Project, 1067 CE
A project started to cure The Crimson Rot, Hans experiments with souls, pyromancy, and children in an attempt to figure out a way to cure The Crimson Rot from the soul.
Knights of Alderith Keep Established, 1067 CE
A group of knights lead by Pegrim swear to protect the cities of Seostria. They quickly gain popularity and growth, creating a fortress in the mountains called Alderith Keep.
Eternal Night Established, 1067 CE
A group of cultists lead by Atrax Feigenbahm is established after the leader learns of the three dragon gods.
The Emerald Project Fails, 1072 CE
When experimenting on souls, one child named Alkeides Albrecht becomes surged with a power known as Mana. He breaks containment, killing all but 2 scientists, and becomes known as The Scourge.
The Battle of Redwater, 1072 CE
Four people known as Pegrim, Qip, Gervais, and Atrax fight and "kill" the Scourge. Scourgehold is built, and the corpse is buried there. The city nearby is renamed to "Redwater" after the battle. Every year after this, the lords come together to battle the Scourge again, as he rises.
Mana Discovered, 1072 CE
Mana is discovered in all people. Thought to be a blessing, many start to worship or use it in common day-to-day use. Mana, with training, can provide superhuman abilities. Tendriths College switches it's focus towards Mana, The Knights of Alderith Keep begin to focus on mana-style training, Atrax begins to learn sorceries and teach them to his followers, and The Church of Light begins to use Mana to heal other's
The Pilgrimage, 1075 CE
An order of Mana-using paladins known as The Bright Guard make pilgrimage to The Tomb of The Dead God in an attempt to seek a cure for the disease. Led by Gervais Bandini, the knights encounter Vhexa, and are killed by him. Only Gervais and Halflight are able to escape.
Halflight is Venerated, 1075 CE
Halflight returns to the church, and is treated as a god. Many churches begin to worship him directly as a god of light. Meanwhile, Gervais hides from his religion, attempting to coax a young alchemist into assisting him with his new disease.
Jon Mosspath Graduates from Tendriths, 1075 CE
An aspiring alchemist known as Jon Mosspath graduates from Tendriths. Gervais starts a partnership with the alchemist, hoping that the alchemist will find a cure for him. Gervais sends Jon into The Tomb of The Dead God, hoping he will find a cure. Jon instead gets lost in a dimension known as The Blight.
The Long Night, 1075 CE
Atrax attempts to summon his draconic god in the capital city of Seostria, Baldor. He fails, and the dragon curses the land in an eternal blizzard. Atrax becomes enraged, and is thought to die. Atrax goes into hiding.
The Church of Light Disestablished, 1075 CE
Due to the sickness brought from Halflight, the entire church begins to slowly die off from The Crimson Rot. Halflight is put into a state of mana-stasis by his judicator, Andrej Hidalgo. Andrej's life becomes eternal, as he is cursed to watch the last church in hopes that The Crimson Rot is cured.
The Great Inferno, 1076 CE
Alderith Keep catches fire from unknown means. During this time, many of the pyromancers of Alderith keep begin to turn on each-other, assuming one group over another started the flames. Pegrim goes missing, assumed to burn in the flames.
Jon Mosspath Returns, 1076 CE
Jon returns from The Blight, sick and dying. Father Donald attempts to kill Jon after discovering that he did not have a cure. The two of them die, both from sickness and from fighting. Father Donald's body is left in a state of stasis by Judicator Andrej, hoping to revive the patriarch after the sickness has a cure.
Tendriths Shuts It's Doors, 1076 CE
The large doors of Tendriths College shut. Nobody is seen to leave or return.
The Four Lords Are Missing, 1078 CE, Present Day
There is one year before The Scourge returns.
Campaign
Beginning
Whenever a text is written in these boxes, read or type this to the other player.
The bells of despair toll once again. A grand creature known as The Scourge rises anew, as he always has.
Standing in his way used to be four grand lords. The leaders of our great nation.
Knight Pegrim, grand pyromancer of the Knights of Alderith.
Father Donald, who's light swore to cure our rot.
Grandmaster Qip, the head of Tendriths College.
And Atrox The Coldhearted, who's magic knew no bounds.
However, in the passing years, our lords have left their thrones. There stands nothing between us and absolute destruction.
We are all doomed.
The Call to Adventure
There are many different starting points that a player can take. As the DM, you may decide which is most appropriate.
Local Priest.
You are a priest in the small town of Riverlithe. A church crier has recently given you news of all four lords missing, and asks you what needs to be done. The next day, you prepare a set of adventuring equipment, getting ready to travel to Redwater, in hopes of finding some form of answer. You entrust the church to your dog, "Lap", who is in charge of the church while you are out.
+1 Priest's Robes
+1 Holy Symbol
+1 Oil Lamp
+3 Casks of Oil (10 Minutes)
Apprentice.
You are the apprentice to a skilled graduate of Tendriths. One morning, your master disappeared, and left behind a cryptic letter. The letter wrote:
"My gifted scholar, I was requested at Tendriths for an important matter. I must be leaving with haste. Make way to Redwater, Lettuce Inn has answers."
With that, you leave the small house with what little you could scrounge together.
+1 Mage's Robes
+1 Arcane Sigil
+1 Potion of Mana Recovery
Potion of Mana Recovery
Uncommon Magical Potion
When drank as a bonus action, the drinker recovers 10 MP.
Blacksmith.
A member of the small Riverlithe smithy. You serve under a Dwarven grand blacksmith. The old Dwarf used to serve as a blacksmith for the Knights of Alderith Keep. One day, he begins to catch a cough, before his skin turns a dark red over the coarse of a month. He tells you to set out for Redwater, in search of a cure.
+1 [Silver Starting Weapon]
+1 Smith's Clothes
Rebellious Heir.
The heir to the local Duke of Riverlithe, you have a life of governing set out for you. However, the old man, while waiting for himself to die, forbids you from leaving his manor. Your entire life you've sat inside in boredom, even after you were an adult, he keeps you contained. After hearing news of the lords disappearing, you decide to leave the manor in an attempt to make an name for yourself. You hear about the capital Redwater, and decide that's a good place to start.
+500 GP
+1 Noble Attire
The Town of Riverlithe
You live in the small town known as Riverlithe. A fishing village that never sees any action.
It is the spring. The air breathes clean as the braying of a distant mule calls through the town. This town, while small, has many historic features that have been here since the start of Seostria's colonization.
Near the edge of town, there is a Smithy ran by an old Dwarf. A church ran by a cloistered priest. A clinic ran by a handful of nurses, and one doctor. And a general store in the center of town, offering what little is produced here.
The Capital of Redwater beckons you in the distance, but that doesn't mean you can't investigate some of the features in this town first.
Riverlithe is a small fishing village with a population of about 100. The smallest town in all of Seostria, this town sees nothing more than fish, the river, and the occasional pilgrim coming from or going towards Tendriths, the Mage's College.
Some important figures who live in Riverlithe:
- Gerham Iufud. A Dwarven blacksmith who runs the local smithy, called "The Iron Beard". He's been here for as long as anyone can remember, and was one of the original Dwarves who colonized Seostria. If the player was The Blacksmith Origin, this is the Blacksmith they served under.
- Mladen Krishna. A human priest at the local church of light. They celebrate Halflight, the God of Light and Life. If the player was The Priest origin, this person is instead a church-hand, not the priest.
- Muhammadu Shahzad. A younger dwarf doctor of the local clinic. He was one of the last pilgrims coming to Seostria after The Scourge rose, and came here to help in any way he could. Muhammadu works for Onscen Corp, and was sent here to assist with The Crimson Rot. Muhammadu was recently kidnapped by a band of Kobold bandits, in the quest Kelpwater Kidnapping.
- Sudhir Jocelin. A Dwarven shopkeep hailing from the swamps of Lethea, a far off land from Seostria. Sudhir is youngr than Gerham, but younger than Muhammadu. Sudhir follows the mindset that those who aren't able to work aren't where they are supposed to be, and that everyone has a purpose.
The Iron Beard
The small smithy smells of tobacco and iron. In the corner of the room, molten copper boils in a small crucible, as the elderly Blacksmith, Gerham, pours it into a cast, creating a sword. The coal-skinned Dwarf turns to face you, with a warm smile.
"What can I be of service to ya'?" He questions, his voice sounding as if it was running through gravel.
Gerham The Smith is a 2nd level Pyromancer. He is friendly towards the player, and will allow them into his house if needed. If talked to or traded with, Gerham will talk about problems he's been having with a Silver shipment from the north, which can start the quest Slippery Silver.
Gerham's Stock is detailed on page #15
The Church of Light
The small desolate cobblestone church sits near the center of town, healing all who are sick or dying. Ever since a sickly pilgrim came through town, many contracted The Crimson Rot, and the church is trying desperately to heal it. The current church overseer, Mladen Krishna, is trying his best to transport everything from the clinic to the church in a timely manner, but the old body forces him to move slowly.
A small cobblestone church established from the north, this church is known for it's daily prayers, and for taking in the sick. The local priest (Or helper) Mladen Krishna will greet the player with kindness, but also worry. One of the patients he is taking care of, a human by the name of Regena Phebe is sick with The Crimson Rot, and the doctor has gone missing. If the player wishes to find them, the quest Kelpwater Kidnapping will start.
As a priest, Mladen Krishna will heal the player from any Necrotic damage or Disease for free.
The Clinic
A small sterile building with a large logo on the front. This clinic was established fairly recently, as the nurses and doctor all come from different regions. This establishment was created by Onscen Corporation, in their widespread attempt to improve public relations.
The health clinic ran by a Dwarven doctor assists the church with the healing of The Crimson Rot. However, recently the doctor has gone missing. He had been kidnapped, and if any of the nurses are questioned about it, they will tell that they last saw him near one of the ponds called Kelpwater.
Roe
The small wooden building is occupied by a stout Dwarf, eager to sell everything and anything.
The small general store ran by a Dwarf by the name of Sudhir Jocelin, she believes that everyone must have a job or goal, and is very outspoken about it. If talked to, she knows of a rumor about The Crimson Rot, stating that is spreads if you stand near a spellcaster. This is not true.
Sudhir's Stock is detailed on page #15
The Iron Beard Stock
| Item | Price | Amount In Stock |
|---|---|---|
| Iron Broadsword | 450gp | 1 |
| Iron Scythe | 450gp | 1 |
| Iron Composite Bow | 450gp | 1 |
| Leather Armor | 300gp | 2 |
| Half Plate | 350gp | 1 |
| Iron (Chunk) | 400gp | 20 |
| Iron Arrow (x20) | 350gp | 10 |
| Light Shield | 350gp | 2 |
Iron
Tier 2 Material
When applied to weapons, they gain a +1 to hit and to damage, and deal double damage to Fey.
Roe Stock
| Item | Price | Amount In Stock |
|---|---|---|
| Ring | 20gp | 5 |
| Lesser Healing Potion | 50gp | 10 |
| Potion of Mana Recovery | 100gp | 2 |
| Tent | 100gp | 5 |
| Ration | 10gp | 30 |
Lesser Healing Potion
Common Magical Potion
When drank as a bonus action, heals the drinker for 3d8 HP.
Tent
When sleeping in a tent instead of in the open, gain 1 Temporary Hitpoint at the end of every long rest.
Ration
A collection of salted meats and dried fruits. Never goes bad.
Slippery Silver
Reccomended Level: 1
"Well... You see, a shipment of me silver has gone missing. It would be fine, if I didn't spend over 5,000 gold on it. If you'd be so kind to figure out what's wrong, they must be somewhere on the north road..." He laments.
Gerham the Dwarven blackmith is having trouble with his silver shipment. It was supposed to arrive five days ago, but it has yet to reach town. He want the player to travel north to find out what stopped it.
Heading North
Once the player starts venturing northbound, state the following:
The spring air runs fresh through your senses as you walk through the county. Riverlithe rests in a region of Seostria known as "The Ivory County", named because of how golden the grass gets during the spring and summer.
As you walk along the cobbled road, you come across a small humanoid, dressed in a cloak with a small backpack. As you pass by her, you notice that she is an alchemist.
The girl is a Thrak-E, a goblin.
Thrak-E
Monsterfolk Race
Thrak-E are short, green skinned humanoids. It is said that they were the first to turn from The Scourge, being created out of creatures most susceptible to Mana. Thrak-E have the following traits:
- Size. Anywhere from 3-4 feet tall, their size is Small
- Mana Conduit. Thrak-E have an additional 5 added to their maximum MP.
- Ability Scores. +2 AGI, +1 INT, -1 STR
- Heat Thresholds. 31, 50, 80
- Permanent Heat. Thrak-E's minimum heat score is 30%.
Heat
Condition
Almost every monsterfolk has Heat Thresholds. Heat Thresholds are percentages out of 100, where a monsterfolk can be describes as more "Depraved". After each threshold, the DM may describe a new effect that the heat has on the monsterfolk's mind. These can be physical, mental, or even magical changes! Heat will revert back to it's minimum score once a creature has climaxed.
Trader
This Thrak-E's name is Amara Lesley, she was born a Thrak-E, and is currently making pilgrimage to Tendriths college to become a better alchemist. She has a stock of potions that she is willing to sell to the player, and will also tell the player that they noticed a wagon pulled over on the side of the road, next to a pack of mean looking humans.
Amara's Stock
| Item | Price | Amount In Stock |
|---|---|---|
| Lesser Healing Potion | 25gp | 5 |
| Minor Healing Potion | 50gp | 3 |
| Potion of Mana Reovery | 50gp | 3 |
| Potion of Boar's Strength | 100gp | 2 |
| Potion of Eagle's Agility | 100gp | 2 |
| Polymorphaline | 10gp | 1 |
Minor Healing Potion
Uncommon Magical Potion
When drank as a bonus action, heals the drinker for 4d10 HP.
Potion of Boar's Strength
Uncommon Magical Potion
When drank as a bonus action, for the next minute, the Drinker's Strength is counted as an 18.
This makes all Strength Weapons have a +4 to hit and to damage.
These brews used to be made by aspiring knights and pyromancers, who drank them before duels in an attempt to show off strength.
Potion of Eagle's Agility
Uncommon Magical Potion
When drank as a bonus action, for the next minute, the Drinker's Agility is counted as a 17,
This makes all Agility weapons have a +3 to hit and to damage, and adds a +3 to AC.
A common stimulant brewed and sold in the south parts of Seostria, it was often used as an "Upper" by night watch guards needing to stay awake.
Polymorphaline
Rare Magical Potion
A small vial of bright pink solution. The liquid is difficult to create, being mostly water that is filled to the brim with Mana. Polymorphaline, when drank, starts to transform the drinker. Can be drank as an Action.
If the drinker is already in the process of becoming a Monsterfolk, this accelerates it by 50%, and sets their heat to 60% if it isn't already higher.
If the drinker isn't already turning into a monsterfolk, the DM may choose a monsterfolk that is appropriate for where this Polymorphaline came from, or may randomly decide based on the different monsterfolk types.
If the drinker is a full monsterfolk, the potion has no effect.
Created by The Free Alchemists, this solution was made to help alchemists reach "their true form". The production of these vials was almost lost, and is now a closely guarded secret.
A Potential Ally
If asked, Amara will accompany the player to The Silver Carts, and assist the player as an ally. However, after that point, Amara will not accompany the player unless they drink the Polymorpaline, at which point they will give to the player. Amara will accompany the player for as long as the player does not damage Amara.
Allies
Allies can be dismissed at any time and will join all combats with the player as long as they are nearby. If an Ally has an MP ability, the player is able to command their ally to use it as a free action. A player can only have up to 2 allies at any time.
Amara
Amara Lesley
Level 2 Small Humanoid, Chaotic Neutral
- Armor Class 12
- Hit Points 24
- Speed 30ft.
STR AGI TOU INT PER CHA 10 (+0) 16 (+3) 15 (+2) 16 (+3) 12 (+1) 13 (+1)
- Skills Alchemy +5, Stealth +5
- Senses Passive Perception: 11
MP. Amara Lesley has 19MP Per Day
Actions
Crossbow. Ranged Attack: +3 to hit, Range:180ft., one target. Hit: 9 (1d10+3) piercing damage
Healing Potion (5MP). Self or Thrown:30ft. Targets Splashed With Healing Potion Heal 14 (2d10+3) HP.
Poison Tip (5 MP). Self. The next attack that hits deals an extra 9 (1d10+3) poison damage.
The Silver Carts
When walking further up the road, state the following:
A large hooded wagon lays in the distance, while a still donkey sits at the hitching. Behind it, a group of 4 people are attempting to open the back. Out of the four of them, one is dressed in fancier clothes, adorned with jewels and metals. He must be the leader.
The player may talk to or fight the bandits. The bandits will not immediately take to aggression, and will try to persuade the player to leave. Once fighting, if the Leader dies, or if at least 2 normal bandits die, the bandits can flee.
One is a Lesser Bandit Captain, the other three are Lesser Bandits.
Lesser Bandit
Level 1 Medium Humanoid, Chaotic Evil
- Armor Class 12
- Hit Points 11
- Speed 30ft.
STR AGI TOU INT PER CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
- Skills Intimidation +3
- Senses Passive Perception: 10
- XP 25
Actions
Light Club. Melee Attack: +2 to hit, 5ft., one target. Hit: 2 (1d4) bludgeoning damage
Lesser Bandit Captain
Level 1 Medium Humanoid, Chaotic Evil
- Armor Class 15 (Studded Leather Armor)
- Hit Points 12
- Speed 30ft.
STR AGI TOU INT PER CHA 12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 15 (+2)
- Skills Intimidation +4, Stealth +5
- Senses Passive Perception: 10
- XP 50
Actions
Short Bow. Ranged Attack: +5 to hit, Range:60ft., one target. Hit: 6 (1d6+3) piercing damage
After Confrontation
If the player wishes to loot the bandits, the loot is described below:
Lesser Bandit Captain:
50gp
Short Bow
Studded Leather Armor (+2 AC, Light Armor)
Lesser Bandit (Each):
Light Club
10gp
After the Bandits flee, are convinced to leave, or are all killed, the player may bring the cart back to the town.
Quest Rewards
After the player brings the cart back to Gerham, he rewards the player with the following, and the player gains XP.
Light Shield
Silver Weapon (Starting Weapon of Player's Choice)
Potion of Lesser Healing x3
2500gp
+500xp
| The Hooded Wagon |
Kelpwater Kidnapping
Recommended Level: 1
The doctor has gone missing ever since his visit to the local lake, Kelpwater. The player is tasked with finding where they disappeared to.
Kelpwater lake is to the West of Riverlithe, a mile off of the road.
The Mystery of Kelpwater Lake
Once the player makes their way to Kelpwater Lake, state the following:
The beautiful lake shimmers at the top as the spring light reflects off of the crystal steam. One rivers enters into the large lake, and another flows out, creating a constant flow of water. This lake has always been a popular camping spot, where many pilgrims go to meditate before heading deep to the southwest woods.
Sitting near the edge of the lake is a campsite with a burnt out firepit, a scratched up tent, and a small stack of fire logs resting near the fireplace.
If a player makes a successful investigation check (DC:10), they are able to determine that whoever was here before them had been taken with struggle.
If the player investigates inside of the tent, grant them the following:
+1 Ash Mark
Ash Mark
A small mark made of ash, inscribed typically by those who have gone mad from The Crimson Rot. The markings always look similar between all who are infected, as it seems those who are infected develop an obsessive compulsive disorder relating to them. Small footprints lead off north, covered in the ash.
Following The Prints
As the player follows the small footprints, they will eventually find their way into a small patch of maple trees. In the center of the grotto is a small clearing, occupied by 5 individuals. They are all Kobolds, infected with The Crimson Blight. Once they make it here, state the following:
Dancing around a small flame are 5 scarlet scaled lizard men. These are Kobolds, small lizard like monsterfolk. These one's scales seem to be coated in rot, signifying deep sickness from the most recent plague, The Crimson. They chant gibberish around a small flame, whilst in the background of their small camp sits a cage fashioned of rusting iron. Sitting in that cage is the weaponless Dwarf doctor, Muhammadu Shahzad.
The player may fight the Kobolds, each of them are Lesser Cultists, who will not retreat from a fight. The player only needs to free the Dwarf to complete the quest, however, and can sneak by them with a DC:12 stealth check, then another to escape.
Kobold
Monsterfolk Race
Kobolds are small, agile lizard men. Their origins seem to be skewed, as even the eldest of their kind cannot recall many stories about their race. Kobolds by nature are obsessive, and will have one thing that they obsess over.
- Size. Anywhere from 2-4 feet tall, Kobold's size is Small.
- Obsession. Your mind obsesses over one thing or object. When holding that thing or object in your hand, or are wearing it, you gain advantage against being Frightened and Charmed.
- Ability Scores. +2 PER, +1 AGI, -1 STR
- Heat Thresholds. 25, 50, 75
- Oviparous. Kobolds Lay Eggs. After 1 Month of being inseminated, a female Kobold will lay an egg. That egg hatches in 2 months, has an AC of 10, and 1 HP.
Crimson Blight (Stage 4)
Disease
Creatures affected by The Crimson (Stage 4) are unable to speak any language, cast any Verbal spells, or communicate verbally.
Lesser Cultist
Level 1 Medium Humanoid, Neutral Evil
- Armor Class 12
- Hit Points 11
- Speed 30ft.
STR AGI TOU INT PER CHA 10 (+0) 15 (+2) 10 (+0) 8 (-1) 14 (+2) 12 (+1)
- Skills Religion +4
- Senses Passive Perception: 12
- XP 30
Actions
Unarmed Strike. Melee Attack +0 to hit, Range:5ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dark Bolt. (Recharge 3) Spell Attack: +2 to hit, Range:20ft., one target. Hit: 5 (1d6+2) necrotic damage
Quest Rewards
Once the player takes the Doctor back to Riverlithe, the Doctor thanks them, and gifts them the following:
Minor Healing Potion x5
Potion of Mana Recovery x3
+500xp
In addition, the clinic will heal any diseases or injuries that the player has for 10gp.
The Road to Redwater
Recommended Level: 1-2
Once the player is ready to begin their path to Redwater, state the following:
Leaving Riverlithe, you turn to look back on the small village that you've lived your whole life in. The size is diminutive as far out along the road you are, nothing more than a speck, as it's shown on all maps. The warm breeze seems to almost push you towards your destination, the Twin Capital City Redwater.
The road to Redwater takes 3 days of travel from Riverlithe on foot. During each day, roll on this table to determine a random encounter or side quest.
On repeat rolls, roll again.
| d8 | Result |
|---|---|
| 1 | The Groak |
| 2 | Mana Vultures |
| 3 | Slimefolk Explorers |
| 4 | Lycan |
| 5 | Church of Light Pilgrim |
| 6 | Night Cultists |
| 7 | Swamp Pyromancer Clave |
| 8 | Lunar Sighting |
The Groak
A small quest relating to a mythical creature called The Groak.
As the player walks, read:
Whilst walking along the road, you hear the wailing cry of a human. The cries scream of woe, and for help.
Once the player goes to investigate
Making your way towards a small group of houses off the side of the road, you are met by an elderly human woman. Upon seeing you, she wails, "It came back! All me sheep are dead 'cause of it! It needs be gone!" Her voice called, old and crackly.
The old woman, and the rest of the small town, is having troubles with a creature they have named The Groak. Should the player try to help their plight, the crier will direct them to a small grotto.
In the grotto, little light passes through the dense trees, until you make your way towards a clearing. A small hill with a circular wooden door, and a carved out window. It seems like someone made a house out of a large, overgrown lump of dirt.
The door is locked. If the player knocks on the door:
The sound of giggling can be heard from the other side, until the large door opens. Standing in front of you is a 9 foot tall humanoid with four arms, and dense gray fur covering it's whole body. You can't even see the creature's lips through the dense coat, yet you can see it's two large eyes staring down to you, as it holds one of it's hands to it's face trying to cover a giggle. "Yes?" The voice is an odd pitch, like it's faking an old grandma's voice.
This is The Groak. The Groak is a kind fey who likes to play pranks on people around it, yet it means everything in good heart. The town wants the player to kill the Groak, but once the player talks to The Groak, it will reveal that it's actually a loose pack of wolves not too far from here who keep eating their sheep, and that the townspeople keep blaming The Groak because they are scared of him. The Groak will also reveal that the name it likes is "Kevin", instead of Groak.
The Groak has an AC of 18, 100HP, and deals 1d4 damage per turn if the player tries to attack The Groak.
If the player spares The Groak, The Groak will thank the player, and give them something they found when they moved in to the house.
Trapper's Gloves
+200xp
Trapper's Gloves
Uncommon Magical Gloves
A pair of gloves glistening with magical energy. These seemed to have belonged to an old trapper before they fell into the hands of Kevin.
When worn, the wearer has advantage on all checks having to do with any kind of mechanical or magical trap. In addition, they have advantage on all checks having to do with animals.
“The Squirrel Eats the Nut, The Fox the Squirrel, and I the Fox."
Quest End
The quest ends when the player either kills the Groak, or spares it. If the player goes back to the town without killing the Groak, they gain experience if they lie or tell the truth.
+100xp
Mana Vultures
A pair of two vultures fly around a full bag. You may pass the Vultures, or you may attempt to grab what's in the bag. From what you can see, both vultures are larger than normal, missing hairs, and their veins glow with a bright blue energy. They seem aggressive.
If the player attempts to grab the bag, both vultures attack.
Mana Vulture
Level 2 Medium Beast, Unaligned
- Armor Class 13
- Hit Points 24
- Speed 5ft., Flying 30ft.
STR AGI TOU INT PER CHA 13 (+1) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 10 (+0)
- Skills Perception +4
- Damage Resistances Poison
- Senses Passive Perception: 12
- XP 100
Actions
Bite. Melee Attack: +3 to hit, 5ft., one target. Hit: 7 (2d4+2) piercing damage
Once the player kills both vultures, they are able to loot the bag:
Bag Loot:
300gp
Ring of Fire Resistance
Silver Dagger
Ring of Fire Resistance
Uncommon Magical Ring
A small signet ring with the symbol of The Knights of Alderith Keep on the front.
Wearers of the ring have Fire Resistance.
These rings were given as gifts to aspiring knights after they have finished their initial training, and were ready to go into guard duty.
Slimefolk Explorers
As you walk along the cobbled road to Redwater, you spot a group of 5 humanoids walking along the same road as you. Their bodies glow and reflect light around them, as they are loudly laughing and joking with each other. Upon reaching you, they stop to look at you. They seem giggly, as one presents a small backpack, while the others talk about trading goods.
A pack of 5 Slimefolk explorers, they are making pilgrimage to The Chapel of Light in search of new things to learn about. Their leader is named Chalk. The Slimefolk have a small amount of things to trade. If the player has a CHA score higher than 10, the Slimefolk will point out that the player is attractive, and will offer to travel with them for a day.
If the player tries to fight the Slimefolk, 4 of them are Lesser Bandits, while the leader is a Lesser Bandit Captain.
Except that the Slimefolk are Chaotic Good.
Slimefolk
Monsterfolk Race
Slimefolk are average sized humanoids made completely from a gelatinous material. Slimefolk are most impacted by their heat, with their bodies changing with almost every new cycle. When not in heat, Slimefolk are usually generally happy, their brains constantly being fed high amounts of dopamine.
Slimefolk have the following traits:
- Core Mind. Your mind is constantly being filled with happy chemicals. You are immune to being Frightened or Enraged, but you fail all checks having to do with Submissive, Hypnosis, and Charm.
- Colorful. Slimefolk's bodies are completely one color, usually the color representing the creature's core personality.
- Ability Scores. +1 TOU, +1 CHA
- Heat Thresholds. 20, 40, 60, 80, 100
- Permanent Heat. Slimefolk's Minimum Heat score is 10%
- Oviparous. Slimefolk lay anywhere between 10-20 eggs in their partners upon climax. Slime eggs take 1 week to be laid, and 1 day to hatch. Slime eggs can be laid either Anally or Vaginally.
Slimefolk Stock
| Item | Price | Amount in Stock |
|---|---|---|
| Polymorphaline | 10gp | 1 |
| Lesser Healing Potion | 30gp | 5 |
| Small Satchel | 50gp | 1 |
Small Satchel
Common Backpack
When equipped, increases inventory size by 2.
Nighttime Fun
If the slimefolk spend the night with the Player, their heat scores will increase to 90, and will try to consensually interact with the Player and any followers they have. If the player says yes, their followers will as well unless their personality would contradict it (Ex: People who don't enjoy sexual contact, are in committed relationships, etc.). If a "Yes" is given, the Slimefolk will feed the player Polymorphaline as well, no matter if they object or agree.
Lycan
A weretiger will pass the player on the road.
A man standing at about 6 feet walks by. Wearing all manner of fancy clothes, dyed in purples and blues, he smells of expensive perfume. The man has long ginger hair, and all manner of freckles. As he passes by you, the man seems to eye you up and down, before passing.
If the player talks to him, or asks him questions, he will say his name is Marcellus Eliezer MacCrum, he is a noble from the north, and he is taking a stroll through the nearby fields. He will talk about how hungry he is, and how he is absolutely dying for some food. If the player gives him food, the night event will not happen. If the player doesn't give him food, the night event happens anyways.
If the player does not interact with him, the Lycan will appear in the night, and either try to attack them or sex them (As the GM, ask the player first without blatantly saying it, or judge based on what you know the player likes/doesn't like).
The Lycan is a Lesser Weretiger
Night Event
As you get ready to go to sleep, you hear quick rustling in the tall grass, before you hear the loud roar of a beast. Getting up, and your weapon ready, you see the visage of a tall tiger-human, growling with teeth bore and claws ready.
Lesser Weretiger
Level 3 Medium Beast, Neutral Evil
- Armor Class 15 (Natural Armor)
- Hit Points 36
- Speed 45ft.
STR AGI TOU INT PER CHA 17 (+3) 17 (+3) 15 (+2) 10 (+0) 14 (+2) 12 (+1)
- Skills Stealth +5, Perception +4
- Senses Passive Perception: 14
- XP 200
Silver Weakness. This creature takes double damage from weapons made of silver.
Actions
Slash. Melee Attack: +3 to hit, 5ft., one target. Hit: 6 (1d6+3) slashing damage
If killed, the weretiger reverts back to his human form.
If the player talked to him,
The tiger's body slowly morphs. It's blood soaked fur starts to become rended flesh. It is the body of Marcellus Eliezer MaCcrum.
If the player did not talk to him,
The tiger's body slowly morphs. It's blood soaked fur starts to become rended flesh. It is the body of the man who eyed you up earlier, with his now ruined purple and blue clothes.
When looting the body:
Weretiger Corpse:
400gp
Iron Necklace (50gp)
Church of Light Pilgrim
As you walk along the cobbled road, looking far off in the distance, you see a robed man on horseback. As he greets you, you watch the man on the back of the horse give a holy greeting, coming from The Church of Light. The greeting is an odd hand symbol, starting a pointer finger from the bottom, before ascending upward. It's meant to detail light being above us. The man seems to have some wears to trade.
The pilgrim's name is Muhammed Fitzpatrick If the player makes conversation with the pilgrim, he will state:
"Didn't thee heareth? Mine mistress at the chapel of lighteth, the lady calleth f'r augurer's aide. Blight falleth upon us, and we wilt maketh haste to h'r home, else our church falls as our mistress doest. "
Pilgrim's Stock
| Item | Price | Cost |
|---|---|---|
| Miracle: Cure Disease | 50gp | 1 |
| Holy Symbol of Light | 10gp | 10 |
| Blank Book | 10gp | 10 |
Cure Disease
1st Level Miracle
- Casting Time: 1 Action
- Range: Touch
- Components: S
- Duration: 10 Minutes
Touching yourself or another creature, you are able to cure all diseases that fall upon them. In addition, they are immune to Poison damage for 10 minutes.
This spell does not work against creatures with Stage 1 or above Scarlet
Buying & Finding Spells
When you are to buy or find a spell in the world, you are able to learn it, no matter if it is a school you can learn from or
not.
Night Cultists
A group of cultists from Eternal Night.
When walking along the road, walking off of the side you see a group of 4 oddly dressed individuals. On their clothes, they all wear the same symbol, detailing a circle divided into three parts, all chasing after each other. Black, White, and Gray. They seem to be shouting at people as they pass by.
"Forsake one's own right to Mana! Your curse this land! Give your Mana to us! For a greater purpose!"
These cultists carry a Mana Extraction Machine, and if the player accepts, they will extract their Mana. Their Maximum MP becomes 1 until they are able to break the machine. If they pass them, the Cultists will try to get in front of the player, noticing they aren't as weak looking as the others. If the player takes to combat, they will fight. The four of them are Eternal Night Grunts.
Eternal Night Grunt
Level 2 Medium Humanoid, Lawful Evil
- Armor Class 14 (Leather Armor)
- Hit Points 24
- Speed 30ft.
STR AGI TOU INT PER CHA 9 (-1) 17 (+3) 15 (+2) 15 (+2) 8 (-1) 10 (+0)
- Skills Religion +2
- Damage Resistances Cold
- Senses Passive Perception: 9
- XP 100
MP. This creature has 4 MP per day.
Actions
Dagger. Melee Attack: +3 to hit, Range:5ft., one target. Hit: 4 (1d4+3) piercing damage.
Ice Dart (2 MP). Spell Attack: +5 to hit, Range:30ft., one target. Hit: 6 (1d8+2) cold damage.
If killed, the grunts drop the following:
Eternal Night Grunt (Each):
25gp
Leather Armor
Tin Dagger
Eternal Night Insignia
Swamp Pyromancer Clave
As you walk along the road, you stumble upon an odd group of three. About 200 feet off from the road, you can see a group of three humanoids sitting cross-legged around a bright blue tree. The tree seems to look like an ordinary maple, except that the wood and leaves shine a bright blue. The three men sitting around the tree are dressed in hide from animals of different sources.
This is a clave of Swamp Pyromancers, otherwise known as the "Kah". The Kah adorn themselves in the hides of animals, and use mud to stick feathers to their clothes. The more feathers they wear, the higher ranking in their culture they are. Feathers are worshiped so highly due to their affinity for crows, coming from their leader, Kiln'Ra.
These three humanoids are Humans.
These Swamp Pyromancers are performing a ritual known as "The Mystic", where three novices go far away from their home to attune a tree to Pyromancy. Trees attuned to pyromancy glow a bright blue, and carry mana through them.
If the players leaves them be for at least one minute, state:
Eventually, the tree begins to flash a bright blue, before the nearby weeds and grass share the same color. Before anything else, the three men get up, and walk away.
The pyromancers will not respond to any contact.
If the player tries to talk to them before they finish the ritual:
They all seem to ignore you, deep in thought
If the player touches or harms the tree:
The tree suddenly stops glowing, all three of the men get up, look at you, then walk away.
Lunar Sighting
Far off in the distance, you watch as a sudden flash of darkness encroaches upon the entire land. Like a bolt of lightning, but instead of light, it is dark. The entire world around you looks as if a sudden eclipse happened, before you see the vision of an ethereal creature. Floating through the air, the creature resembles a bat, with large wings the size of houses. Neither of these wings flap, as it seems to glide through the sky. It's inner wings resemble the cosmos, a nebula deep inside of them. It's body and face resemble a bright gold, and the body is much smaller than the wings, akin to a butterfly. yet, the body's size is still about equal to you. The creature seems to impose an aura of fear, as when it gets closer to you, you feel your fight or flight response begin to pick up, before it glides past. Then, as quickly as it arrived, it disappears in a flash, the world suddenly returning to normal.
If the player wishes to make a Nature (INT), Religion (INT), or Arcana (INT) check DC:16, they may learn the following:
This was a Lunar. Creatures who suddenly flash in, then out of our view. They come from the Astral Sea, a plane far above us that connects us to the outer realms. Is is said in fable that Lunars appear when they sense a creature of ultimate good, or of ultimate evil.
Redwater Peak
After 3 days of travel, after the third random encounter, the player will make their way to the top of a hill that looks over Redwater. Describe the following:
Atop a green hill you look down to see miles upon miles of wheat fields. Sitting in the very center is the gilded city of Redwater. Known as "The Twin Capital", it is said that it's name comes from the first time The Lords fought The Scourge, turning the water red from blood.
When walking down the hill, you are able to look to your right, and notice a small shrine, with a shining Blue Orb on top of the pedestal. Around are three sets of bones. When looking at the orb, it seems to call to you, like it's something extremely important.
This is the Blue Sapphire of Rhyke, God of The Ocean. This Sapphire is the only thing in all of the realms to open The Tomb of The Storm King, and is HEAVILY sought out. Once the player (Hopefully) goes to grab it, describe the following.
After grabbing the orb, the bones around you begin to shift and morph, combining together to create three humanoid skeletons! They each grab rusty blades, and attack!
These are Lesser Skeletons.
Lesser Skeleton
Level 2 Medium Undead, Neutral Evil
- Armor Class 14 (Armor Scraps)
- Hit Points 22
- Speed 25ft.
STR AGI TOU INT PER CHA 7 (-2) 16 (+3) 12 (+1) 7 (-2) 12 (+1) 12 (+1)
- Damage Vulnerabilities Radiant, Bludgeoning
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Passive Perception: 11
- XP 100
Actions
Rusted Hilt. Melee Attack: +3 to hit, Range:5ft., one target. Hit: 5 (1d4+3) slashing damage.
The Skeletons drop nothing of interest.
Strange Blue Orb
??? Magical Item
A magical orb that is completely smooth to the touch. When dropped, it simply floats in the air. The inside glows an almost white cyan, and the outer rim is a dark navy blue. The middle is a gradient between the two colors. The orb produces it's own light, shedding bright blue light everywhere within 1 foot of it.
Quest Conclusion
Once the player makes their way towards the gates of Redwater, they finish the quest The Road to Redwater. They gain the following, after describing the gates.
A large portcullis and archway reveals a giant and beautiful bustling city. You have made it to Redwater.
+500xp
The Twin Capital City Redwater
The large and beautiful city of Redwater. It is known for it's collection of every tradable market that you would need. Due to it's size, many Alchemists, Diviners, and Sorcerers from across the land come here to set up shops in the town market. The most successful of them are able to buy permanent buildings, setting up shop forever.
In this city, you are able to go to a variety of places.
The player arrives through Wide Village.
The next Main Story Quest for the player is located in the district of Dark Park, in an Inn called Lettuce Inn. If the player seems stuck or like they don't know what to do, point them in that direction.

Wide Village
A small village that sits just outside the walls of the grand city, Wide Village seems to be a small town made up mostly of Slimefolk. Many Slimefolk seem to be outside working in the fields, while an equal amount seem to be trading and bartering with those who pass by. There is a Slime Merchant who seems to be looking at you nervously, and will do trade with you if you talk to them. In addition, there is large gate leading into the main city portion of Redwater.
The Slime Merchant's name is Soap. They are a feminine presenting Slimefolk who was born as a Slimefolk. Soap is a trader, but before sher moved to Redwater she used to train under a Pyromancer named Sle'Nah.
A Potential Ally
If the player has under 2 allies, Soap will offer to join the player in their struggles, as they wish to find their master Sle'Nah. They will accompany the player until the player either finds Sle'Nah, or the player intentionally harms Soap.
Soap's Stock
| Item | Price | Amount in Stock |
|---|---|---|
| Potion of Fire Resistance | 100gp | 5 |
| Pyromancer Cloak | 300gp | 1 |
| Pyromancer Flower Crown | 300gp | 1 |
| Pyromancer Gloves | 300gp | 1 |
| Swamp Stone | 500gp | 3 |
Potion of Fire Resistance
Uncommon Magical Potion
When drank as an action, the drinker is resistant to all Fire Damage for the rest of the day.
These potions were developed before Tendriths switched it's focus towards Alchemy. Developed by The Knights of Alderith Keep, these potions served as good safeguards against self inflicted burns during Pyromancy Training.
Pyromancer Flower Crown Set
Uncommon Magical Armor
Includes: Pyromancer Cloak, Flower Crown, Gloves
When worn, all Shadow spells casted by the wearer gain a +1 to hit, to damage, and to their Spell Save DC for each set worn. This can stack to a maximum of +3, one for each piece of armor. When all armor is worn, wearer gains a +2 to their AC.
A beautiful set of armor developed by Swamp Pyromancers, this set of armor details a Pyromancer who is learning the ways of the flame.
Swamp Stone
Rare Magical Gemstone
A magical stone found deep in the heart of The Scarlet Lake, this stone breathes poison on whatever it touches. When set into a weapon, this stone adds an additional damage die of poison damage. When set into a set of armor, that armor provides poison resistance.
The stone is clouded and unpolished, yet still reflects the sunlight to some degree.
Magical Gemstones
Gemstones are small stones that contain some amount of elemental power. Depending on the gemstone, it can be slotted in a weapon, set of armor, or shield. Weapons, Sets of Armor, and Shields can only have one gemstone slotted in them at a time. Once a gemstone is slotted into a piece of equipment, once removed, the gemstone is destroyed.
Soap
Soap
Level 3 Medium Humanoid (Slime), Chaotic Good
- Armor Class 10 (Leather Armor)
- Hit Points 39
- Speed 30ft.
STR AGI TOU INT PER CHA 15 (+2) 8 (-1) 17 (+3) 9 (-1) 10 (+0) 15 (+2)
- Skills Persuasion +5
- Condition Immunities Frightened, Enraged
- Senses Passive Perception: 9
MP. Soap has 14 MP per day.
Core Mind. Immune to being Frightened or Enraged, but weak to Hypnosis, Submissive, and Charm.
Actions
Greataxe. Melee Attack: +5 to hit, Range:5ft., one target. Hit: 9 (1d12+2) slashing damage.
Pyre Arc (7MP). Self, for the next minute, all weapon attacks deal an additional 14 (2d10+3) fire damage.
Fireball (7MP.) Range Spell Attack: Range:30ft., area of effect. Hit: 30 (6d8+3) fire damage, all creatures within 5ft. of target take 12 (2d8+3) fire damage.
Soap is all that Wide Village has to offer. Everything else in Wide Village is houses, and the large gate leading into Newstar.
Newstar
Walking into the large roads of Redwater, you enter the district of Newstar. Legend says that Newstar was all that originally existed of Redwater, but after The Scourge rose, pilgrims migrated to this town so much, and caused it to grow into what it is today.
There is a road leading to Moonhill, a smith named Ash & Thorn, a general store named Dits and Doodads, and a stable named Golden Horseshoe.
Ash & Thorn
A smithy that carries the hard smell of ash. When walking in, you happen upon a female human slamming a bronze hammer upon a malformed blade, molding into place before she looks up to you. "Welcome.", her voice rings loud, as she walks towards behind a counter top, ready to do business.
The smith's name is Lívia Pinto. She is a bronze skinned young human adult, who has a husband named Anish Devi. Lívia is an experienced smith who has been working in this shop for her entire life, and has taken on the residence after her father died.
Livia's stock is detailed on page #27
Livia will buy weapons, armor, and shields from the player. Livia has a starting GP amount of 2500gp.
Dits and Doodads
A small shop full of... well, dits and doodads. Everything in this store seems that it has been stockpiled for you don't know how long. Each shelf is lined with collections of random stuff. Standing behind the large counter is a large and jolly man with a thick beard, before he calls out in a loud voice "Velcome to My Zhop! Let Me Know Iph You Zee Anyzing You Like." before giving a loud laugh.
The man's name is Hamisu Kovač. He is a pale skinned human with a large brown beard, and large body. Hamisu believes that everything has a purpose, and if a player discards an item somewhere in Redwater, the next time they enter the shop, they will see their discarded item in here.
Hamisu will buy anything that the player wants to sell him. Hamisu has a starting GP amount of 1000gp.
Hamisu's stock is detailed on page #27
Golden Horseshoe
A large stable full of many different types of horses, you watch as the employees are currently cleaning the horses. Standing nearby, an overseer turns to face you, before asking you what you need.
The golden horseshoe is a large stable that contains many horses. Their services are described on this page.
Livia's Stock
| Item | Price | Amount in Stock |
|---|---|---|
| Iron Chunk | 400gp | 25 |
| Lead Chunk | 400gp | 15 |
| Gold Chunk | 600gp | 10 |
| Lead Axe | 500gp | 3 |
| Iron Greatsword | 500gp | 3 |
| Gold Maul | 1000gp | 1 |
| Lead Katana | 500gp | 3 |
| Iron Saber | 500gp | 3 |
| Gold Thrusting Greatsword | 1000gp | 1 |
| Lead Halberd | 500gp | 1 |
| Gold Glaive | 1000gp | 1 |
| Iron Regular Bow | 500gp | 1 |
| Lead Heavy Crossbow | 500gp | 1 |
| Lead Matchlock Musket .80 | 600gp | 1 |
| Gold Rifle-Musket, .577 | 1100gp | 1 |
| Silver Musket Ball x5 | 250gp | 20 |
| Splint Mail | 500gp | 1 |
| Full Plate | 700gp | 1 |
| Light Shield | 300gp | 3 |
| Heavy Shield | 500gp | 1 |
Lead
Tier 2 Material
Weapons made with Lead do double damage against humanoids.
Gold
Tier 3 Material
Weapons made with Gold always have a base value of 1000gp, no matter their quality.
Hamisu's Stock
| Item | Price | Amount in Stock |
|---|---|---|
| Lesser Healing Potion | 50gp | 10 |
| Minor Healing Potion | 100gp | 10 |
| Blank Book | 5gp | 25 |
| Parchment Paper | 1gp | 50 |
| Ink Pen | 1gp | 50 |
| Oil Lantern | 50gp | 5 |
| Cask of Oil (10 Minutes) | 20gp | 10 |
Golden Horseshoe Services
| Item | Price | Amount in Stock |
|---|---|---|
| Tinkers (Draft Horse) | 500gp | 5 |
| Meadowsteed (Riding Horse) | 500gp | 3 |
| Bridling | 25gp | 50 |
| Iron Horseshoe (x4) | 25gp | 10 |
| Riding Saddle | 50gp | 5 |
| Storage Saddle | 100gp | 5 |
| House Horse (1 Day) | 10gp | / |
Tinkers
Level 1 Draft Horse
A draft horse capable of holding a lot of items, they increase travel speed as well as being able to carry many things without being slowed down. Tinkers have a health of 20, and an AC of 12.
- Inventory Size. Tinkers have an inventory size of 5.
- Travel Speed Increase. When traveling, Tinkers will subtract the amount of time it takes to get to a place by 1 day.
Meadowsteed
Level 1 Riding Horse
A riding horse that is able to run extremely fast in straight lines. Their lean bodies make it difficult for them to support much weight above a rider, however. Meadowsteeds have a health of 15, and an AC of 12.
- Intentory Size. Meadowsteeds have an inventory size of 2.
- Travel Speed Increase. When traveling, Meadowsteeds will subtract the amount of time it takes to get to a place by 2 days.
Riding Saddle
A small saddle that, when put on a horse, makes it possible to pilot a horse.
Storage Saddle
A large saddle with saddlebags on the back of it. This saddle, when put on a horse, allows a player to use the horse's inventory size and makes it possible to pilot a horse.
Moonhill
The mass of moving bodies of all sorts of different shapes, sizes, and colors crowds the streets of this housing district. Moonhill connects to both Dark Park and Castle Quarter, serving as a connector district as much as a housing district. In addition, there is one large church that rests near the center of Moonhill. The church is one of the oldest buildings in all of Redwater, as it was here since before the first permanent houses had been constructed.
The Oplilevia
A large church that rests in the center of Moonhill, The Oplilevia. The church worships both Rhyke and Hijra, and has a collection of 4 priests dedicated to keeping the chapel clean and welcoming. One such priest is named Brooks Palmeiro. When the player first enters the church, state the following:
The large temple is created out of a myriad of different whites, grays, and dark blues, combined with all manner of different stained glasses and clays. In the center of the large circular style church sits a small pool of water where a thin bodied man sits in the center of. The church, unlike it's outside, is peaceful and quiet on the inside. Upon hearing you, the main in the center of the pool faces you, before slowly rising, walking towards you to greet you.
This man is Brooks. Brooks is a priest, and will heal the player of Necrotic damage or Diseases for a 25gp fee.
Brooks is a smaller standing human with light tan skin. He typically wears ceremonial robes in honor of Rhyke. If the player enters with The Blue Orb, state the following:
As the priest speaks to you, you watch as his eyes immediately draw to your bag. "So it's true.", he states calmly, before taking a deep breath in. "If you wish, I can accompany you to delivering The Blue Orb."
If questioned, Brooks knows the following about The Blue Orb, and is willing to share the information:
- A pirate group is searching for this artifact
- The artifact has godly power, but comes at the cost of sanity
- The artifact belongs to Rhyke, God of the ocean
- The artifact reveals itself to those who it deems "Worthy"
A Potential Ally
Brooks will accompany the player as long as the possess The Blue Orb. If the player and Brook both make their way to The Crimson Isles, Brook will try to persuade the player to going to The Tomb of The Storm King to give Rhyke back his artifact. Brooks will accompany the player until the player no longer has The Blue Orb.
Brooks
Brooks
Level 3 Medium Humanoid, Lawful Neutral
- Armor Class 11
- Hit Points 36
- Speed 30ft.
STR AGI TOU INT PER CHA 9 (-1) 13 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0)
- Skills Religion +3
- Senses Passive Perception: 13
MP. Brooks has 14 MP per day.
Actions
Dagger. Melee Attack: +3 to hit, Range:5ft., one target. Hit: 5 (1d4+3) piercing damage.
Cure. (4MP) Spell, Self or Touch, Brooks touches one creature. That creature is healed from all disease, necrotic damage, and the poisoned condition.
Radiant Arrow. (4MP) Spell Attack: +5 to hit, Range:60ft., one target. Hit: 27 (4d10+5) Radiant damage.
Brooks also sells the Miracle Cure for 150gp if asked.
Cure
2nd Level Miracle
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Imbuing a holy prayer upon one creature that you touch, you are able to cure their bodies of blight. Choose one creature within range of the spell. That creature recovers all lost max HP from Necrotic damage, and they are cured of the Poisoned condition.
Dark Park
Making your way towards the large visitors district, your eyes wander from one tourist attraction to the next. You watch as a strangely dressed man eats 4 swords, then spits them out from his hands. Another entertainer throws balls of light in the air, before illusory arrows slam into them. Aside from the street performers however, the golden goose of Dark Park is the mansion sized inn near the edge of the district, known as Lettuce In.
In addition, a road connects Dark Part to Moonhill, and another to Fairy Gate.
The main attraction of this district is just Lettuce Inn.
Lettuce Inn
A giant bustling inn and bar with a main hall the size of an entire house in floorspace alone. A collection of bartenders and waiters serve all who sit down. Despite the large size, every waiter seems to be extremely well dressed, none of their clothes having a single wrinkle. You hope the prices aren't terrible...
If the player choses to sit down at a table or the bar:
After sitting down, your eyes wander towards the figure standing behind the giant bar. A pale skinned human with dark black hair and green tips, in addition to a mana scar on her right cheek. Her eyes seem to watch you, before she makes her way over towards you, placing a menu in front of you and watching you. This menu, strangely, as a "Special Drink" at the very bottom for only 1gp.
This lady's name is Priska Gibson. A shadow/polymorph mage hailing from The Scarlet lake, she has a large mana scar on her right face from a Swamp Pyromancer long dead. In this battle with the swamp pyromancer, she was cursed to inherit the form of an El-Odeh unless she can pass it on to another. So, every night she looks for someone who looks powerful to be able to curse to become an El-Odeh. Priska is heavily skilled in illusion magic, as the entire bar is nothing what it seems. The tavern itself is completely staffed by slaves who were unable to inherit the slug-like form, tied up in dehumanizing gear. One of such slaves is a Half-Orc named Vittorio Ó Taidhg. If the player looks at the finely dressed waiters, Vittorio will noticeably be glaring at the player, but will not speak to them.
If the player asks for the "Special Drink", start the quest Lettuce Out.
Fairy Gate
A large quarter of the town bustling with life, large amounts of food stands and marketplaces sell and advertize their goods loudly on this portion of the town. Nestling themselves in the corners of the district, there lay two shops that pique your interest. An Alchemists shop named The Tinted Lens, and an enchanters simply named "Fred's".
The Tinted Lens
The sound of bubbling fills your ears as you enter the small house. Many different potions line the shelves and counter tops as a Kobold stands behind the shopkeep's bar.
The Tinted Lens Stock
| Item | Price | Stock |
|---|---|---|
| Minor Healing Potion | 25gp | 10 |
| Potion of Mana Recovery | 30gp | 5 |
| Potion of Eagle's Agility | 25gp | 10 |
| Potion of Boar's Strength | 25gp | 10 |
| Potion of Fire Resistance | 30gp | 5 |
| Minor Philter of The Storm | 50gp | 3 |
| Minor Philter of The Sun | 50gp | 3 |
| Alchemist's Rock | 50gp | 3 |
Minor Philter of The Storm
Uncommon Magical Potion
An unstable concoction of storm material, this philter seems to interact with the drinker's body.
When drank as a bonus action, powerful blue lightning lines the drinker's body. For the next minute, the drinker is resistant to lightning damage, and whenever they make an attack with a melee or ranged weapon, the attack deals an additional damage die of lightning damage.
Concocted by the whale fearing pirates of the north, these philters were used before large battles to fight off sea monsters.
Minor Philter of The Sun
Uncommon Magical Potion
A mix of holy and bright substances, this philter seems to interact with the drinker's body.
When drank as a bonus action, the drinker's body begins to heat up with bright energy. For the next minute, the drinker is immune to fire damage. In addition, whenever they take fire damage, they deal instead, and they gain Darkvision of 60ft.
Originally brewed by alchemists of The Old Church of Light, small amounts of these potions were included in wines to attune paladin's bodies closer to light.
Alchemist's Rock
Rare Magical Gemstone
A small shiny rock, it outside shimmers with a rainbow of colors, while the actual body of the rock is a dark black.
This gemstone can be applied to armor or shields. If it is, wielders of that armor or shield are able to drink potions as a reaction instead of a bonus action. In addition, the effects of potions last for twice the amount of time they normally do.
Overproduced at Tendriths, these small rocks were given to aspiring alchemists when starting their classes. These rocks had such a pretty look to them that senior alchemists started to turn the small rocks into jewelery.
Fred's
The taller building smells of a mix of burning incense and cinnamon. As you begin to walk into the store, you are greeted by a small Thrak-E. Written in glitter, the word "Fred" is scrawled upon this goblin's forehead. Without speaking a word, the cross eyed Thrak-E is already beginning to inspect your gear.
Fred's Services
| Service | Price |
|---|---|
| +1 Enchantment | 500gp |
| +2 Enchantment | 750gp |
| "Goblin Mode" Enchantment | 1000gp |
| "Vampire" Enchantment | 1000gp |
| "Shield Breaker" Enchantment | 1000gp |
Enchantments
Enchantments increase a weapon's potential in many ways. Different enchanters will offer different kinds of enchantments that can be applied to mundane weapons or armor. Weapons and Armor may only have one enchantment each. All enchanted weapons are considered magical.
+1 Weapon/Armor
Common Enchantment
If on a weapon, the enchanted weapon gains a +1 to hit and to damage. If on armor, the armor gains a +1 to AC.
+2 Weapon/Armor
Uncommon Enchantment
If on a weapon, the enchanted weapon gains a +2 to hit and to damage. If on armor, the armor gains a +2 to AC.
Goblin Mode
Uncommon Enchantment
Can only be placed on weapons. Weapons with the Goblin Mode enchantment gain the ability to go "Goblin Mode" for 3 MP as a reaction.
When "going goblin mode", wielders of the enchanted weapon gain the following benefits:
- The wielder is resistant to Poison damage.
- The wielder can not be struck by a critical hit
- The wielder has a +2 to hit and to damage
- The wielder will critically hit on 18's, 19's, and 20's.
These effects last for 1 minute before going away.
Vampire
Uncommon Enchantment
Can only be placed on weapons. Weapons with the Vampire enchantment deal an additional damage die of Necrotic damage. When a creature takes Necrotic damage from a weapon that has the Vampire enchantment, the wielder gains HP equal to the amount of necrotic damage dealt.
Shield Breaker
Uncommon Enchantment
Can only be placed on Axes, or other Axe type weapons. The blade of your axe begins to glow violently. As a reaction, you may spend 1 MP to give your Axe's blade immense strength. The next time you roll to attack, you gain an additional +5 to hit.
Coppermire
Another small town that rests outside of Redwater, Coppermire is a more recent development coinciding with the large amount of pilgrims coming to Redwater. Coppermire is a less rich part of the city that is being constructed to house more residents. It rests outside of the gate to Fairy Gate.
Castle Quarter
If the player is yet to own Pegrim's Artifact:
A large castle holding the count of Redwater named Vital Ó Maolagáin, the large castle that rests in the center of Redwater has grown silent ever since the four lords have gone missing. Perhaps if you are to come back after finding a lord, it's doors may open.
Lettuce Out
Recommended Level: 2-3
After accepting the "Special Drink", Priska will bring the player a wine glass filled with a slightly pink solution. After the player drinks it, Priska will make a comment depending on the player's highest stat.
- STR
It's like you could lift a boulder...
- AGI
I bet you could catch a plate if someone threw it at you from behind.
- TOU
Let me guess, you could drink anyone under the table?
- INT
Don't let me go against you in a spelling B
- PER
This place is full of cheap illusions, aye?
- CHA
Don't expect a free drink from me, no matter how sweet you talk.
- LUC
You win every coin flip you call, hmm?
Priska's Goal
Priska wants to get the player to the attic room with her as peacefully as possible to curse the player with becoming an El-Odeh. No matter what, Priska wants to free herself from her curse, and will use charms, flirts, or anything else to try and tempt the player to following her to the attic room. You can choose from here if you want Priska to have one or both sets of genitalia, it's completely up to you and your player's preferences.
DM's Choice
The DM can choose whether the scene can be horni or just go straight to a Boss Fight. If horni, Priska and the player will go through a series of CHA and WIS checks and saving throws until Preska eventually tries to curse the player. If going straight to the boss fight (If you don't think your player would like being turned into a sex-addicted slug for RP), then skip to the Boss Fight section.
The Swamp's Curse
If Priska does eventually either use a spell or feed the player a potion to transform the player, over the course of 3 in game hours the player will gradually transform more and more into a human-sized slug. The excact definition of this can vary depending on you and the player's preferences, but at the end of it, they will have the ability to hold eggs, lay eggs, and be completely mentally lost in horni fog. How the player gets out of this can be up to you, but make sure not to let the player lose more than 2 in-game days.
If you are without ideas, you can use this:
As time went on, eventually, the curse's effects slightly receded from your body. However, you can almost sense that Priska is going to return you to that sex-addicted form again, and knowing her, she will not let you say no.
If the player tries to resist Priska from here on, she will grow increasingly violent, before outright trying to kill the player. Priska can not be persuaded to take on her own curse, and absolutely refuses to.
If Priska Is Tricked
Priska is very perceptive and clever, but there is a chance that Priska can be tricked by the player. If she is tricked, she will turn into a male El-Odeh permanently, and be unable to turn herself back. She can be tricked in ways such as casting a spell into a mirror, drinking her own potion, etc. etc..
Lingering El-Odeh Curse
If the player is cursed to become an El-Odeh, the player will keep the following perk permanently. (If the player isn't really into it, or you aren't, you can just have them heal it at a church for free.)
Curse of The Swamp
Tier N/A Perk
Your body keeps some aspects of your slug prison. If you have a Bust size score higher than 0, your breasts are replaced by large egg-sacks, holding up to 20 eggs at one time. Starting at 0 eggs, each day the breasts develop 1 egg. For every 2 eggs in the egg sacks, the bust size stat increases by 1. If you have a Dick size score higher than 0, it's the same effect, except with your balls. The eggs can be laid after they reach 4, the process takes 1 hour to do for every egg unless you have a perk associated with lactating, then it takes as long as that perk states.
Bossfight
If the player choses to fight Priska, or Priska grows too violent with the player, combat will start. This is most likely the first boss fight that the player will encounter. As a general rule of thumb:
- Bosses cannot be charmed, frightened, or hypnotized
- Bosses drop a LOT of loot and XP
- Bosses end an area or main story quest.
- Bosses are very difficult creatures, usually fought in solo.
Priska, The Cursed
Level 4 Medium humanoid, Chaotic Evil
- Armor Class 13
- Hit Points 56
- Speed 30 ft.
STR AGI TOU INT PER CHA 12 (+1) 17 (+3) 18 (+4) 13 (+1) 15 (+2) 13 (+1)
- Damage Vulnerabilities psychic, radiant
- Senses passive Perception 12
- XP 700
MP. Priska has 21 MP each day.
Curse of The El-Odeh. If Priska reaches 0HP, instead of dying, she becomes a fully male El-Odeh.
Actions
Multiattack. If Priska makes a Smallsword or Psychic Bolt attack, she may make a second.
Smallsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 13 (4d4 + 3) slashing damage.
Psychic Bolt. [1MP] Ranged Spell Attack: Range 30ft., one target. Target makes an INT saving throw DC:16. On a failed save, they take 20 (3d8+6) psychic damage. Or half as much on a successful save.
Flame Shield. [6MP] Self Spell. For 1 minute, Priska has an additional +4 to her AC. In addition, creatures that try to make a melee attack against her take 14 [4d6] fire damage.
Magma Orb. [11MP] Ranged Spell Attack: +5 to hit, Range:30ft., One target. Hit: 49 (8d10+5) fire damage.
Once killed, all of Priska's illusions fall, in addition, everyone leaves Lettuce In except for the half orc Vittorio, who will wait for the player at the bar, cleaning the shop.
Afterward
After Priska is killed, once the player goes downstairs to the main room again, describe the following:
The entire tavern is entirely empty, many plates of food an unfinished drinks remain on many different tables of the abandoned tavern. Without any illusions to hide them, cracks in the walls become obvious, seething with mold and different fungi growing in the wood. The only other person in here is one of the waiters. A half orc that you noticed eying you down earlier. Before he had seemed angry or upset at you, but now he seems neutral, wiping down a bar with a rag. Upon making your way down the stairs, he looks up to you.
This half orc is Vittorio. Vittorio is a neutral good ex knight of Alderith Keep, who got into a bad situation with Priska. Now that the player has released him, Vittorio is willing to share all information he knows about himself or about Alderith Keep.
He will ask where the player is going, or why the player came here, knowing that they are a newcomer.
Vittorio knows the following:
- Alderith Keep is in the far north east
- The Lord Pegrim was last seen there, but has gone missing.
- Alderith Keep is not abandoned, many knights still live there
- Getting to Alderith Keep is a very difficult task, and is usually what knights go through to prove they are strong enough to make it.
- The fastest way to Alderith Keep is around the mountains, at Slough Dough the player can find a port which goes there.
In addition, he will show the player to the tavern's safe, urging the player to take everything they can, because he won't use it.
If asked, Vittorio does not want to join the player in their quest. Vittorio has a "Promise He Needs to Keep" somewhere far away, and will be leaving Redwater soon.
Safe Loot
-320gp
-Alexandrite (500 gp)
-Jade (120 gp)
-Rhodochrosite (6 gp)
-Electrum Pendant set with Bright Green Emerald and Pink Diamond (400 gp)
-Hourglass (25 gp)
-Masterwork Lead Handaxe (306 gp)
-Spyglass (1000 gp)
Quest Completion
Upon completing the quest Lettuce Out, the quest The Road To Slough Dough opens up. For balancing reasons, Vittorio will not join the player for this adventure, citing that they have important business to attend to.
The Slope to Slough Dough
Recommended Level: 3
Slough Dough takes 4 days to travel to on foot. During each day, you may roll on the table to determine a random encounter.
By now, the player can have a horse.
As an alternative rule, you may ask
the player if they wish to encounter 2
encounters per day instead of 1.
Red Pass Road Encounters
| Roll | Encounter |
|---|---|
| 1 | Baby Deer Argument |
| 2 | Old Man Gojin |
| 3-5 | The Trapper |
| 6 | Arcane Thunderstorm |
| 7 | Alderith Patrol |
| 8 | Jim The Onislayer |
| 9 | Group of Dryads |
| 10 | Atrox Preacher |
Baby Deer Argument
When walking along the stony soil, your gaze falls upon a pair of two humanoids arguing with each other. The two of them both wear black hooded cloaks, and wear both a longbow and musket on their backs. As you walk closer, you hear pieces of their argument.
"Well we killed the mum, now we've gotta take care of it!", says the more masculine one, a human.
"Nature has it's way, it's gotta be set free, it'll live if it deserves to live!", bickers back the more feminine, a canine Lio'Ta.
Behind both of them, a baby deer is being held in a small magical stasis, around 20 feet away is the dead body of a mother dear. It seems they are arguing over the Baby Deer, and if they should raise it as their own or if they should release it to the wild.
If the player intervenes and chooses one
argument over another, note their choice
for later
Lio'Ta
Monsterfolk Race
Lio'Ta are human sized anthropomorphic animals. When the Scourge rose, many hunters and ranchers became Lio'Ta due to their constant surroundings of animals. Lio'Ta have no defined look besides being an animal of some kind, and many different kinds exist, although they all inherit similar physical traits.
Lio'Ta have the following traits:
- Animalism. Lio'Ta all resemble one animal that matches their personality. This may result in small effects, like ears or a tail, or can be as large as being an entire bipedal version of that animal.
- Heightened Senses. You can no longer be surprise attacked, all attacks made against you in surprise will not critically hit. In addition, you have a +3 to all Perception (PER) rolls.
- Ability Scores. +1 STR, +1 AGI
- Heat Thresholds. 50, 70, 100 (May be altered if animal would fit)
If the player does intervene, award them the following:
+100xp
Old Man Gojin
As you walk along the stone filled soil, your eyes eventually wander over to a small and frail man with a long beard stretching down to his waist. The man's face is as wrinkled as a fat caterpillar's, and his body seems so weak that a sneeze would blow him away. But as you grow closer to him, he springs up with great speed, almost yelling in a raspy voice
"Oh my oh me! Who could this be? A traveler I can see? Well, Traveler, take my test, give me glee. Answer my riddles, a three!"
This is Old Man Gojin, how he refers to himself. He has been cursed by a Lunar for the mass killing of a small town in a distant land, so he now is only able to speak in riddles, and is cursed to give away all of his gold and materials before he dies. Old Man Gojin, despite being a human, is actually over 200 years old, and is trying desperately to reward people with goods for riddles they answer.
Riddle #1
"What is running along the length of Redwater, but never truly moves?"
Answer: A Wall
Reward: 100gp, 1 Potion of Minor Healing
Riddle #2
"What controls every farmer's field, every farmer's vision, and every farmer's food without moving an inch?"
Answer: The Sun
Reward: 100gp, 1 Ring of Fire Resistance
Riddle #3
"What must be told to all that don't know you, but is known by all who do know you?"
Answer: Your Name
Reward: 100gp, 1 Minor Philter of The Sun
If the player does not try to answer the riddles, or ignores Old Man Gojin, he will beg the player to try. If the player fails any riddle more than twice, he will move on to the next in hopes the player will answer him. If the player fails or completes his last riddle, he will run away into the distance, trying to find more people to ask riddles.
Once Old Man Gojin runs away, if the player completed at least 1 riddle, award them the following:
+100xp
The Trapper
This event happens in the night, not during the day.
As you begin to set down all of your gear, snuff out the flames of a licking campfire, and finally take a few moments to rest, the clinking of bells can be heard in the distance. As you adjust your view towards the road, your campfire illuminates the large beard of a human walking towards you. Behind him is a backpack taller than himself, covered in pelts and furs, and by his side is an old hound.
"Wonderful afternoon...", the man's yellow spit drips all over his beard, "Pleasure doing business with an old trapper?"
This is Adair Peter, a 50 year old trapper and ex knight of Alderith Keep. Adair Peter is making pilgrimage to Alderith Keep in an attempt to set things right with his previous master, the reclusive lord Pegrim, however, he does not want other's to know about this. So, he masquerades as a trapper looking for money, and hunts rabbits and wolves along his way. His dog's name is Sasha.
Adair does not tell much about his life when asked, keeping it short that he has been a trapper all his life, and his father, and his father. Of course, this is not the truth.
Adair's Stock
| Item | Price | Amount in Stock |
|---|---|---|
| Rabbit Pelt | 5gp | 15 |
| Wolf Pelt | 10gp | 10 |
| Bear Pelt | 25gp | 5 |
| Trapper's Satchel | 100gp | 1 |
Trapper's Satchel
Uncommon Backpack
When equipped, increases inventory size by 4.
The pelts have no magical use, and function as standard pelts. If the player likes, they can fashion them into blankets, coats, or anything else you can do with a pelt.
If the player does buy a pelt, they can be sold at either Slough Dough or Weeping Rock at their respective general store for 5 times the original price. Do not make this apparent to the player until they make it to those towns, explain how expensive many of the fur coats and cloaks look in those stores.
The Trapper's Request
If the player is going towards Weeping Rock, The Trapper will ask the player a favor. The trapper asks the player that if they ever see a bird the size of a ship to kill it, and says that the player will be paid 1000gp for that bird. The trapper will explain that the bird had killed one of his dogs, and that he wants revenge.
What Adair will not tell the player is that the bird he wants the player to kill is known as an Oni. There are currently 2 on Seostria, as they originate from a land far away. The Oni that Adair wants the player to hunt is named Hjrah'Tzezzolth by the locals who know it. Hjrah'Tzezzolth is worshiped by one of the factions within The Knights of Alderith Keep, and wants the bird dead as a way of getting back at them.
After Business
After doing business with the player, the trapper will get up, pack his things, and disappear in the night. He can not be followed, and if the player tries to, it will be described that Adair somehow vanished into the darkness.
Arcane Thunderstorm
The roll of great thunder booms in the distance. As the wind picks up, you watch as a dark cloud envelops you, as sparks of red and blue lightning accompany throwing fireballs! You are in the midst of an Arcane Thunderstorm. While not detrimental to walking travelers, those who fly are swept in the wind and usually grounded.
At night, the storm passes.
Alderith Patrol
Whilst on the main road, you see in the distance a march of 12 men. Four in the front, six in the middle, and two in the back, each holding a banner. These men look directly forward, passing you little thought.
If the player is traveling with Vittorio:
Vittorio leans in to whisper after the soldiers pass. "A prisoner's patrol, they usually keep the prisoners as live bait if something goes wrong."
Jim The Onislayer
As you continue along the hard dirt, your vision eventually reveals to you a man sitting along the side of the road. As you grow closer, you can see that he is whittling down a bone to a sharp point, at his side sits an incredibly large bow, maybe 7 feet long from tip to tip. As you pass him, the man looks up to you with a slight smile, it looks like he has a few items to trade.
If the player interacts with him:
The blonde man gets off the ground, dusting off his hide pants, then looking to you with a grin. "Afternoon traveler, name's Jim of Rederium.", he holds his hand out to shake your's. Rederium is one of the far off lands of Seostria, maybe 2000 miles away off sea. "I hunt large game, and recently heard of an Oni 'round these parts."
Jim is a middle-aged human, around his 30's. He sailed here from Rederium after hearing of an Oni sighting.
Jim's Stock
| Item | Price | Amount in Stock |
|---|---|---|
| Greatbow | 400gp | 3 |
| Iron Greatarrow x1 | 50gp | 50 |
| Hunter's Brew | 200gp | 10 |
| Hide Armor | 300gp | 3 |
| Hunter's Quiver | 300gp | 3 |
Hunter's Brew
Uncommon Magical Potion
When drank as a bonus action, this brew gifts the drinker with immense dexterity, vision, and strength. For the next minute, the drinker can re roll all ranged attack rolls under 10.
One of the many brews brought over from Rederium, this mix of heavy alcohol's and herbs is said to have been known by the first hunters to ever exist.
Hunter's Quiver
Rare Backpack
Can be equipped alongside another backpack, but not another quiver.
When equipped, arrows and bullets do not take inventory slots.
Group of Dryads
As you walk along the trail, you begin to hear whispers and giggling come from within the woods. As you peer through the brush, you can see the visage of 3 dryads. Dryads are fey creatures, usually sworn to a guardian tree to protect. It is said that one who is able to eat the flesh of a Dryad can gain the spirit of the forest... it's also said they give really good head if you ask nicely enough. You're unsure if either of those are true.
You can make it horni if you like, hopefully the player shouldn't try to attack them, but if they do, I would use the Lesser Cultist stat sheet. If the player tries to eat one of them in the cannibal sense, you can give them a +1 to Max HP if you really want to.
Atrox Preacher
As you walk closer to your destination, you hear the zealous call of a man. Growing closer and closer, you catch ear of what he's saying.
"And we shall all be consumed under the etneral night! We must change our ways, we must befriend the forest, not take it!"
His gear suggests that he's a part of the cult The Eternal Night, their leader having died after a botched summoning.

Slough Dough
Snow Road
The entranceway into Slough Dough for travelers who are coming from Redwater.
The smell of pastries and strawberry milk floods your senses. As you walk through the large gate, looking around, everyone here seems to be made of some sort of dessert, pastry, or something sweet. These are the Do-Cek, monsterfolk who have been turned into treats by mana. Despite their very edible state, they are the most efficient and war-like of the monsterfolk races, with their navy being known even outside of Seostria for it's might. A winding road leads into the main portion of the city, Greypoint.
Do-Cek
Monsterfolk Race
Do-Cek are human-sized monsterfolk made completely of a sugary food. It is unknown as to why each Do-Cek are different variations of a treat, the main theory being that the treat is what best represents the power of their soul and it's ability to hold Mana. Most Do-Cek are produced naturally, however, some Do-Cek Glycomancers figured out a way to animate mass amounts of gingerbread guards to serve as armies, or Queen's Guard.
Do-Cek have the following traits:
- Sugary Nature. As a Do-Cek, you do not need to eat, sleep, or drink. When traveling by foot, you may cut all travel times by 1 day, due to not needing to sleep.
- Natural Glycomancy. As a Do-Cek, your max MP is increased by 4.
- Melt. If you are to fall into water as a Do-Cek, you take 6d6 Acid damage each turn that you start and end in the water.
- Ability Scores. +2 TOU, +1 CHA, -1 AGI
- Heat Thresholds. 60, 80
Greypoint
The large trade district of Slough Dough, Greypoint is known for it's intense licorice scent. Deep reds, grays, and blacks make up the roads and bricks of this district. There seems to be an Alchemist, Sage, and a Stable here.
Flour 'n Flasks
Stepping into the Alchemist's shop, you look around to see chocolate floorboards and licorice walls. Despite being made of candies and sugars, it seems that nothing here is melting nor is it smearing. Each chocolate tile on the floor is littered with a mass of designs and inscriptions, making this small store seem fancy. Looking up, you see a humanoid with deep red skin, a 10-gallon hat, and a piece of loose licorice in his mouth. "Howdy, name's Sorbet, how can aye be of service tu' ye'?", a heavy west accent spiking through his words.
This is Sorbet, he's a Do-Cek who hails from The Scarlet Lake in the west. He became an alchemist after he was turned into a Do-Cek, using his newfound mana powers to imbue potions. He was previously an Elf.
His stock is detailed on page #39
If the player buys anything from Sorbet, he will make a comment.
"A fine choice... By chance, would your name happen to be [Player Name]?", he pauses before continuing, "Because if so, Queen's got a decree for ye', says to report you to her castl'."
Sorbet will not take the player in to the castle forcefully, but will recommend they go there.
Eggbatter
Stepping towards the bustling stable, you catch glimpse of a large royal horsekeep. Many different Do-Cek scramble to tend to each individual equine's needs, some of the "Equine" not even being true horses, instead being made of what looks like whipped cream and strawberries. As you admire the sight, a seller walks towards you, greeting you, and asking if you see anything you like.
This is a stable, Eggbatter. It's services are detailed on page #40
Parchment and Wax
The smell of wax fills your nostrils as you enter the large and colorful library. Hundreds of scrolls litter each and every cracker-board bookshelf, filled with arcane knowledge. Sitting in the corner is a Do-Cek Sage. Sages are graduates of Tendriths that abused mana in one way or another, causing their soul to "Shatter" outside of their body in large crystalline structures. Despite their abuse of magic, most who are powerful enough can still graduate from Tendriths, but at what cost?
This sage in particular has a pale white complexion with long caramel brown spikes jutting out of his body. He murmurs whilst reading his book, barely looking up to you, then going back to reading. As you walk towards an odd scroll, he mutters a number... that must be the price.
Sages sell magic items, scrolls, and sometimes potions.
Parchment and Wax's stock is detailed on page #41
Spell Scrolls
Spell scrolls can be used in two ways. The first is to simply cast the spell from the scroll. The other is to learn a spell from a scroll. To learn a spell from a scroll, a player must spend an amount of gold equal to the worth of the spell (Detailed next to the name) during a long rest. At the end of the long rest, the scroll evaporates, and the player learns the spell. Players may learn spells outside of their list through scrolls unless a perk or condition states otherwise.
The Port
A Large port section of the city, with many different ships of different flags. The port seems to be divided into two different sections, one where all of the royal ships sit (Many of which seem to be boats with cannons and other weapons atop them), the the port where every other ship is. As you try to look at the boats in the Royal Section, a Gingerbread Guard blocks your access, stating "Queen's Passage is Required.". It seems you're not allowed over there.
If the player is following The Chairman
Among the boats in the commoner section is a giant black steel ship, with red and purple sails, and a crew of mostly monsterfolk. This must be where the Chairman wants to meet.
Eastroad
A residential district of the town, filled with many different gingerbread houses and cake mansions. It seems there's not much for you to do here.
Castle Ward
A giant castle made almost entirely of Red Velvet cake, this is the home of Queen Red Velvet. Gingerbread Guards seem to watch your every move, unblinking and unbreathing. If you didn't know better, you would think they were nothing but statues. You are able to make way towards the Throne Room Uninterrupted.
If the player goes to Castle Ward, They start the Quest The Tower of Sissurax.
Flour N' Flames' Stock
| Name | Price | Amount in Stock |
|---|---|---|
| Polymorphaline | 10gp | 1 |
| Green Flame Brew | 25gp | 5 |
| Red Lightning Elixir | 25gp | 5 |
| Black Ice Tonic | 25gp | 5 |
| Candied Strawberry | 5gp | 50 |
| Common Healing Potion | 20gp | 15 |
| Greater Potion of Mana Recovery | 20gp | 10 |
Green Flame Brew
Uncommon Magical Potion
A swirling concoction of bright green flames captured inside of a jar and preserved with honey. This brew, when drank as a bonus action, brings flames to the drinker's fists for 1 minute. During this minute, they can make unarmed attacks with advantage, and they deal 1d10 extra fire damage on top of their current unarmed strike damage.
An art of fermentation involving fire that has been long preserved by monks of a far away region, these brews were commonly used in parties after fasting to celebrate flame gods, or food.
Red Lightning Elixir
Uncommon Magical Potion
A crackling red lightning that angrily attacks the sides of these specially made bottles, if thrown as a bonus action, the lightning will strike all nearby creatures. When thrown as a bonus action, up to 40 feet away, every creature within 20ft. of the bottle must make an AGI save (DC:17). On a failed save, they take 10d4 lightning damage.
When lightning hits obsidian, it creates hundreds of bright red sparks that are eager to conduct themselves through any living creature. Specialized mages sometimes trap these lightning balls and hang them up to provide natural light.
Black Ice Tonic
Uncommon Magical Potion
A frozen smoke, this bottle is almost frozen to the touch. When drank as a bonus action, your bloodflow and heartbeat slows to insane slows. You become immune to cold damage, and resistant to all non-magical damage, however, you can not take bonus actions. These effects last for 1 minute, before going away.
Used by the Goliaths of the far north, these brews were said to have been captured breaths of the Frost Giants.
Candied Strawberry
Common Magical Consumable
A sweet strawberry coated in candy, eating it boosts your energy, and you gain 1 temporary hit point.
Strawberries are the main crop farmed in Slough Dough due to it's rich fields and coastal climate, so naturally the first delicacy of theirs is to candy their best crop.
Common Healing Potion
Rare Magical Potion
When drank as a bonus action, heals the drinker for 6d12 HP.
Greater Potion of Mana Recovery
Rare Magical Potion
When drank as a bonus action, the drinker recovers 15 MP.
Eggbatter Services
| Name | Price | Amount in Stock |
|---|---|---|
| Baked Draft | 500gp | 5 |
| Strawberry Horse | 750gp | 3 |
| Candied Steed | 750gp | 3 |
| Caramelized Warhorse | 1000gp | 1 |
| Riding Saddle | 30gp | 3 |
| Racing Saddle | 60gp | 3 |
| Storage Saddle | 30gp | 3 |
| Extra Storage Saddle | 60gp | 3 |
| House Horse (1 Day) | 10gp | / |
Baked Draft Horse
Level 1 Draft Horse
A draft horse baked out of many different mixes of breads and pastries, the horse still works and responds like any other steed. They have an HP of 15, and a 12 AC.
- Inventory Size. Baked Draft Horses have an additional 3 inventory slots.
- Travel Speed Increase. When traveling, Baked Draft Horses subtract the time it takes by a day.
Strawberry Horse
Level 2 Work Horse
Used on the farms of Slough Dough to drag plows, Strawberry horses are known for their incredible strength and resilience. These horses are also very aggressive by nature, and will attack if threatened. They have an HP of 25, and an AC of 15.
- Inventory Size. Strawberry Horses have an additional 6 inventory slots.
- Travel Speed Increase. When traveling, Strawberry Horses subtract the time it takes by a day.
- Aggressive. When in combat, Stawberry Horse will join on the player's side. They will use a Trample attack, with a +4 to hit, and dealing 1d8 bludgeoning damage if they hit.
Candied Steed
Level 2 Racing Horse
Steeds that are built to be lightweight and super fast, these horses are known for breaking records again and again for horse speed with each generation. They have an HP of 10, and an AC of 10.
- Inventory Size. Candied Steeds have 1 additional inventory slot.
- Travel Speed Increase. When traveling to a location, Candied Steeds decrease the time it takes to go somewhere by 3 days.
Caramelized Warhorse
Level 3 Warhorse
A glistening steed with a thick outer hide and strong muscles, these creatures are used by the Royal Guard in times of war. Aggressive, Fast, and Tough, these are the ultimate horses. They have 30 HP and an AC of 16.
- Inventory Size. Caramelized Warhorses have an additional 5 inventory slots.
- Travel Speed Increase. When traveling to a location, Caramelized Warhorses decrease the time it takes to go somewhere by 2 days.
- Aggressive. When in combat, Caramelized Warhorse will join on the player's side. They will use a Trample attack, with a +6 to hit, and dealing 1d10 bludgeoning damage if they hit.
Racing Saddle
Uncommon Saddle
When put onto a horse, gives it an additional +2 to their AC, and allows piloting of the horse.
Extra Storage Saddle
Uncommon Saddle
When put onto a horse, allows piloting of the horse, and access into their inventory. In addition, this saddle grants 2 additional inventory slots.
Parchment and Wax's Stock
| Name | Price | Amount in Stock |
|---|---|---|
| Spell Scroll (Dark Bolt (50gp)) | 60gp | 10 |
| Spell Scroll (Powder Snow (20gp)) | 30gp | 10 |
| Spell Scroll (Magic Weapon (50gp)) | 60gp | 5 |
| Orb of Pondering | 150gp | 3 |
| Necklace of Extra Life | 200gp | 3 |
| Soul Catcher Charm | 100gp | 5 |
Dark Bolt
1st Level Miracle
- Casting Time: 1 Action
- Range: 60ft.
- Components: V,S
- Duration: Instantaneous
You extend your willpower forward, drawing from the ancient blight. A bolt of rot energy flies forward towards one creature within range. Make a ranged spell attack, on a hit, that creature takes 3d8 necrotic damage.
Powder Snow
Miracle Cantrip
- Casting Time: 1 Bonus Action
- Range: 15ft. Cone
- Components: S
- Duration: Instantaneous
You let forward a bout of frozen energy, striking all creatures in front of you in range. Those creatures must make a TOU save against your spell save DC. On a failed save, they take 1d8 Cold damage.
Magic Weapon
1st Level Spell
- Casting Time: 1 Action
- Range: Touch
- Components: S,M (A Weapon)
- Duration: Concentration, up to 8 hours
You touch the blade or striking portion of a weapon (Or if it's ranged, the actual weapon itself.). The weapon begins to glow with a beautiful blue, shining bright light in a 5ft. radius. For the duration of the spell, all attacks made with this weapon deal an additional 1d10 force damage.
Orb of Pondering
Rare Magical Orb
A small blue orb that magical casters seem to ponder quite often. This orb tells the secrets of pondering, and what it means to ponder. If you ponder your orb during a long rest, you gain a +1 to all spell attacks, spell damage, and to your spell save DC.
"Ponder thy orb I say! Henceforth, all shall ponder their orbs!", ~Magicus Maximillus, On Orb Pondering
Necklace of Extra Life
Rare Magical Necklace
A small necklace with a bright green gemstone in the center. When worn, this necklace will grant the wearer an "Extra Life", if they fall to 0 HP, they immediately get up with half of their maximum HP. When the magical item is used in this way, the gemstone shatters, and it cannot be used again.
Originally created as a way to cheat death, many scholars used these to test out their poisons, to see just how potent they could make the deadliest of poisons.
Soul Catcher Charm
Rare Magical Necklace
A small necklace with a charm detailing souls. Whenever a creature that you kill dies, you may absorb their soul into any crystal or container that you currently are holding, without needing to cast spells like "Soul Trap".
Worn by Swamp Pyromancer Hunters, these usually were used to capture the souls of small animals and vermin, never intended for use against thinking creatures.
The Tower of Sissurax
Recommended Level: 3-4
The quest starts when the player enters the Red Velvet Throne Room. As they do, read the following:
The intense smell of cakes, pastries, and bakes all collide together in your nose as you enter the giant throne room. Sitting on a large golden throne is Queen Red Velvet, about 7 feet tall, and the most magically strong Do-Cek in all of the world. She looks to you with a pleased smile, stating through the echoey chamber, "Welcome, fleshy one! I have a lot of business for you!".
The Queen is about 7 feet tall, made entirely of Red Velvet Cake, and a level 12 Seductress. If the player at any point tries to attack her, don't kill them, but boot them out of the town forever, they will have to pick another way around Red Pass.
If the player inquires about the proposition:
"A birdy tells me that you want around the giant mountains to our north, another birdy tells me that you have no way to get there. How sad. It just so happens that I have a ship leaving north tomorrow, but I won't let just anyone on there for free. You scratch my back, and I will scratch yours." She smiles, leaning back in her chair. "There is a tower that's sank to the bottom of the ocean to the east. Due to our... cakey nature, we can't get it back up here, but you don't melt when you reach water. Go to the docks, Dutch will help you get out there, and if the tower rises, I'll grant you your passage."
From here, the player can make their way towards the Docks. A Do-Cek named "Dutch" (After Dutch Apple Pie) is on the docks waiting for the player. Once the player goes to dutch, read:
The smell of seawater and apple pie floods your senses as you come across an old pie, smoking from a pipe as he stands on the bottom of a plank, towards a navy galleon. "'inally, was waiting 'or someone to raise this tower." he croaks.
The ship is called the "S.S. Burnt", and once the player gets on, Dutch will tell the player what he knows.
- The Tower of Sissurax is some kind of magical artifact, they are super powerful, but the navy uses them as lighthouses.
- The Tower Sank after The Scourge rose.
- The Towers have been here since before the first settlers
That's all Dutch knows. As the player makes their way out to sea, they can work on the ship, help out other's, or talk to Dutch. No matter what, eventually they make it to The Drop Zone.
The Drop Zone
Once the player makes their way so far out to sea, Dutch will order to anchor down, and point out the spot that the player needs to go down. He will hand the player a Potion of Water Breathing, and tell them that they only have so much time down there.
The ship will wait above shore for 1 hour, if the player is not back, Dutch tells the player they will leave.
Potion of Water Breathing
Rare Magical Potion
When drank as a bonus action, grants the drinker with the ability to breath in water and air for 1 hour.
One of the first potions ever made by Tendriths College, these allowed for the exploration of deep water abandoned cities, or crashed treasure ships.
Once the player dives, they enter The Tower Of Sissurax, as detailed on page 43.

The Tower of Sissurax
Approach
Swimming down, and down, and down, you only know that you're going in the right direction by holding onto the anchor chain, not wanting to ever let go or be left in the abyss. Slowly, a pulsating red begins to fade into your vision, before you see the outline of a giant tower deep below the sea. Sitting on an island of rock, the tower seems to be simply floating deep under the waters. Not falling, nor rising, simply remaining completely still. The front door will obviously not open this deep, so you'll have to make your way through a crack in the island, leading into a basement floor...
Basement
The room is lit by an ominous red glow that seems to be coating the entire tower. This bottom floor seems to be a boiler room, with giant iron casks, rusting pipes that lead upwards, and many small crates of what used to hold coal. There seems to be nothing of interest here, so you can move to the first floor.
From here, the player will need to advance through these three floors before reaching the top floor. In any order that you choose, the player can encounter Giant Squid, Jawfish, or Ruin Crabs. The amount is dependent on the type of animal, which will be displayed by the table below. Each encounter will be guarding some kind of treasure.
Encounters
| Name | Number | Guarding |
|---|---|---|
| Giant Squid | 1 | A Soul Crystal |
| Jawfish | 4 | A Small Lockbox |
| Ruin Crabs | 2 | Their Own Treasure |
Each floor has a stairway that leads up to the next one.
Floor 1
This room used to be an entry hall, with a rocking chair, a fireplace, and a small table. You imagine that guests of the tower would come in here to eat, warm up, and rest. In the corner of the room, there is a desk with a piece of paper on the top of it.
The Paper
"Shopping List!
- Half a Dozen Chicken Eggs
- Waterproof Paper
- 500lbs. Ruby
- New Book
- Soul of an Arch fiend
- Waterproof In-"
The writing cuts off at the end
Floor 2
Walking into this room, the large bed, desk and chair, and the small nightstand tells you that this used to be a bedroom. The expensive sheets have long rotted away by now, and coral has taken over the wood of the chair.
Floor 3
The second to last floor, you see giant bookcases filled with water-logged books! Each and every one looks to slowly be wilting away, most likely none of them are readable at this point. In the center of the room is a small table and chair, in addition to what looks like an opened wax letter.
The Opened Letter.
"Dear [The Name is Scratched Out],
I understand why you need this so badly, but I must repeat. Ignoring the moral, practical, and monetary reasons behind me not activating this gem, activating some kind of magical beacon of this power here will sink the tower itself! I cannot reasonably let all of my work go under the sea for some fever dream! I am sorry, but if you want to activate this gem, it will have to be next to my corpse.
Your Loyal Servant, Magnificus Sissurax."
The wax seal looks like it was poured, then opened. You imagine that whoever got this letter was not happy to open it, and may have brought it back here.
Top Floor
This is the boss room.
Entering the room, a giant mosaic ruby sits in the very center of this giant attic floor. Red pulsations creep out of it like a beating heart producing light, and swirling deep crimson and white energies slam into the sides of the crystal angrily as you enter the room. Upon watching this energy slam into the sides, you feel a strange disturbance in your own mana, as the gem slowly pushes energy outward, and into one point. Slowly, as if being constructed from nothing, a shark made completely out of ruby materializes about 30 feet away from you. It swims above you, circling the gem. It does not seem aggressive towards you, but you feel like this gem created the shark as a defense mechanism.
The shark is a Ruby Guardian. If the player tries to harm or destroy the gem, the shark will attack them. The gem needs to be broken to raise the tower.
Inside The Gem
If the gem is shattered, the player can pick up any manner of items that were kept inside of it:
Gem Loot
+2000 GP
+3 Minor Healing Potion
+1 Wand of Shattering
Wand of Shattering
Rare Magical Wand
A small wand that has a star on the very tip of it. This wand has 1 charge each day. This wand regenerates 1 charge at the end of every day. When used as an action, this wand causes all creatures within 30ft. of the user to have to make a PER saving throw (DC:16). On a failed save, they take 6d8 sonic damage.
It is said that these wands were brought over a long time ago by humans of the west, however, no records suggest that these wands come from anywhere at all. It's a mystery where these star-capped scepters originate from.
Giant Squid
Level 2 Medium Beast, Unaligned.
- Armor Class 12 (Natural Armor)
- Hit Points 20
- Speed 15ft., Swim 45ft.
STR AGI TOU INT PER CHA 12 (+1) 16 (+3) 10 (+0) 4 (-3) 14 (+2) 8 (-1)
- Damage Vulnerabilities Bludgeoning
- Senses Passive Perception: 12
- XP 100
Actions
Tentacle Thwack. Melee Attack: +1 to hit, Reach:5ft., One Target. Hit: 8 (2d6+1) Bludgeoning damage.
Ruin Crab
Level 1 Large Beast, Unaligned.
- Armor Class 15 (Junk Armor)
- Hit Points 13
- Speed 10ft., Swim 20ft.
STR AGI TOU INT PER CHA 15 (+2) 12 (+1) 16 (+3) 3 (-4) 15 (+2) 12 (+1)
- Senses Passive Perception: 12
- XP 50
Actions
Claw. Melee Attack: +2 to hit, Range:5ft., One Target. Hit 4 (1d4+2) Piercing damage.
Jawfish
Level 0 Tiny Beast, Neutral Evil
- Armor Class 12 (Natural Armor)
- Hit Points 5
- Speed 0ft., Swim 45ft.
STR AGI TOU INT PER CHA 7 (-2) 18 (+4) 12 (+1) 2 (-4) 17 (+3) 7 (-2)
- Senses Passive Perception: 14
- XP 25
Abilities
Spear. If this creature moves at least 10ft. before attacking with a Bite, this creature has advantage to hit.
Actions
Bite. Melee Attack: +4 to hit, Range:5ft., One Target. Hit 5 (1d1+4) Piercing damage.
Legendary Actions
Some bosses have Legendary Actions. These are actions that can be made by a creature during another creature's turn. This can be made in between attacks, in between movement, or in between anything that takes up an action or bonus action. Monsters can not use Legendary Actions during or "Before" an action or bonus action.
Ruby Guardian
Level 4 Large Outsider, Lawful Evil
- Armor Class 13 (Natural Armor)
- Hit Points 40
- Speed 5ft., Swim 35ft.
STR AGI TOU INT PER CHA 18 (+4) 13 (+1) 16 (+3) 5 (-3) 6 (-2) 17 (+3)
- Condition Immunities. Charmed, Frightened, Unconcious
- Senses Passive Perception: 8
- XP 450
Abilities
Ram. If the Ruby Guardian moves more than 10 feet in any direction, it can not change direction. In addition, if it strikes another creature after moving 10 feet, it deals an additional damage die.
Actions
Bite. Melee Attack: +4 to hit, Range:5ft., One Target. Hit 13 (2d8+4) Piercing damage.
Legendary Actions (1)
Bloodthirsty Charge (1). The Ruby Guardian moves 15 feet in any direction towards a creature that does not have all of it's hit points. It then makes a bite attack.

After Combat
With a sudden burst of gravity, you feel yourself pulled to the floor. The giant crystal falls, and like glass, shatters against the floor. With water quickly draining out of the room, you feel a sudden jerk upwards, as you go 4 feet into the air, and fall back down, landing on your side. The tower now seems to bob to the left and right, before calming down. The tower is now above the sea.
Labyrintun
This town doesn't have any required quests from the player, in fact, the player could completely skip the main quest for Labyrintun and just begin walking to Alderith Keep. It's NOT recommended, since the quest will award with required experience and loot that the player will most likely need.
Finally making your way to the giant Minotaur city, you are able to breathe a sigh of relief as you step foot into Labyrintun. Labyrintun is a name that comes from the language of the giants, with "Laby" meaning Mountain, "Rin" meaning cow, and "Tun" meaning "Town", thus making Labyrintun "Mountain Town of Cows". Funnily enough, this town is mostly inhabited by Minotaurs, with some Dracons here and there. The town runs on a blood court, where the strongest among these people have the most political power, but it is rare that this treatment is extended to outsiders.
Two Springs
The district "Two Springs" is named the way that it is because of the two giant hot springs nearby! The nearby volcanoes and magmatic activity makes for relaxing hot springs, which a store here has made the most use of! There is a Spa named The Humble Plum, a tailor named Clothes Minded, and a... different shop. You can't really tell by the building, but you can assume what it spells due to it's name, "The Excited Bomb Store".
The Humble Plum
Walking in to the small wooden building, you see a feminine Minotaur look to you with a comfy smile. "Welcome! My name is Myra! Are you here to release some steam?"
Myra is the owner of this small spa, and will offer the player 1 hour in The Hotsprings for 10gp a person. If the player accepts, they regain all lost HP and MP, and they do not need to take a long rest that night.
Clothes Minded
The large two story clay building seems to almost scream "money" to you as you walk in. On every single shelf, countertop, and even hanging on the rafters are different styles of clothes. Frantically running from place to place, making measurements and small cuts, you see a Do-Cek that seems to be made of pink ice! Before she suddenly notices you, and whips around to greet you. "Welcome! 'Name's Snowcone! What can I get for you?".
Snowcone sells clothes. Her stock is detailed later. If the player wishes for a custom, non-mechanical outfit, Snowcone can give them that as well for 50gp.
The Excited Bomb Store
The smell of gunpowder and sulfur floods your senses as you enter the raggedy building on the side of the road. Your worries are assured once you take a look at the shelves. Bombs, Grenades, Barrels of Gunpowder. Even worse, as you look over at the rotting counter, you see an old man! He has whispy white hair, and seems to be smiling at you admiring his firepower. "Welcome, welcome, welcome!" His voice is fast, and high pitched, each word whistling. "What can I get for you? For you?".
This man's name is Theognostos Weimann. He sells bombs, and repeats words that he says. His stock will be detailed later.
Twilight Alley
A giant sort of "Strip" in the town, this alley rests in between two different plateaus that corner this end of the city. It seems to be the visitors district, with a medium sized tavern called "The Inn of A Thousand Names", a Woodcarvers Shop named "Prisa's Carvings", and a blacksmith named "The Crossed Arrows".
The Inn of a Thousand Names
The sickeningly sweet scent of moonshine floods your nostrils once you enter the oak tavern. Laughter, Drinking, Eating, and around 40 people of different races, sexes, and creeds all sit together in this cramped building. Over the counter, the gruff voice of a particularly large minotaur calls out "Welcome to Loui's!"
The bartender's name is Carloman Solos. The Inn of A Thousand Names sells all manner of food and drink from different places across the world, as well as offering overnight stay. Their stock will be detailed later.
If the player wants to ask Carloman any questions, he knows the following information:
- There is a group of salamander-like people who live under the town
- The largest mountain in all of Seostria is nearby here, as well as the town of only Dracons
- Alderith Keep is nearby, about a 4 days' walk
- Someone happened to break out of The Asylum about a week ago, and nobody's seen him since then.
Prisa's Carvings
Hundreds of carvings of different animals, people, and different items all lay out at different sizes and on different positions. As you look forward, you see the figure of a small pale skinned woman carving out a wooden figure.
If Priska was killed in Redwater.
Hundreds of carvings of different animals, people, and different items all lay out at different sizes and on different positions. As you look forward, you see the figure of a tan skinned woman with a giant cyan mana scar on her face is carving out a wooden figure.
This is Prisa, who will normally be just a standard shopkeeper unless Priska was killed in Redwater. If Priska was killed, Prisa is a mana reincarnation of her. This should hint towards the true nature of Mana, and that creatures who have enough of it really cannot truly die.
Other than that though, Prisa has no memories of the player, thinking she was a wood carver her entire life. Prisa will mention that the player looks very familiar, but she cannot place her finger on it. Prisa will do commissions for the player, carving out an image of themselves, of a party member, or an animal for 10gp.
The Crossed Arrows
The heavy scent of iron floods your senses as you walk into the stone building. Currently cooling and formatting a blue-steel shield, you see the owner of this establishment, a Dracon. Once they realize you're here, you watch as they hang the shield up, and walk towards the countertop, ready to do business with you.
The owner of this shop is Tshepo Sakamoto, a Blue-Scaled Dracon.
Castle Ward
The giant walled in ward that rests in the center of the town, this is home to a large building called "The Asylum". Despite law being dictated by those who are stronger than you, there still seems to be some kind of moral limit, where someone is no longer just trying to have power, but does horrible acts for no reason. They don't outright kill these outsiders, however, instead keeping them in the giant prison-like building that's walled in. The Asylum, despite being a building just like the rest here, seems to watch you as you pass the locked iron gates.
Store Stocks
Clothes Minded
| Name | Price | Amount in Stock |
|---|---|---|
| Cloak, Reversible | 50 gp | 5 |
| Dancer’s Garb, Silver | 200 gp | 3 |
| Eye patch | 1 gp | 50 |
| Gambeson | 1 gp | 30 |
| Goggles | 10 gp | 10 |
| Kilt | 2 gp | 20 |
| Mask, Battle | 50 gp | 5 |
| Outfit, Doctor’s | 150 gp | 3 |
| Outfit, Flame-Retardant | 50 gp | 3 |
| Outfit, Peasant’s | 1 gp | 25 |
| Outfit, Traveler’s | 1 gp | 25 |
| Outfit, cold-weather | 15 gp | 15 |
| Scarf, head | 5 gp | 10 |
| Scarf, reinforced | 10 gp | 3 |
| Sparring gear | 35 sp | 5 |
| Tear-Away Clothing | 25 gp | 5 |
| Vest, barbed | 10 gp | 1 |
| Vestments, Cleric’s | 5 gp | 10 |
| Wig | 100 gp | 3 |
| Wing Cloak | 1,200 gp | 2 |
Reversible Cloak
Common Cloak
The cloak comes in two different colors! One side is a dark green, while the other is a bright red!
Battle Mask
Uncommon Mask
The Mask seems to eminate the spirit of combat. When worn, you gain a +1 to initiative rolls.
Doctor's Outfit
Uncommon Outfit
The outfit comes with hundreds of different pockets and areas to store stuff. Whenever you are drinking a healing potion, or applying healing to another creature, you gain 1 additional HP.
Flame-Retardant Outfit
Common Outfit
The outfit seems to be made of thick scales and hides from the large whip-tails of the region. When worn, you gain resistance to fire damage.
Cold-Weather Outfit
Common Outfit
The outfit is made of a thick hide from the mountain buffalo of the region. When worn, you gain resistance to cold damage.
Reinforced Scarf
Common Scarf
The scarf is made of hundreds of strands of an impossibly tough metal, while remaining comfortable. When worn, you gain a +1 to your AC. In addition, this scarf can never be broken.
Wing Cloak
Very Rare Cloak
A cloak with hundreds of decorated feathers on the back, you are able to open the cloak with a reflex to cause the wings to shoot out! When worn, you can never take fall damage. In addition, you may glide whenever you are falling. For every 5 feet you drop, you can move 5 feet in any direction except up or down.
The Excited Bomb
| Name | Price | Amount in Stock |
|---|---|---|
| Hand Grenade | 47gp | 30 |
| Splinter Grenade | 62gp | 20 |
| Firebomb | 39gp | 30 |
| Black Firebomb | 63gp | 20 |
| Inferno Grenade | 76gp | 10 |
| The Laugher | 101gp | 1 |
Grenades
Grenades are weapons that do not use any skill to deal damage. To use them, they can be thrown as an action anywhere within their range, and they then deal damage to all creature within their blast radius.
Hand Grenade
Common Grenade
- Range. 45ft.
- Damage. 4d6 Piercing
- Blast Radius. 10ft.
"Faithful... Faithful..."
Splinter Grenade
Uncommon Grenade
- Range. 15ft.
- Damage. 6d6 Piercing
- Blast Radius. 10ft.
"Hehe..."
Firebomb
Common Grenade
- Range. 60ft.
- Damage. 4d8 Fire
- Blast Radius. Direct Hit
"Burns... Burns..."
Black Firebomb
Uncommon Grenade
- Range. 60ft.
- Damage. 8d8 Fire
- Blast Radius. Direct Hit
"Melts... Hehe... Melts!"
Inferno Grenade
Rare Grenade
- Range. 100ft.
- Damage. 3d6 Fire Damage for 1 Minute
- Blast Radius. 30ft.
When this grenade explodes, it leaves sticky flame residue. Any creature that starts or ends it's turn within the blast radius while the fire burns takes the damage again.
"Incinerates!! Haha! Incinerates!"
The Laugher
Unique Grenade
- Range. 30ft.
- Damage. 10d8 Piercing Damage
- Blast Radius. Direct Hit
The grenade is shaped like a pair of dentures, with razor sharp teeth. This grenade makes a piercing whistle as it's thrown, sounding like a banshee crying or a witch laughing. Once a creature is hit by this grenade, it bites down onto it's target. The target then must make a PER saving throw (DC:15) or become frightened of the player for 1 minute.
"Hahaha! Perfection! HAHA!"
The Inn of A Thousand Names
| Name | Price | Effect |
|---|---|---|
| Baked Eel and Dried Apricot, Glass of Gin | 15gp | +25 Temporary HP |
| Baked Trout with Clove and Poached Eggs, Glass of Gin | 5gp | +5 Temporary HP |
| Boiled Crab and Pinenut Bread, Tankard of Mead | 5gp | +3 Temporary MP |
| Boiled Eggs and Pinenut Bread, Steamed Crab and Rye Bread, Tankard of Ale | 8gp | +5 Temporary MP |
| Boiled Eggs and Whey Cheese, Glass of Whisky | 5gp | +1 Temporary HP, +2 Temporary MP |
| Braised Grouse and Shallot, Tankard of Cider | 8gp | +3 Temporary HP, +3 Temporary MP |
| Glass of Brandy | 1gp | +1 Temporary MP |
| Roasted Lamprey and Millet Bread, Tankard of Mead | 10gp | +10 Temporary HP |
| Roasted Partridge and Rye Biscuits, Mug of Beer | 10gp | +5 Temporary MP, +1 Temporary HP |
| Roasted Pork and Dried Carrot | 8gp | +4 Temporary MP |
| Roasted Sausage and Soft Cheese, Tankard of Ale | 8gp | +5 Temporary HP |
| Roasted Trout and Dried Grapefruit, Tankard of Mead | 8gp | +1 Initiative |
| Roasted Watercress, Tankard of Stout | 5gp | +1 Temporary HP |
| Salted Boar and Dried Onions, Tankard of Stout | 5gp | +1 Temporary MP |
| Salted Sausage and Wheat Biscuits, Glass of Rum | 3gp | Well Fed |
| Salted Sausage and Whey Cheese, Tankard of Cider | 3gp | Well Fed |
The Crossed Arrows
| Name | Price | Amount In Stock |
|---|---|---|
| Adamantite Greatbow | 2500gp | 1 |
| Mythril Halberd | 1500gp | 2 |
| Mythril Bastard Sword | 1500gp | 2 |
| Orichalcum Rapier | 1500gp | 2 |
| Steel Hatchet | 900gp | 3 |
| Steel Small Knife | 900gp | 3 |
| Steel Composite Bow | 900gp | 3 |
| Steel Handgonne .90 | 900gp | 3 |
| Iron Blunderbuss, 8G | 600gp | 3 |
| Iron Rifle Musket, .577 | 600gp | 3 |
| Iron Heavy Crossbow | 600gp | 3 |
| Adamantite Chunk | 2000gp | 1 |
| Mythril Chunk | 1200gp | 5 |
| Steel Chunk | 850gp | 10 |
| Iron Chunk | 500gp | 10 |
| Orichalcum Arrow x25 | 1000gp | 5 |
| Adamantite Bullet x25 | 1000gp | 5 |
| Silver Bullet x25 | 850gp | 5 |
Adamantite
Tier 5 Metal
Armor or Weapons made with this material do not break ever by any means lower than divine.
Mythril
Tier 4 Metal
Weapons made with Mythril use AGI.
Orichalcum
Tier 4 Metal
Weapons made with Orchalcum deal an additional damage die of psychic damage.
Dreams of Sweets
Recommended Level: 3-4
This quest begins as soon as the player talks to the innkeeper, or if the player spends the night inside of Labyrintun. Once they are taking a long rest, state the following:
As you drift into a deep slumber, you feel like the surface you rest upon is the comfiest thing you've ever laid down on. Your dream slowly begins to fade into your view, as you feel your senses begin to ignore your surroundings. Right before your eyes shut, you could swear that you heard footsteps growing closer, a heavy breath, and see the sight of two bright white eyes staring into you, before you completely knock out.
You awaken.
The world around you is completely white, a void. Out of worry and reflex, you reach for a weapon, but realize it's not there. Before realizing, there's nothing there. You have none of your clothes, materials, armor, or weapons. You are in the void.
This is a pocket dimension from a creature called an Aspect of Blight. These creatures will infest a living creature once they are born, and act as a sort of magical follower, or like a stand from JoJo. Blight Aspects take on many different forms, some animalistic, other's demented. This one that the player is being trapped by takes on the form of a tall void-black creature with deer antlers and bright white eyes. It's host is Grandma Irving, who is the person who broke out from The Asylum.
Grandma Irving
She's the main villain of this quest, but does not want the player to think that. Grandma Irving will try her best to lure the player into a sense of security, before slowly consuming their soul. Grandma Irving knows everything that the player knows from the time they went to sleep. Despite this being her own pocket dimension, she is not omnipotent, and has to physically be somewhere to know something is going on. Her Aspect, who she refers to as Marley, remains completely invisible until the player becomes hostile towards Grandma Irving.
The player will remain in phase 1 of the quest until Grandma Irving tricks the player.
Grandma Irving will do her absolute best to make the player think she is an ally. She will offer information that the player might need (Detailed ahead), she will try to offer the player food, and she will offer the player the chance to sleep. If the player accepts the food or sleep, then Phase 2 of the quest begins.
Phase 1
Once the player begins to walk in any direction, detail the following.
Walking through the void feels like forever and a moment all at once. As there's absolutely nothing around you, you're unsure if you're even moving in the first place, until you finally see a patch of buildings in the far distance. Upon making your way to the "front" of this small village, you see a tiny sign stating the name: "Narrest". The village is silent, with a small river that seems to fade in and out of existence. Like Slough Dough, the buildings look like they are made of sweets and pastries, but these ones look less structurally convenient and more like they were made for consumption, like ginger-bread houses with sloppy icing gluing them together.
Once the player enters the village, they can be given the map of Narrest. Narrest is small, and only has 3 houses that you can actually enter. The rest of the houses are completely full of chocolate, solid cubes.
- Grandma Irving's Cottage.
- The House.
- The Forbidden Storeroom.
Once the player makes their way into the village for the first time, add on the following:
As you walk through the strange candyland, you hear the creaking of an old rocking chair in the distance. Turning to where the sound is coming from, you see the visage of a small old woman with a scrunched up face, looking to you with a smile.
This is Grandma Irving. Her goals are to get the player to fall asleep, preferably in The House. She will use hospitality, food, or any other peaceful method to try and get the player to go to sleep. She will introduce herself as Grandma, and will give the player pieces of information if she thinks that it would get the player to trust her.
Information #1
"I Know of a place that you seek. Alderith Keep? There's a secret door in the kitchen, under a cabinet, if you think that all parties do not suit your fancy."
This hints at The Secret Entrance in Alderith Keep, which leads to The Obsidian Forest.
Information #2
"You travel so that you can eventually end The Scourge. Let me assure you, that Scourge is not the end of your endless walking. There looms a much larger threat, one that none of us could battle alone."
This could be hinting at one of two different bosses. Either Vhexa, the God of Disease, or Chairman Thorn, who battles the player after they discover their lab. Both are infinitely strong.
Phase 2
This phase will start whenever the player either enters The Forbidden Storeroom, or goes to sleep. During this phase, Marley will stalk the village, and will charge the player and try to eat them if Marley finds them. The table below will determine Marley's location, which can be rolled on every minute.
Marley's Stalking
| D4 | Location |
|---|---|
| 1 | Grandma Irving's Cottage |
| 2 | The House |
| 3 | The Bridge |
| 4 | The Storeroom |
The player will be informed that Phase 2 begins with this message:
Suddenly, the air seems to almost go completely black. You are alone, yet you feel watched by one thousand eyes. Suddenly, through the silence, you hear the blood-curdling scream of an old woman, before the sudden shrill of silence, then the stomping of a monster. You do not catch a full glimpse of it, but you see a thing that is much taller than you, almost the size of these houses, stalking the area, looking for something... And you don't think it's friendly.
The player will have to get to The Storeroom, and pick up their weapons inside of it. Once Phase 2 starts, there will be clues around the area that tells the player where they need to go. The storeroom is marked with a giant "S" on the front of it.
Clue #1 (Bridge)
As you walk across the bridge, something new is here. A piece of paper with a drawing of a blocky house, with a giant S on the front of it.
Clue #2 (The House)
You feel unsafe here, as you can see the walls are almost bubbling, thick black chocolate is hardening and making this house smaller, slowly. When looking out the window, you see that most buildings have become completely blocked in by thick chocolate. The only buildings that haven't are that old woman's cottage, and a weird looking blocky house.
The Storeroom
Once the player enters the block-like storeroom, they will see a weird looking chest in the corner. Upon opening it, the chest has all of their gear! Once the player leaves The Storeroom, Grandma Irving will be in the town square with Marley nearby. She will ask the player to go to sleep, or to put down their weapon. Above all else, Grandma Irving will try her absolute hardest to end the encounter peacefully, with the player going to sleep.
Bossfight
This phase will begin once the player at any moment tries to attack or is hostile towards Grandma Irving. Grandma Irving will not directly try to kill a player if the player does not have a weapon at this point, and if Grandma wins, then the player is sent back to phase 2. When a player is sent back to Phase 2 in this way, their memories of all events during this phase fade into a sort of fog, unable to concentrate on these memories themselves. The phase ends once the player is able to kill Grandma Irving.
After dying, the player will wake up wherever they were sleeping. Nothing will have changed except for the fact that there is the corpse of an old woman about 30ft. from the player. If the player chooses to loot the woman, this is what she has:
Old Woman Loot:
+500xp
+1020 GP
+Darkwood Shield (257 gp)
+Divine Scroll (Crackle 250gp)
+Wand of Antimagic (2790 gp)
+Map To Alderith Keep
Darkwood Shield
Uncommon Magical Shield.
A shield crafted from the Darkwoods of The Blight, these shields are known to absorb acids with ease. When equipped in one hand, you gain a +2 to your AC, and you become resistant to poison and acid damage.
The black wood pulsates in your hands, almost as if it is alive.
Wand of Antimagic
Rare Magical Wand.
A large silver rod with a sapphire at the very top, this wand is able to stop creatures from using MP. As an action, a creature may point this wand at another, and spend 1 charge. That creature then must make a DC:16 saving throw using their spellcasting skill. On a failed save, they can not use any abilities that need MP for 1 minute.
The wand has a maximum of 3 charges. At the end of every day, this wand regains 1 charge.
Originating from the high swamps of Lethea, these wands were created by witch hunters who wanted an easier time with slaughtering their prey.
Crackle
2nd Level Pyromancy
- Casting Time: 1 Action
- Range: Cone 25ft.
- Components: S
- Duration: Instantaneous
You extend your fingers forward, as hundreds of jolts of energy flood from your fingertips. All creatures within range of the spell must make an AGI saving throw against your spell save DC. On a failed save, they take 3d12 lightning damage, or half as much on a successful one.
Grandma Irving
Level 4 Medium Humanoid, Neutral Evil
- Armor Class 14
- Hit Points 48
- Speed 25ft.
STR AGI TOU INT PER CHA 8 (-1) 19 (+4) 15 (+2) 10 (+0) 12 (+1) 17 (+3)
- Condition Immunities. Charmed, Frightened
- Senses Passive Perception: 11
- XP 450
Abilities
MP. Grandma Irving has 20 MP per day.
Minor Spell Resistance. Whenever Grandma Irving is targeted by a spell of 2nd level or lower, she takes half damage, or the effects last for half their normal time.
Actions
Cane Smack. Melee Attack: +1 to hit, Range:5ft., One Target. Hit 4 (1d6+1) bludgeoning damage.
Black Bolt. [3 MP]. Ranged Spell Attack: +4 to hit, Range:30ft., One Target. Hit 13 (2d8+4) Necrotic Damage.
Crackle. [2 MP]. Ranged Spell Attack:, 45ft. Cone.. AGI Save DC:17. Fail 11 (3d4+4) Lightning Damage. Succeed Half damage.
Summon Candy Warrior. [7 MP]. Grandma Irving chooses one spot within 30ft. of her. She summons a Candy Warrior that will fight for her for 1 minute. The Candy Warrior uses the Lesser Bandit Captain stat block.
Marley
Level 2 Large Outsider, Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 26
- Speed 45ft.
STR AGI TOU INT PER CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 1 (-5) 12 (+1)
- Damage Weaknesses. Radiant
- Damage Immunities. Necrotic; Bludgeoning, Piercing, or Slashing damage from Non-Silvered Non-Magical sources.
- Condition Immunities. Charmed, Frightened, Blinded, Deafened
- Senses Passive Perception: 5
- XP -
Abilities
Blind View. Marley can not see, hear, or touch on their own. Whenever they are within 30ft. of Grandma Irving they are able to focus on one creature that Grandma Irving can see. As long as Marley is on the same plane as Grandma Irving, Marley knows where Grandma Irving is.
Rot Body. Marley is immune to Necrotic damage. In addition, whenever Marley takes Necrotic damage, they heal for that amount of damage instead of taking damage.
Actions
Wretched Scream. All creatures within 30ft. of Marley that can hear must make a PER saving throw (DC:13). On a failed save, they take 22 (4d10) Psychic damage and are deafened for 10 minutes. On a success, they do not take any damage, and are immune to Wretched Scream for 10 minutes.
Breakneck Blitz. Marley charges in a straight line of at least 15ft.. Any creature standing in his way must make an AGI Saving throw (DC:15). On a failed save, they take 8 (1d8+4) bludgeoning damage, are knocked prone, and are knocked in a direction of Marley's choice by 5ft.
Frightening Glare. Marley touches the mind of another creature psychically. This creature must make an INT saving throw (DC:12). On a failed save, they are Frightened of Marley, and take 6 (1d10+1) psychic damage. On a successful save, they are not frightened, and do not take any damage.
The Climb To Alderith Keep
This will start after the player has left Labyrintun and has begun to walk towards Alderith Keep. From Labyrintun to Alderith Keep is 5 days of travel. At the 3 day mark, the player may choose to stay at the town of Nem'Dracontun. At the 3 day mark, before you roll encounters, describe this to the player:
As you walk on the fourth day, the sun beating down on your head, you see a large city off on the side of the road, at the base of a giant mountain that goes high above the clouds. This town looks friendly, like you could go there. If you wish, you could walk towards the town, or you can continue your travels to Alderith Keep.
If the player continues, then continue the days as normal. If they go to the town, then they are at the town of Nem'Dracontun.
The Climb to Alderith Keep
| D10 | Encounter |
|---|---|
| 1 | Crimson Wing |
| 2 | Starfall |
| 3 | The Trapper (Part 2) |
| 4 | Vittorio's Well |
| 5 | Traveling Merchant |
| 6 | Magma Corp Scuffle |
Crimson Wing
As you walk along the dry mountains, you hear a shrill roar in the distance. Finding some cover behind a gem outcrop, you look down towards a valley. Sitting in the very center of the bowl like area is the lair of a Crimson Wing. Fierce False-Dragons who endlessly consume to create more eggs. Like chickens, these creatures never stop producing eggs, and as you look in the very center of the nest, there are 8 extremely valuable dragon eggs. Armor, weapons, or jewelry is commonly made out of these eggs. In addition, you see a few bags and skeletons of previous adventurers who dared to try and take them. Those bags and eggs might come together to create a high bounty, but you'd have to fight a fearsome predator, something stronger than anything else you've fought so far.
The player may try to fight this Adult Crimson Wing. If they succeed, the loot is labeled below. If they fail, it most likely means death.
Adult Crimson Wing
Level 6 Huge Beast, Neutral Evil
- Armor Class 16 (Natural Armor)
- Hit Points 90
- Speed 30ft., Fly 60ft.
STR AGI TOU INT PER CHA 16 (+3) 16 (+3) 20 (+5) 4 (-3) 18 (+4) 14 (+2)
- Damage Resistances Fire
- Senses Passive Perception: 14
- XP 1800
Actions
Multiattack. The Crimson Wing can make one Bite attack and one Claw attack each turn.
Bite. Melee Attack: +5 to hit, Range:5ft., One Target. Hit 11 (1d10+5) Piercing damage.
Claw. Melee Attack: +5 to hit, Range:5ft., One Target. Hit 8 (1d6+5) Slashing damage.
Flame Breath. [Recharge 5] Ranged Attack. All creatures within 60ft. cone of Adult Crimson Wing make a DC:18 AGI save. On a failed save, they take 36 (8d8) fire damage.
After Combat
If the player does kill the Adult Crimson Wing, or grabs the loot and is able to successfully run away, this is the combined total loot:
Bag Loot
+1562 gp
+Arcane Scroll (Ice Shard (25 gp))
+Arcane Scroll (Decay (25 gp), Blindness (150 gp))
+Arcane Scroll (Mind Read (25 gp), Muffle (150 gp))
+Cloak of the Manta Ray (7200 gp)
+Eyes of the Eagle (2500 gp)
+Potion of Shielding Faith (50 gp)
+8 Crimson Eggs (100gp)
Cloak of The Manta Ray
Very Rare Magical Cloak.
A large cloak made of different slick cloths and leathers. The cloak remains eternally slick to the touch, like a coat of comforting slime stays on it. The slime does not get onto any clothes, nor does it make any object it touches wet or slimy.
When worn, this cloak grants the ability to breathe under water. In addition, when being worn, this cloak gives an additional +5 to the wearer's maximum MP.
Finally, when this cloak is being worn, once per day the wearer can spend 3 MP to assume "Form Of The Manta Ray". The creature gains a flying speed of 30ft., to which they can hover if they end their turn in the air. This form lasts for 1 minute, after of which the player will glide to the ground without taking fall damage.
A beautiful cloak that has been blessed by The Manta Ray King from deep below. Nobody is sure of the true identity of this king, however, everyone who talks of him always says how happy and jolly he always is.
Eyes of The Eagle
Rare Magical Rings.
A pair of two rings that must be worn together. If one ring is to ever be more than 5ft. away from the other, it will teleport to it. In addition, if the rings are not worn together, then the effects do not work.
When worn together, these silver rings grant the wearer with increased perception. The wearer gains a +5 to their Passive Perception. In addition, the wearer is aware of all creatures within 10ft. of them at all times, no matter what.
A pair of beautiful silver rings with green emerald gemstones. These rings always came in pairs, and were normally given to creatures as a marriage gift. Most rings of this kind are able to work at much farther distances, and normally can be worn by two seperate creatures, however, when one or both spouses die, the eyes seem to lose a little bit of their magic.
Potion of Shielding Faith
Common Magical Potion.
A bright yellow bottle that glows in the dark, this honey-like liquid produces a shield of bright light around a drinker when drank as a bonus action. This shield lasts for 1 minute, and grants the drinker with a +4 to their AC for the duration.
Created by The Brightguard of The Old Church of Light, these bottles were produced en'masse before The Great Pilgrimage, where the Paladins of Light tried to kill the god of plague, Vhexa.
Starfall
As you walk through the dry mountains, the sun seems to come to a total eclipse. Looking up, you watch as all manner of purples, magenta, and red clouds block out the sky. Suddenly, it is as if the sky itself is falling, as hundreds of Astral Slimes begin to fall all across the mountains! After you find some cover under an overpass, you watch as a group of three very hungry slimes glide towards you. They don't seem to notice you just yet, and you may be able to hide from them. However, you see that their insides, slime cores, are glittering brightly. If you are able to slay these outsiders, those cores may fetch a pretty penny.
If the player hides, then simpy reward them with 600XP, otherwise, they can fight the three slimes!
If the player kills the slimes, award them with the following loot:
Slime Loot:
+3 Astral Slime Cores (250gp)
+5 Astral Powder
Astral Powder
Uncommon Magical Consumable
A small pile of glittering ashes that shine all manner of purples, reds, and blues. This powder feels both hot and cold to the touch, but neither extreme. When eaten as a bonus action, grants the consumer a +3 to all rolls for one turn.
The powder of the Astral Sea, it is thought that if enough of this powder comes together it will create a Lunar, creatures of prophesy and untold power.
Astral Slime
Level 4 Medium Outsider, Neutral
- Armor Class 11
- Hit Points 56
- Speed 25ft., Fly 15ft.
STR AGI TOU INT PER CHA 13 (+1) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 19 (+4)
- Damage Resistances Fire, Cold; Bludgeoning, Piercing, and Slashing from Non-Magical Sources
- Senses Passive Perception: 11
- XP 400
Abilities
MP. Astral Slimes have 20 MP each day.
Actions
Slam. Melee Attack: +1 to hit, Reach:5ft., One Target. Hit 6 (1d8+1) Bludgeoning damage.
Astral Bolt [3 MP]. Ranged Spell Attack: +6 to hit, Range:30ft., One Target. Hit 16 (2d8+6) Fire damage.
Shard Bolt [3 MP]. Ranged Spell Attack: AGI Save DC:18, Range:50ft., AOE:15ft.. Hit 13 (2d6+6) Cold damage.
The Trapper (Part 2)
This event is to take place at night, the same way that the last one did.
After walking through the dry mountain range and taking your time to admire the red clays and stones of these mountaintops, you are able to get through an uneventful day. As the beating sun sets over the distant cliffs, you set up a small fireplace to rest and cook today's catches of meat. When suddenly you hear a familiar jingle of a clacking bell. As you turn towrads the source, you see the beard before hearing the voice, "Wonderful Afternoon." he gives a small cackle, "Pleasure doing business with an honest trapper?"
Trapper's Stock
| Name | Price | Amount in Stock |
|---|---|---|
| Mountain Rabbit Pelt | 20gp | 10 |
| Cougar Pelt | 50gp | 5 |
| Cave Bear Pelt | 100gp | 1 |
| Teeth | 10gp | 32 |
All Pelts that the trapper sells can be sold for 2x the price at any other town.
Once the player is all done talking to The Trapper, or after the player is all done doing business with the trapper, state the following:
The screech of a large animal suddenly rings through the air, followed by a sudden shift in the air. It's not as if it has gotten colder, warmer, dryer or more wet. Rather, it's as if the air had suddenly shifted. Breaking the silence is the small chuckle of The Trapper. "Hehe... hear that? That's the sound of death...". The air grows silent, before the bird-like roar continues further away in the distance. "They can see up to 30 miles in any direction, and they let out that scream when they see their prey. They hunt large goats, the fattest among the herds. But if they see a juicy human such as yourself? They wouldn't think twice..." he ends off with a cackle.
He is talking about an Oni. Giant bird creatures who are aspects of a distant storm god. They are native to a far away region called Rederium, however, there are two that are on Seostria. One of them is known by the public, it's name being Hjrah'Tzezzolth.
This Oni should be fought AFTER the player kills Lord Pegrim. This Oni would be a difficult fight, and would have an associated side-quest in the future. However, if you wish to hype this up more, on the next day you can do a chase sequence between Hjrah and the player. The player should NOT directly fight the Oni, this should be made extremely clear.
Vittorio's Well
If the player seemed particularly interested in Vittorio or you think that you'd like to include him more in the campaign, this encounter fleshes him out slightly more, and allows for him to join in the bossfight against Pegrim.
As you continue to climb the sharp peaks of these grave mountaintops, you come across a weird looking stone well... It seems out of place, so far up here in the mountains and away from any other kind of structure. But as you ponder this, you hear a familiar voice call from below. "Hello? Anyone up there?", It's the voice of the Orc who told you where to go, Vittorio.
The well is 30ft. deep, and Vittorio will ask the player to get them out of it. The player can do this in any manner of ways, but if they don't seem to have an effective method, there is 50ft. of rope hidden under a rock, any kind of dice roll of 10 or higher will reveal it to the player.
Once freed from the well, Vittorio will explain how he was shoved down the well by a weird old man who carried a backpack twice the size of him. This was The Trapper, but Vittorio won't explicitly state this, because he does not know.
If the player frees Vittorio from the well, grant them the following rewards:
+50ft. Rope
+500xp
Traveling Merchant
Just as you thought the day couldn't get any stranger. You're walking through red mountains, in the driest hottest conditions you've ever felt, in the middle of SPRING, and you see some weirdo walking towards you dressed in all purple. Behind him is a hog that's almost 7 feet tall, with a ten gallon hat and a black visor. On the pig is saddled different wares, and the man greets you. "Well Hello! I am Yole of Lethea, I come with foreign goods if you wish to trade?
Yole's Stock
| Name | Price | Amount In Stock |
|---|---|---|
| Soul Catcher Charm | 450gp | 3 |
| Darkwood Shield | 350gp | 3 |
| Hunter's Brew | 100gp | 5 |
| Black Ice Tonic | 100gp | 5 |
| Polymorphaline | 1gp | 1 |
| Wind Stone | 500gp | 3 |
| Flame Stone | 750gp | 1 |
| Cleric's Fine Hood | 450gp | 2 |
| Cleric's Fine Robes | 450gp | 2 |
Wind Stone
Uncommon Magical Stone
A stone that can be imbued onto weapons or armor. Whenever this stone is imbued onto a piece of weaponry, that weapon gains a permanent +1 to hit and to damage. In addition, all damage dealt with that weapon counts as magical damage, and the weapon deals an additional die of Sonic (Thunder) damage. If imbued onto a piece of armor, the wind stone will increase a creature's movement speed by 30ft. In addition, if a creature is traveling anywhere on foot with this stone imbued onto a piece of armor, the time it takes to get there is cut down by 1 day.
Mass produced clouded quartz, these stones are bought and sold across the world. Sometimes, shipping companies will buy up pounds of these stones to imbue onto their cargo ships, making them go faster.
Flame Stone
Rare Magical Stone
A bright red stone with small pieces of orange in the center, these stones can be imbued onto weaponry, or onto a Pyromancer's Hand. If imbued onto a weapon, that weapon gains a +2 to hit and to damage, and deals an additional damage die of fire damage. If imbued onto a Pyromancer's Hand, that Pyromancer gains a +3 to spell damage, and a +2 to spell attacks and their Spell Save DC.
Purified Swamp Stones are usually created by the Pyromancers who use them. Through a process called Charring, when a Pyromancer is strong enough to burn the clouding off from a gemstone, they are deemed strong enough to no longer require tutorage.
Cleric Fine Robe Set
Uncommon Magical Armor
Includes: Cleric's Fine Hood, Cleric's Fine Robes
When worn together, these robes grant a +2 to AC. In addition, every time the wearer casts a Divine spell they heal for 1d10 HP. Finally, all Divine spells casted by the wearer have a +1 to damage, to hit, and to their spell save DC.
A set of beautiful white robes with golden seams, these robes are usually gifts to wandering clerics who wish to heal the sick.
Magma Corp Scuffle
As you wander through a valley between two mountains, you begin to hear a commotion between a group of men. "Give that back! Why are you assaulting me!?", the voice seems weak, worried, hurt. As you rush to see what the commotion is about, you see a man dressed relatively expensively cornered by two men wearing strange clothes. Their suits seem to have a sort of hoodie aesthetic to them, as well as being a beautiful char red. "Just keep quiet! You're the building blocks for a better future!" one of them states. As you catch a glimpse of their uniforms, you do notice something odd. On the base of the hood, and their shoulders, they bare the same symbol that Methodios had. The Magma Corporation.
These are two Magma Corp grunts who are trying to steal a seismic detector from a wandering businessman. The player can either try to convince the magma corp to give it back (DC:20), try to pay them off (2500gp), fight them (they will run if mortally injured), or just let them go. The first three options will give the player the Seismic Detector, whilst letting them go away will end in them taking it.
The Magma Grunts are operating under orders, and will not kill. If they are threatened, they will try to leave the player downed, and run away. If they are dropped to below 11hp, they will run away, leaving behind the Seismic Detector.
After combat, the businessman will talk to the player:
If They Have The Seismic Reader:
"Thank the heavens you came! Those goons were about to steal my life's work! My boss would have my head, yes he would...", he lets out a sigh. "I suppose it isn't much, but I have to thank you for saving my life. If you are ever to come across an Ulderith Goods shipment, tell them Terry sent you. I'll have something in store for you!"
+1000gp
From this point on, if the player says that Terry sent them at any dock, they will get the following loot:
+1500gp
+Amethyst (90 gp)
+Malachite (9 gp)
+Rough Diamond (500gp)
If the player doesn't have the reader:
"Oh my lords my boss will have my head! Thank you for scarring off those goons, but I have to go, now!", you watch as the man scrambles to his feet, and begins to sprint away, far off into the distance, before you can even get a word in.
Magma Grunt
Level 3 Medium Humanoid, Lawful Evil
- Armor Class 11
- Hit Points 56
- Speed 25ft., Fly 15ft.
STR AGI TOU INT PER CHA 12 (+1) 14 (+2) 14 (+2) 9 (-1) 14 (+2) 12 (+1)
- Damage Resistances Fire
- Senses Passive Perception: 12
- XP 300
Abilities
MP. Magma Grunts have 8 MP each day.
Actions
Bluntaxe. Melee Attack: +1 to hit, Reach:5ft., One Target. Hit 5 (1d8+1) Bludgeoning Damage.
Flame Bolt. [2 MP] Ranged Spell Attack: +3 to hit, Range:30ft., One Traget. Hit 9 (2d6+2) Fire Damage.
Nem'Dracontun
West Ward
Catrock
The Markets
Northbank
Alderith Keep
After all travel, the dry air almost chokes you as you reach the peak of the final mountain, before seeing the amazing sight that is Alderith Keep. The gaunt dark stone atop blackened obsidian pierces the sky with it's four giant towers. As you've arrived at dawn, the two furthest towers from you seem to almost hold the sun as it rises, the peaks both appearing as if they are helping it rise. Looking far below the towering mountain it sits upon, many stairways rise upwards towards the stronghold. Below that, many shantytowns lay, mostly looking like a ghost town.
Alderith keep consists of two "Parts". There's The Underbelly, and The Stronghold. The underbelly is a collection of hundreds of tiny shacks and buildings that had been here for quite some time. Very little exists in these shacks anymore, even the homeless not wanting to live next to the dismal structure. The Stronghold is the centerpiece of Alderith Keep, being where everything else is.
The Underbelly
Doing your best to climb down the mountain so that you don't get hurt, you eventually happen upon flatter ground. The area around you is dotted with hundreds of small wooden shacks, each looking like they hadn't been used in years. Small windmills dot the roofs of some of the shacks, and at some point walking through this town you feel like you see a knocked over water tower. As you walk through the dilapidated town, you do happen upon some patrols, but they seem to ignore you, a lot of the guards looking tired and annoyed. While you don't feel welcomed, you also don't feel like you're going to be shooed away here. There are a few stone staircases you can take which lead up to The Stronghold.
This part of the towns doesn't have anything in any of the houses. If they are investigated, you can roll on this table:
| Roll | Household Inhabitants |
|---|---|
| 1 | A Collective of Rats |
| 2 | A Mutt |
| 3 | A Termite Tower |
| 4 | Several Mold Colonies |
| 5 | Webs, Jumping Spiders, and other Bugs |
| 6 | A dust elemental, selling Dust cookies for 1gp. |
The Stronghold
Entrance
Walking up the hundred steps, you feel yourself taking several breaks, until you eventually come to the very top of the stonework. Finally, flat ground. Large doors dot the giant keep, and behind you, you can overlook the entire shantytown far below, as well as the mountains that you passed to get here. Looking up, you can even see the largest mountain in this chain, known as Yul'Gra'Tae'kah. Apparently, the mountain was named after a legendary dragon of myth. Turning around, you can go through the doors into the large building of Alderith Keep.
Entrance leads into The Halls.
The Halls
A sprawling network of stone hallways, with wooden floors, you are able to follow a collection of signs to be able to make it to any room within the keep. As you walk through, you pass by several knights. Some dressed in armor, other's in day clothes, and other's in night clothes, seemingly just waking up. The keep is not lit by any interior source of light, as you look up, most of the ceiling is glass or obsidian, allowing filtered light of The Sun into the stone building, keeping it brightly lit as it is outdoors.
There are several places you can go:
- The Grand Hall
- The Kitchen
- The Barracks
(It's assumed the player goes to the Grand Hall first, but if not, you can still proceed.)
The Grand Hall
The giant booming hall is filled with food, laughter, and the smell of alcohol. Looking around, you can see all manner of men and women, different body types, different monsterfolk races and humans alike. It seems that Alderith Keep takes in knights from anywhere, as long as they show up. Sitting at the very end of the hall is a giant steel throne, with a laughing Minotaur. You don't need to know much about The Knights to know that he looks important.
That Minotaur's name is Itoro Salvatici. He is the current leader of The Knights of Alderith Keep, and was Lord Pegrim's apprentice. Despite how close he was to Pegrim before he died, almost none of the knights withing Alderith Keep respect Iroro as The Leader, and if the player talks to him, he has a request from the player.
Itoro had known that the player would be coming to Alderith Keep from Alderith Informants, and once the player makes it there, Itoro will do his best to take the player aside, and talk to them in private.
Once in private, you watch as Itoro almost seems to drop his guard, relaxing. "Idiots." he states, seemingly annoyed at the large group within the keep. "They don't do anything any more. Those who are on patrols don't come back from my request, those who are partying have never stopped. It's like they've fallen into nothingness after Pegrim... went away." he lets out a loud sigh. "Look. I know you've just met me, but I have a very big request to ask of you. I know you're here for a lord, and I am no lord. But, I can direct you towards the basement floors of this keep. If you don't know already, this version of Alderith Keep was built on top of the previous one, the one that burnt down. We call it 'The Obsidian Forest' Nowadays, but down there is Pegrim's Body. If you can do me a favor, and find his blade, I would be able to claim some form of leadership, and turn these knights around. The rewards are high, if you so choose." He smiles.
If the player chooses to accept Itoro's request, Itoro will show the player to the Secret Entrance in The Kitchen, which will lead them into The Obsidian Forest. If the player wishes to have conversation with Itoro, he knows these things:
- Pegrim had a wife, her name was Rose
- Rose died some time before Pegrim burnt alive
- The Inferno wasn't a natural fire, someone had to have started it
- Pegrim had a mentor, his name was Kah, and rumors say that he rests at the tallest point in the world.
- Pegrim's body was never found, nor was his sword. According to tradition, only those who hold the sword can be the leader of The Knights of Alderith Keep.
The Kitchen
The smell of roasting hog, body odor, and marinating stews flood your senses as you enter the giant stone kitchen. Walking through this mansion-sized complex, you see a large dracon with black scales coating his body, and a tail that seems to work as another hand. Walking through the sea of pots resting over fires, he seems to grab a new wooden spoon, taste a soup, and then begin to wash it before repeating over and over again. He doesn't seem to address you too much.
The Chef's name is Hubertus Agricola. He's not a new hire, having been here since shortly after The Great Inferno. He doesn't know much more than the player does, but if the player talks to him, the chef will offer the player a taste of his newest stew. If the player accepts, they gain 1 temporary HP.
Secret Entrance.
Behind the biggest wood stove is a trapdoor that leads down into The Obsidian Forest. The chef does not know about this, and very few knights do. The easiest way to get down here will be with Itoro's help, but Itoro will not follow the player down. The trapdoor is a sheer drop, with no ladder. However, Itoro assures the player that they will not die if they take the plunge.
The Barracks
The immense heat of this room hits you like a barrier of warmth while you enter. Rows and rows of cots with fur blankets, some empty, some occupied, lay in here. Looking around, it seems that everyone is minding their business, except for one knight, who's dressed in full armor. He seems to eye you as you enter, and doesn't look away once you see him.
This is Mehmet Ambrosi, one of the knights who leads the interior factions of Alderith Keep. Mehmet is a firm believer that Itoro is not fit to lead The Knights, and if the player talks to him, will state the following:
"You Know..." He pauses, looking to the ground, before back to you. "We've both seen that buffoon, the one who claims to be the leader of this here fortress. Could barely command a group if he tried, let alone a whole faction. So, as you seem like an outsider, let me present you with a deal. If at any point it comes to a decision on leadership, be it a vote, or something like that, choose me. I've been here longer than anyone else can count, and I know an outsider like you understands seniority." He seems to grin, like he might know something is about to happen.
Mehmet will be in the Barracks for the duration of the player's travels in The Obsidian Forest, but if the player somehow incites an argument with Itoro, Mehmet will come to the player's aide, and will insult Itoro as much as possible.
The Obsidian Forest
The Crimson Blight
The Crimson Blight is a disease that originates from Vhexa, the God of Disease. It was created as revenge against The Kah, the original people who sealed Vhexa away into a place called The Tomb of The Dead God for over 100 years. The sickness is given it's name due to the two most prominent factors about it. One is that it rots away skin into a deep red or crimson, before becoming a brown-crystal like structure, and two, it originates from a realm called The Blight, a dimension that touches both The Soul as well as The Body, making it impossible to be rid of.
The Blight has four stages, which eventually take over a host over the course of a year.
Stage 1, Initial Infection
Stage 2, Hardening
Stage 3, Rot
Stage 4, Crystalization
Monsterfolk Races
Heat
Condition
Almost every monsterfolk has Heat Thresholds. Heat Thresholds are percentages out of 100, where a monsterfolk can be describes as more "Depraved". After each threshold, the DM may describe a new effect that the heat has on the monsterfolk's mind. These can be physical, mental, or even magical changes! Heat will revert back to it's minimum score once a creature has climaxed.
Thrak-E
Monsterfolk Race
Thrak-E are short, green skinned humanoids. It is said that they were the first to turn from The Scourge, being created out of creatures most susceptible to Mana.
Thrak-E have the following traits:
- Size. Anywhere from 3-4 feet tall, their size is Small
- Mana Conduit. Thrak-E have an additional 5 added to their maximum MP.
- Ability Scores. +2 AGI, +1 INT, -1 STR
- Heat Thresholds. 31, 50, 80
- Permanent Heat. Thrak-E's minimum heat score is 30%.
Kobold
Monsterfolk Race
Kobolds are small, agile lizard men. Their origins seem to be skewed, as even the eldest of their kind cannot recall many stories about their race. Kobolds by nature are obsessive, and will have one thing that they obsess over.
- Size. Anywhere from 2-4 feet tall, Kobold's size is Small.
- Obsession. Your mind obsesses over one thing or object. When holding that thing or object in your hand, or are wearing it, you gain advantage against being Frightened and Charmed.
- Ability Scores. +2 PER, +1 AGI, -1 STR
- Heat Thresholds. 25, 50, 75
- Oviparous. Kobolds Lay Eggs. After 1 Month of being inseminated, a female Kobold will lay an egg. That egg hatches in 2 months, has an AC of 10, and 1 HP.
Slimefolk
Monsterfolk Race
Slimefolk are average sized humanoids made completely from a gelatinous material. Slimefolk are most impacted by their heat, with their bodies changing with almost every new cycle. When not in heat, Slimefolk are usually generally happy, their brains constantly being fed high amounts of dopamine.
Slimefolk have the following traits:
- Core Mind. Your mind is constantly being filled with happy chemicals. You are immune to being Frightened or Enraged, but you fail all checks having to do with Submissive, Hypnosis, and Charm.
- Colorful. Slimefolk's bodies are completely one color, usually the color representing the creature's core personality.
- Ability Scores. +1 TOU, +1 CHA
- Heat Thresholds. 20, 40, 60, 80, 100
- Permanent Heat. Slimefolk's Minimum Heat score is 10%
- Oviparous. Slimefolk lay anywhere between 10-20 eggs in their partners upon climax. Slime eggs take 1 week to be laid, and 1 day to hatch. Slime eggs can be laid either Anally or Vaginally.
Lio'Ta
Monsterfolk Race
Lio'Ta are human sized anthropomorphic animals. When the Scourge rose, many hunters and ranchers became Lio'Ta due to their constant surroundings of animals. Lio'Ta have no defined look besides being an animal of some kind, and many different kinds exist, although they all inherit similar physical traits.
Lio'Ta have the following traits:
- Animalism. Lio'Ta all resemble one animal that matches their personality. This may result in small effects, like ears or a tail, or can be as large as being an entire bipedal version of that animal.
- Heightened Senses. You can no longer be surprise attacked, all attacks made against you in surprise will not critically hit. In addition, you have a +3 to all Perception (PER) rolls.
- Ability Scores. +1 STR, +1 AGI
- Heat Thresholds. 50, 70, 100 (May be altered if animal would fit)
Do-Cek
Monsterfolk Race
Do-Cek are human-sized monsterfolk made completely of a sugary food. It is unknown as to why each Do-Cek are different variations of a treat, the main theory being that the treat is what best represents the power of their soul and it's ability to hold Mana. Most Do-Cek are produced naturally, however, some Do-Cek Glycomancers figured out a way to animate mass amounts of gingerbread guards to serve as armies, or Queen's Guard.
Do-Cek have the following traits:
- Sugary Nature. As a Do-Cek, you do not need to eat, sleep, or drink. When traveling by foot, you may cut all travel times by 1 day, due to not needing to sleep.
- Natural Glycomancy. As a Do-Cek, your max MP is increased by 4.
- Melt. If you are to fall into water as a Do-Cek, you take 6d6 Acid damage each turn that you start and end in the water.
- Ability Scores. +2 TOU, +1 CHA, -1 AGI
- Heat Thresholds. 60, 80
Minotaur
Monsterfolk Race
Known for their headstrong approach to mostly everything, Minotaurs are large cow-folk hailing from the north. It is assumed that this string of the mana curse effected these folk based on personality, those with heavily dominating personalities and those with submissive personalities differing in body types immensely.
Sub or Dom
There are many ways you can determine what subrace the player becomes. The three best ways I find are:
- Ask the Player what they think
- Roll 1d20, odd is sub, even is dom
- Base it on the opposite of the last sexual encounter they had
No matter what, ask the player what they would like, and go from there.
Dominant Minotaurs Have the following traits:
- Size. Minotaurs stand anywhere from 7 to 9 feet tall. Minotaur's size is medium.
- Goring Horns. Your horns are built to gore enemies or other dominants. As a bonus action, you can make a horn attack. Horns use Strength as their weapon ability, and deal 1d6 piercing damage.
- Extreme Masculinity. Your body screams masculinity. No matter what, you always look extremely tough, and everything that isn't covered in fur is chiseled with muscle. If you have breasts, they are either covered by fur, or look like muscly pecks. They still function how they normally do, however.
- Ability Scores. Your STR score goes up by 2, CHA by 1, and your PER goes down by 1.
- Heat Thresholds. 30, 50, 80
Submissive Minotaurs Have the following traits:
- Size. Minotaurs stand anywhere from 5 to 7 feet tall. Minotaur's size is medium.
- Tough Body. Your body has grown to be able to withstand most, if not all types of minor injury. You are immune to all damage less than 6, and you are resistant to cold and fire damage.
- Breasts/Udders. No matter if you are male or female, when becoming this monsterfolk, your breast size increases by 4. If this would increase it above 10, you may choose for it to become udders, which would function the same as breasts, except that they serve as a "point sink" for bust size.
- Extreme Femininity. Your body screams "Submissive and Breedable". No matter what sex you are, your chubby appearance, breasts, and overall cutesy look makes you extremely feminine, and anyone would confuse you for a girl. Your cow traits can manifest as horns, udders, a tail, or such, but rarely as full fur.
- Ability Scores. Your TOU goes up by 2, CHA by 1, and your AGI goes down by 1.
- Heat Thresholds. 1, 25, 50, 80
Dracon
Monsterfolk Race
Dragon-like folk hailing from the northern mountains, Dracons are well known for their heavy resistances and variety. Regarded as the physically strongest of monsterfolk (contended by Minotaurs). Dracon culture is very centered on strength, with the strongest being leaders of immense hives. All Dracons are hermaphrodites, meaning they have both sexes. Like Seahorses, Dracons will battle for dominance during mating seasons to determine who "gets to be the male".
Dracons Have the following traits:
- Size. Standing between 5 and 7 feet, Dracons size is medium.
- Draconic Feature. As a Dracon, you get to pick one of the three following features. This is your draconic manifestation.
-
- Wings. You gain a flying speed of 40ft. In addition, you may make a wing attack as a bonus action. It uses STR, and does 1d4 bludgeoning damage.
-
- Maw. You gain a bite attack. As a bonus action, you may deal 1d6 piercing damage, using STR or AGI. In addition, once per day you may breathe a chosen elemental attack. One creature in front of you must make an AGI save against your STR, TOU, or PER score. On a fail, they take 5d8 of that chosen elemental damage.
-
- Scales. You gain resistance to Cold, Fire, and Lightning damage. In addition, you gain a tail, giving you advantage on all checks having to do with balance or climbing.
- Hermaphrodite. You have both sexes. If you previously did not have both sexes, you may allocate some points from one score to the other, or you may have the other start between 1 and 4.
- Ability Scores. Your STR increases by 2, PER by 1, and your CHA goes down by 1.
- Heat Thresholds. 70, 90
- Oviparous. Dracons lay eggs. After 1 week of being inseminates, they lay 1d8 eggs. These eggs take 2 months to hatch, have an AC of 18, and 1 HP.
Sne'Ka
Monsterfolk Race
A matriarchical culture of lizard/snake like people, Sne'Ka are known for their large broods. A mostly antisocial race, not much is known about these lizard-like beings, except that they are usually made of clutches of males that worship a single female queen. They mostly live in the Crimson Isles to the north, however some live near the bases of giant mountains, worshipping giant dragons. Unlike Kobolds, however, this race usually does not employ their servitude to other stronger races.
Sne'Ka males Have the following traits:
- Size. Sne'Ka are anywhere between 3 and 4 feet tall. Their size is small.
- Great Senses. Sne'Ka can smell insanely well. You have advantage on all PER roles that have to do with locating something or someone. In addition, you can not be suprised, and you can detect all creatures that are within 15ft. of you.
- Charcoal Skin. Sne'Ka usually have pitch black skin, the males having red or blue stripes on their underbellies or near their penises.
- Ability Scores. Your PER increases by 2, and your AGI by 1. Your STR goes down by 1.
- Heat Thresholds. 10, 50, 80
Sne'Ka females Have the following traits:
- Size. Sne'Ka stand between 6 and 7 feet tall. Their size is Medium.
- Pheremones. Your body can secrete sickeningly sweet pheromones to attract mates or to detract predators. If you spend 1 MP as a reaction, you can make any hostile creature make a PER saving throw against your PER score. On a failed check, they are frightened of you for one round. If around any other reptile-like species, their heat scores go up by 50 if they fail the save, willingly or not.
- Charcoal Skin. Sne'ka usually have charcoal black skin, with the females having bright purple markings on their underbellies and around their vaginas. These patterns are regarded as beautiful, and are sometimes even sketched over and drawn by artistic members.
- Ability Scores. Your PER increases by 2, and your CHA by 1. Your STR goes down by 1.
- Heat Thresholds. 60, 100
F'grotheh
Monsterfolk Race
F'grotheh are an amphibious race that mostly resemble common frogs. They are native to the northern swamps, and have large communities that accept anyone who is kind. One of the most social monsterfolk races next to slimes, F'grotheh are known to turn willing visitors into one of their own to allow them to live easier in the swamps of their natural habitats.
F'grotheh Have the following traits:
- Size. F'grotheh stand between 3 and 6 feet tall. Their size can be small or medium.
- Slick Skin. F'grotheh skin is insanely slick, allowing them to dodge more than they should be able to. When not wearing armor, your AC becomes a 15.
- Amphibious. F'grotheh can breathe both air and water.
- Ability Scores. Your AGI goes up by 2, and your CHA by 1. Your INT goes down by 1.
- Heat Thresholds. 50, 80
- Oviparous. F'grothehs lay eggs. After inseminated, female F'grotheh lay 2d100 eggs in water. These eggs take 2 weeks to hatch as tadpoles, then another 3 months to mature into F'grotheh. These eggs and tadpoles have an AC of 12, and 1 HP.
Merfolk
Known for their diversity, Merfolk come in many different shapes and sizes. They are best known around Seostria for their megacity known as Navaloche, which studies and experiments with mana and batteries. Due to these studies, Navaloche is able to be a bright jewel deep in the depths. They allow almost nobody into their territories, and typically enslave those who breach their territory.
They typically come in three different subraces. Finned, Gilled, and Sirens. The Finned resembling humanois, with two legs. The Gilled, which can only breath in water, and resemble common Axolotls. And the Sirens, very rare types that have traits of both subraces.
Finned Merfolk Have the following traits:
- Size. Finned Merfolk stand anywhere between 5 and 6 feet, their size is medium.
- Hyper Coagulation. You don't bleed like other races, as your blood coagulates almost as soon as it hits the air. Because of this, you are immune to the bleeding condition, and you take normal damage from critical hits.
- Amphibious. Finned Merfolk can breathe both air and water.
- Ability Scores. Your TOU score goes up by 2.
Gilled Merfolk Have the following traits:
- Size. Gilled Merfolk are anywhere between 7 and 12 feet long. Their size is Medium or Large.
- Gatherer. Gilled Merfolk have sticky hands able to gather up almost everything they touch with immense efficiency. Whenever looting gold, alchemy ingredients, or potions, you gain 1d10 more of what you were originally gathering.
- Aquatic. You can only breathe water. In addition, you have a swimming speed of 45ft., and a walking speed of 5ft.
- Ability Scores. Your AGI score goes up by 2.
- Heat Thresholds. 50, 70, 100
Siren Merfolk Have the following traits:
- Size. Sirens stand between 6 and 7 feet tall. Your size is medium.
- Siren's Voice. Whenever talking to another creature, each sentence increases their heat score by 1%. In addition, you have advantage on charming other creatures, and you are immune to being charmed or dominated.
- Body Markings. Despite only being able to breathe air, your body is dominated with markings of the ocean and water. They usually are of a different color than your skin, and detail things about your past, or of ocean gods. They appear randomly.
- Ability Scores. Your CHA score goes up by 2.
- Heat Thresholds. 80, 100
Meduseli
Monsterfolk Race
Cruel creatures hailing from ancient krakens, these jellyfish-like beings are known for sinking ships in gangs just for the fun of it. They live deep within the ocean in large megahives, all giving to one king. Meduseli glow in the abyss, allowing them to see, and many ranch different deep sea aquatic creatures for food, or companionship.
Usually transparent, or semi-transparent, their flesh can glow any color on the rainbow. Sometimes, clear Meduseli who drink potions will glow the color of the stimulant.
Meduseli Have the following traits:
- Size. Meduseli are between 6 and 15 feet long. Your size is medium or large.
- Stinging Skin. Your flesh is able to sting and burn those who touch you. If any creature makes a Natural attack or Unarmed strike against you, they take 2d6 poison damage.
- Glowing. You glow a bright color based on the tone of your flesh. This glow extends for 4 feet of bright light.
- Ability Scores. Your CHA score increases by 2, your TOU by 1. And your STR decreases by 1.
- Heat Thresholds. 60, 100
Harpie
Monsterfolk Race
Large beautiful bird-like people, these humanoids possess both mammalian and avian traits. They resemble your typical human, except that both arms are wings, they have talons instead of feet, and large tail feathers. Harpies are known to go incredibly senile as they age, sometimes going completely insane by age 60. Their feathers are usually some shade of blue, however, other colors manifest in patterns or by themselves often.
Harpies Have the following traits:
- Size. Harpies stand between 5 and 6 feet. Your size is medium.
- Wings. Harpies have large wings instead of hands. This makes it difficult to wield weapons or cast spells, but gives a flying speed of 50ft.. Because of this difficulty to wield weapons, if you ever roll a 1, or an enemy rolls a critical hit against you, you drop your weapon, and must spend a bonus action to pick it up again.
- Feathered Body. Your body is made up of colorful feathers, usually covering your thighs and wings. However, they may cover other areas.
- Ability Scores. Your PER goes up by 2, your CHA by 1. And your AGI goes down by 1.
- Heat Thresholds. 20, 50, 70
- Oviparous. Harpies lay eggs. After a female is inseminated, Harpies lay 1d4 eggs 1-2 days later. These eggs take 3 months to hatch, have an AC of 10, and 10 HP.
Insek'Ta
Monsterfolk Race
The bee folk of the west, Insek'Ta are most well known for their reclusiveness and hive structures. Their large fuzzy bodies usually have layers of chitinous protection underneath, and they are known to be able to psychically connect to and talk to other Insek'Ta within a mile radius!
Insek'Ta Have the following traits:
- Size. Insek'Ta stand between 4 and 6 feet. Their size is medium.
- Psychic Link. Insek'Ta are able to psychically communicate with one another within a 1 mile radius, communicating simple ideas, to complex sentences.
- Flight Insek'Ta have large wings on their backs that allow flight. You gain a flying speed of 30 feet, and you may use a reaction to fly this speed if you hadn't flown on your main turn.
- Chitin. Your body has large plates underneath that keep it protected, you gain a +1 to AC.
- Ability Scores. Your AGI increases by 2, and your INT by 1. However, your TOU decreases by 1.
- Heat Thresholds. 10, 50, 60, 80
- Oviparous. Insek'tas lay eggs. After a female is inseminated, they lay 1d12 2-3 days later. These eggs take 1 week to hatch, have an AC of 8, and 2 HP.
Florage
Monsterfolk Race
Beautiful flower and plant-like people, the Florgae live in the same region as the Insek'Ta in the far west. Despite being very solitary creatures, it is very common that Florgae and Insek'Ta will form close bonds with each other, the bonded Florgae living near Insek'Ta hives to visit with their partners daily. Florgae who live completely alone are known to grow large, creating networks of vines and becoming stationary, flowering with hundreds of distinct colors.
Florgae Have the following traits:
- Size. Florgae stand between 5 and 7 feet tall. Your size is medium.
- Natural Beauty. Your body is made up of stems, woods, or flowers. This causes you to have a natural sense of beauty to you, and creatures who are able to perceieve aesthetic beauty are able to become easily attracted to you.
- Flame Fearing. You are weak to Fire damage.
- Vines. You possess a colony of vines that you can control. These vines hide within your body until they are used. You have 4 of them, and when used, they can be treated as other arms, capable of holding weapons and casting spells. They can use STR or AGI, and if a pair of vines is not holding anything or casting any spell, they add 1 to your AC.
- Ability Scores. Your AGI increases by 2, and your CHA by 1. However, your PER decreases by 1.
- Heat Thresholds. 100 or N/A
El-Odeh
Monsterfolk Race
Large slug like creatures, the El-Odeh do not hail from any region. These are the most recent monsterfolk, as they were created by a group of Swamp Pyromancers as a form of cursing another individual. Living as an El-Odeh is nigh impossible, and those who fall to it's curse turn into permanently sex-crazed maniacs for the rest of their existence.
El-Odeh Have the following traits:
- Size. Between 5 and 6 feet long, and 4 and 5 feet tall, El-Odeh are Medium creatures.
- Sex Craze. These creatures are unable to think much else besides to breed.
- Hermaphrodites. These creatures have both sexual parts.
- Ability Scores. STR +5, TOU +5, INT -15, CHA -15
- Permanent Heat. El-Odeh's Minimum Heat score is 100%
Eskari
Monsterfolk Race
Known for their demon-like appearance, the Eskari are a grouping for three different races. Their culture is based heavily around intelligence and magic, those who are able to cast powerful spells have political power, and those without magic are treated like slaves. While social, their societies are common to discriminate based on magical capacity.
The Eskari have three main types, known as the Horned, the Impish, and the Succubi. Horned are the least magically gifted, and the ones usually out in the world. Impish are mediocre on magical capacity, and Succubi are the strongest magically.
Horned Have the following traits:
- Size. Between 5 and 6 feet tall, their size is medium.
- Hellish Resistance. With thick skin, Horned Eskari resist fire damage.
- Colorful. Your eyes, skin, horns, and blood can all be any color of the rainbow. In addition, you have a pair of horns, and your choice of a tail, hooves, or fangs.
- Ability Scores. Your CHA increases by 2.
Impish Eskari Have the following traits:
- Size. Standing between 3 and 4 feet, their size is small.
- Wings. Impish Eskari have a pair of wings that allows them to fly 20ft. per turn.
- Servitude. Impish Eskari are naturally born servants, and as such, are weak to Domination, Hypnosis, Submissive, and Charmed conditions.
- Brimstone Flesh. Impish Eskari skin is either a deep purple or a crimson red, in addition, their eyes are usually yellow or white.
- Ability Scores. Your CHA increases by 2, and your AGI by 1. Your STR decreases by 1.
- Heat Thresholds. 20, 50, 70
Succubi Have the following traits:
- Size. Standing between 5 and 7 feet tall, their size is medium.
- Magically Gifted. Succubi are born with an innate sense of magic and how it works. They learn 1 cantrip, and 1 1st level spell from the Pyromancer spell list. They can cast these spells without spending mana.
- Tattoos. Eskari are almost exactly like humans in physical looks, the only difference in that their bodies are typically marked with magical tattoos that glow. These tattoos have different effects depending on their symbol, but usually curse the Succubi in some sexual way.
- Effeminate. Succubi are cursed to be effeminate in all ways, even if a male, they will resemble a girl in one way or another.
- Ability Scores. Your CHA increases by 3, but your STR decreases by 2.
Succubi Tattoo Examples
- Domination. The Eskari cannot make decisions on their own, and upon first contact with another creature, they will have to obey their every command.
- Breedgasm. The Eskari's heat will be set to a permanent 100 until they are inseminated. Once another creature inseminates them, they are forced to be in a permanent orgasm until their body either absorbs the cum, or the tattoo is removed.
- Magical Heat. Magic sends this creature into a horny rage, forcing them to become insanely horny at just casting a spell. Every time this creature is targeted by magic, or they cast a spell, their minimum heat score increases by 10.
Allies
Amara
Amara Lesley
Level 2 Small Humanoid (Thrak-E), Chaotic Neutral
- Armor Class 12
- Hit Points 24
- Speed 30ft.
STR AGI TOU INT PER CHA 10 (+0) 16 (+3) 15 (+2) 16 (+3) 12 (+1) 13 (+1)
- Skills Alchemy +5, Stealth +5
- Senses Passive Perception: 11
MP. Amara Lesley has 19MP Per Day
Actions
Crossbow. Ranged Attack: +3 to hit, Range:180ft., one target. Hit: 9 (1d10+3) piercing damage
Healing Potion (5MP). Self or Thrown:30ft. Targets Splashed With Healing Potion Heal 14 (2d10+3) HP.
Poison Tip (5 MP). Self. The next attack that hits deals an extra 9 (1d10+3) poison damage.
Soap
Soap
Level 3 Medium Humanoid (Slime), Chaotic Good
- Armor Class 10 (Leather Armor)
- Hit Points 39
- Speed 30ft.
STR AGI TOU INT PER CHA 15 (+2) 8 (-1) 17 (+3) 9 (-1) 10 (+0) 15 (+2)
- Skills Persuasion +5
- Condition Immunities Frightened, Enraged
- Senses Passive Perception: 9
MP. Soap has 14 MP per day.
Core Mind. Immune to being Frightened or Enraged, but weak to Hypnosis, Submissive, and Charm.
Actions
Greataxe. Melee Attack: +5 to hit, Range:5ft., one target. Hit: 9 (1d12+2) slashing damage.
Pyre Arc (7MP). Self, for the next minute, all weapon attacks deal an additional 14 (2d10+3) fire damage.
Fireball (7MP.) Range Spell Attack: Range:30ft., area of effect. Hit: 30 (6d8+3) fire damage, all creatures within 5ft. of target take 12 (2d8+3) fire damage.
Brooks
Brooks
Level 3 Medium Humanoid, Lawful Neutral
- Armor Class 11
- Hit Points 36
- Speed 30ft.
STR AGI TOU INT PER CHA 9 (-1) 13 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0)
- Skills Religion +3
- Senses Passive Perception: 13
MP. Brooks has 14 MP per day.
Actions
Dagger. Melee Attack: +3 to hit, Range:5ft., one target. Hit: 5 (1d4+3) piercing damage.
Cure. (4MP) Spell, Self or Touch, Brooks touches one creature. That creature is healed from all disease, necrotic damage, and the poisoned condition.
Radiant Arrow. (4MP) Spell Attack: +5 to hit, Range:60ft., one target. Hit: 27 (4d10+5) Radiant damage.
Magic Item List
Potion of Mana Recovery
Uncommon Magical Potion
When drank as a bonus action, the drinker recovers 10 MP.
Lesser Healing Potion
Common Magical Potion
When drank as a bonus action, heals the drinker for 3d8 HP.
Minor Healing Potion
Uncommon Magical Potion
When drank as a bonus action, heals the drinker for 4d10 HP.
Potion of Boar's Strength
Uncommon Magical Potion
When drank as a bonus action, for the next minute, the Drinker's Strength is counted as an 18.
This makes all Strength Weapons have a +4 to hit and to damage.
These brews used to be made by aspiring knights and pyromancers, who drank them before duels in an attempt to show off strength.
Potion of Eagle's Agility
Uncommon Magical Potion
When drank as a bonus action, for the next minute, the Drinker's Agility is counted as a 17,
This makes all Agility weapons have a +3 to hit and to damage, and adds a +3 to AC.
A common stimulant brewed and sold in the south parts of Seostria, it was often used as an "Upper" by night watch guards needing to stay awake.
Polymorphaline
Rare Magical Potion
A small vial of bright pink solution. The liquid is difficult to create, being mostly water that is filled to the brim with Mana. Polymorphaline, when drank, starts to transform the drinker. Can be drank as an Action.
If the drinker is already in the process of becoming a Monsterfolk, this accelerates it by 50%, and sets their heat to 60% if it isn't already higher.
If the drinker isn't already turning into a monsterfolk, the DM may choose a monsterfolk that is appropriate for where this Polymorphaline came from, or may randomly decide based on the different monsterfolk types.
If the drinker is a full monsterfolk, the potion has no effect.
Created by The Free Alchemists, this solution was made to help alchemists reach "their true form". The production of these vials was almost lost, and is now a closely guarded secret.
Trapper's Gloves
Uncommon Magical Gloves
A pair of gloves glistening with magical energy. These seemed to have belonged to an old trapper before they fell into the hands of Kevin.
When worn, the wearer has advantage on all checks having to do with any kind of mechanical or magical trap. In addition, they have advantage on all checks having to do with animals.
“The Squirrel Eats the Nut, The Fox the Squirrel, and I the Fox."
Ring of Fire Resistance
Uncommon Magical Ring
A small signet ring with the symbol of The Knights of Alderith Keep on the front.
Wearers of the ring have Fire Resistance.
These rings were given as gifts to aspiring knights after they have finished their initial training, and were ready to go into guard duty.
Strange Blue Orb
??? Magical Item
A magical orb that is completely smooth to the touch. When dropped, it simply floats in the air. The inside glows an almost white cyan, and the outer rim is a dark navy blue. The middle is a gradient between the two colors. The orb produces it's own light, shedding bright blue light everywhere within 1 foot of it.
Potion of Fire Resistance
Uncommon Magical Potion
When drank as an action, the drinker is resistant to all Fire Damage for the rest of the day.
These potions were developed before Tendriths switched it's focus towards Alchemy. Developed by The Knights of Alderith Keep, these potions served as good safeguards against self inflicted burns during Pyromancy Training.
Pyromancer Flower Crown Set
Uncommon Magical Armor
Includes: Pyromancer Cloak, Flower Crown, Gloves
When worn, all Shadow spells casted by the wearer gain a +1 to hit, to damage, and to their Spell Save DC for each set worn. This can stack to a maximum of +3, one for each piece of armor. When all armor is worn, wearer gains a +2 to their AC.
A beautiful set of armor developed by Swamp Pyromancers, this set of armor details a Pyromancer who is learning the ways of the flame.
Swamp Stone
Rare Magical Gemstone
A magical stone found deep in the heart of The Scarlet Lake, this stone breathes poison on whatever it touches. When set into a weapon, this stone adds an additional damage die of poison damage. When set into a set of armor, that armor provides poison resistance.
The stone is clouded and unpolished, yet still reflects the sunlight to some degree.
Minor Philter of The Storm
Uncommon Magical Potion
An unstable concoction of storm material, this philter seems to interact with the drinker's body.
When drank as a bonus action, powerful blue lightning lines the drinker's body. For the next minute, the drinker is resistant to lightning damage, and whenever they make an attack with a melee or ranged weapon, the attack deals an additional damage die of lightning damage.
Concocted by the whale fearing pirates of the north, these philters were used before large battles to fight off sea monsters.
Minor Philter of The Sun
Uncommon Magical Potion
A mix of holy and bright substances, this philter seems to interact with the drinker's body.
When drank as a bonus action, the drinker's body begins to heat up with bright energy. For the next minute, the drinker is immune to fire damage. In addition, whenever they take fire damage, they deal instead, and they gain Darkvision of 60ft.
Originally brewed by alchemists of The Old Church of Light, small amounts of these potions were included in wines to attune paladin's bodies closer to light.
Alchemist's Rock
Rare Magical Gemstone
A small shiny rock, it's outside shimmers with a rainbow of colors, while the actual body of the rock is a dark black.
This gemstone can be applied to armor or shields. If it is, wielders of that armor or shield are able to drink potions as a reaction instead of a bonus action. In addition, the effects of potions last for twice the amount of time they normally do.
Overproduced at Tendriths, these small rocks were given to aspiring alchemists when starting their classes. These rocks had such a pretty look to them that senior alchemists started to turn the small rocks into jewelery.
Hunter's Brew
Uncommon Magical Potion
When drank as a bonus action, this brew gifts the drinker with immense dexterity, vision, and strength. For the next minute, the drinker can re roll all ranged attack rolls under 10.
One of the many brews brought over from Rederium, this mix of heavy alcohol's and herbs is said to have been known by the first hunters to ever exist.
Green Flame Brew
Uncommon Magical Potion
A swirling concoction of bright green flames captured inside of a jar and preserved with honey. This brew, when drank as a bonus action, brings flames to the drinker's fists for 1 minute. During this minute, they can make unarmed attacks with advantage, and they deal 1d10 extra fire damage on top of their current unarmed strike damage.
An art of fermentation involving fire that has been long preserved by monks of a far away region, these brews were commonly used in parties after fasting to celebrate flame gods, or food.
Red Lightning Elixir
Uncommon Magical Potion
A crackling red lightning that angrily attacks the sides of these specially made bottles, if thrown as a bonus action, the lightning will strike all nearby creatures. When thrown as a bonus action, up to 40 feet away, every creature within 20ft. of the bottle must make an AGI save (DC:17). On a failed save, they take 10d4 lightning damage.
When lightning hits obsidian, it creates hundreds of bright red sparks that are eager to conduct themselves through any living creature. Specialized mages sometimes trap these lightning balls and hang them up to provide natural light.
Black Ice Tonic
Uncommon Magical Potion
A frozen smoke, this bottle is almost frozen to the touch. When drank as a bonus action, your bloodflow and heartbeat slows to insane slows. You become immune to cold damage, and resistant to all non-magical damage, however, you can not take bonus actions. These effects last for 1 minute, before going away.
Used by the Goliaths of the far north, these brews were said to have been captured breaths of the Frost Giants.
Candied Strawberry
Common Magical Consumable
A sweet strawberry coated in candy, eating it boosts your energy, and you gain 1 temporary hit point.
Strawberries are the main crop farmed in Slough Dough due to it's rich fields and coastal climate, so naturally the first delicacy of theirs is to candy their best crop.
Common Healing Potion
Rare Magical Potion
When drank as a bonus action, heals the drinker for 6d12 HP.
Greater Potion of Mana Recovery
Rare Magical Potion
When drank as a bonus action, the drinker recovers 15 MP.
Orb of Pondering
Rare Magical Orb
A small blue orb that magical casters seem to ponder quite often. This orb tells the secrets of pondering, and what it means to ponder. If you ponder your orb during a long rest, you gain a +1 to all spell attacks, spell damage, and to your spell save DC.
"Ponder thy orb I say! Henceforth, all shall ponder their orbs!", ~Magicus Maximillus, On Orb Pondering
Necklace of Extra Life
Rare Magical Necklace
A small necklace with a bright green gemstone in the center. When worn, this necklace will grant the wearer an "Extra Life", if they fall to 0 HP, they immediately get up with half of their maximum HP. When the magical item is used in this way, the gemstone shatters, and it cannot be used again.
Originally created as a way to cheat death, many scholars used these to test out their poisons, to see just how potent they could make the deadliest of poisons.
Soul Catcher Charm
Rare Magical Necklace
A small necklace with a charm detailing souls. Whenever a creature that you kill dies, you may absorb their soul into any crystal or container that you currently are holding, without needing to cast spells like "Soul Trap".
Worn by Swamp Pyromancer Hunters, these usually were used to capture the souls of small animals and vermin, never intended for use against thinking creatures.
Potion of Water Breathing
Rare Magical Potion
When drank as a bonus action, grants the drinker with the ability to breath in water and air for 1 hour.
One of the first potions ever made by Tendriths College, these allowed for the exploration of deep water abandoned cities, or crashed treasure ships.
Wand of Shattering
Rare Magical Wand
A small wand that has a star on the very tip of it. This wand has 1 charge each day. This wand regenerates 1 charge at the end of every day. When used as an action, this wand causes all creatures within 30ft. of the user to have to make a PER saving throw (DC:16). On a failed save, they take 6d8 sonic damage.
It is said that these wands were brought over a long time ago by humans of the west, however, no records suggest that these wands come from anywhere at all. It's a mystery where these star-capped scepters originate from.
Darkwood Shield
Uncommon Magical Shield.
A shield crafted from the Darkwoods of The Blight, these shields are known to absorb acids with ease. When equipped in one hand, you gain a +2 to your AC, and you become resistant to poison and acid damage.
The black wood pulsates in your hands, almost as if it is alive.
Wand of Antimagic
Rare Magical Wand.
A large silver rod with a sapphire at the very top, this wand is able to stop creatures from using MP. As an action, a creature may point this wand at another, and spend 1 charge. That creature then must make a DC:16 saving throw using their spellcasting skill. On a failed save, they can not use any abilities that need MP for 1 minute.
The wand has a maximum of 3 charges. At the end of every day, this wand regains 1 charge.
Originating from the high swamps of Lethea, these wands were created by witch hunters who wanted an easier time with slaughtering their prey.
Cloak of The Manta Ray
Very Rare Magical Cloak.
A large cloak made of different slick cloths and leathers. The cloak remains eternally slick to the touch, like a coat of comforting slime stays on it. The slime does not get onto any clothes, nor does it make any object it touches wet or slimy.
When worn, this cloak grants the ability to breathe under water. In addition, when being worn, this cloak gives an additional +5 to the wearer's maximum MP.
Finally, when this cloak is being worn, once per day the wearer can spend 3 MP to assume "Form Of The Manta Ray". The creature gains a flying speed of 30ft., to which they can hover if they end their turn in the air. This form lasts for 1 minute, after of which the player will glide to the ground without taking fall damage.
A beautiful cloak that has been blessed by The Manta Ray King from deep below. Nobody is sure of the true identity of this king, however, everyone who talks of him always says how happy and jolly he always is.
Eyes of The Eagle
Rare Magical Rings.
A pair of two rings that must be worn together. If one ring is to ever be more than 5ft. away from the other, it will teleport to it. In addition, if the rings are not worn together, then the effects do not work.
When worn together, these silver rings grant the wearer with increased perception. The wearer gains a +5 to their Passive Perception. In addition, the wearer is aware of all creatures within 10ft. of them at all times, no matter what.
A pair of beautiful silver rings with green emerald gemstones. These rings always came in pairs, and were normally given to creatures as a marriage gift. Most rings of this kind are able to work at much farther distances, and normally can be worn by two seperate creatures, however, when one or both spouses die, the eyes seem to lose a little bit of their magic.
Potion of Shielding Faith
Common Magical Potion.
A bright yellow bottle that glows in the dark, this honey-like liquid produces a shield of bright light around a drinker when drank as a bonus action. This shield lasts for 1 minute, and grants the drinker with a +4 to their AC for the duration.
Created by The Brightguard of The Old Church of Light, these bottles were produced en'masse before The Great Pilgrimage, where the Paladins of Light tried to kill the god of plague, Vhexa.
Astral Powder
Uncommon Magical Consumable
A small pile of glittering ashes that shine all manner of purples, reds, and blues. This powder feels both hot and cold to the touch, but neither extreme. When eaten as a bonus action, grants the consumer a +3 to all rolls for one turn.
The powder of the Astral Sea, it is thought that if enough of this powder comes together it will create a Lunar, creatures of prophesy and untold power.
Wind Stone
Uncommon Magical Stone
A stone that can be imbued onto weapons or armor. Whenever this stone is imbued onto a piece of weaponry, that weapon gains a permanent +1 to hit and to damage. In addition, all damage dealt with that weapon counts as magical damage, and the weapon deals an additional die of Sonic (Thunder) damage. If imbued onto a piece of armor, the wind stone will increase a creature's movement speed by 30ft. In addition, if a creature is traveling anywhere on foot with this stone imbued onto a piece of armor, the time it takes to get there is cut down by 1 day.
Mass produced clouded quartz, these stones are bought and sold across the world. Sometimes, shipping companies will buy up pounds of these stones to imbue onto their cargo ships, making them go faster.
Flame Stone
Rare Magical Stone
A bright red stone with small pieces of orange in the center, these stones can be imbued onto weaponry, or onto a Pyromancer's Hand. If imbued onto a weapon, that weapon gains a +2 to hit and to damage, and deals an additional damage die of fire damage. If imbued onto a Pyromancer's Hand, that Pyromancer gains a +3 to spell damage, and a +2 to spell attacks and their Spell Save DC.
Purified Swamp Stones are usually created by the Pyromancers who use them. Through a process called Charring, when a Pyromancer is strong enough to burn the clouding off from a gemstone, they are deemed strong enough to no longer require tutorage.
Cleric Fine Robe Set
Uncommon Magical Armor
Includes: Cleric's Fine Hood, Cleric's Fine Robes
When worn together, these robes grant a +2 to AC. In addition, every time the wearer casts a Divine spell they heal for 1d10 HP. Finally, all Divine spells casted by the wearer have a +1 to damage, to hit, and to their spell save DC.
A set of beautiful white robes with golden seams, these robes are usually gifts to wandering clerics who wish to heal the sick.
Enchantment List
+1 Weapon/Armor
Common Enchantment
If on a weapon, the enchanted weapon gains a +1 to hit and to damage. If on armor, the armor gains a +1 to AC.
+2 Weapon/Armor
Uncommon Enchantment
If on a weapon, the enchanted weapon gains a +2 to hit and to damage. If on armor, the armor gains a +2 to AC.
+3 Weapon/Armor
Rare Enchantment
If on a weapon, the enchanted weapon gains a +3 to hit and to damage. If on armor, the armor gains a +3 to AC.
+4 Weapon/Armor
Very Rare Enchantment
If on a weapon, the enchanted weapon gains a +4 to hit and to damage. If on armor, the armor gains a +4 to AC.
Goblin Mode
Uncommon Enchantment
Can only be placed on weapons. Weapons with the Goblin Mode enchantment gain the ability to go "Goblin Mode" for 3 MP as a reaction.
When "going goblin mode", wielders of the enchanted weapon gain the following benefits:
- The wielder is resistant to Poison damage.
- The wielder can not be struck by a critical hit
- The wielder has a +2 to hit and to damage
- The wielder will critically hit on 18's, 19's, and 20's.
These effects last for 1 minute before going away.
Vampire
Uncommon Enchantment
Can only be placed on weapons. Weapons with the Vampire enchantment deal an additional damage die of Necrotic damage. When a creature takes Necrotic damage from a weapon that has the Vampire enchantment, the wielder gains HP equal to the amount of necrotic damage dealt.
Shield Breaker
Uncommon Enchantment
Can only be placed on Axes, or other Axe type weapons. The blade of your axe begins to glow violently. As a reaction, you may spend 1 MP to give your Axe's blade immense strength. The next time you roll to attack, you gain an additional +5 to hit.
Monster List
Lesser Bandit
Level 1 Medium Humanoid, Chaotic Evil
- Armor Class 12
- Hit Points 11
- Speed 30ft.
STR AGI TOU INT PER CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1)
- Skills Intimidation +3
- Senses Passive Perception: 10
- XP 25
Actions
Light Club. Melee Attack: +2 to hit, 5ft., one target. Hit: 2 (1d4) bludgeoning damage
Lesser Bandit Captain
Level 1 Medium Humanoid, Chaotic Evil
- Armor Class 15 (Studded Leather Armor)
- Hit Points 12
- Speed 30ft.
STR AGI TOU INT PER CHA 12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 15 (+2)
- Skills Intimidation +4, Stealth +5
- Senses Passive Perception: 10
- XP 50
Actions
Short Bow. Ranged Attack: +5 to hit, Range:60ft., one target. Hit: 6 (1d6+3) piercing damage
Lesser Cultist
Level 1 Medium Humanoid, Neutral Evil
- Armor Class 12
- Hit Points 11
- Speed 30ft.
STR AGI TOU INT PER CHA 10 (+0) 15 (+2) 10 (+0) 8 (-1) 14 (+2) 12 (+1)
- Skills Religion +4
- Senses Passive Perception: 12
- XP 30
Actions
Unarmed Strike. Melee Attack +0 to hit, Range:5ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dark Bolt. (Recharge 3) Spell Attack: +2 to hit, Range:20ft., one target. Hit: 5 (1d6+2) necrotic damage
Mana Vulture
Level 2 Medium Beast, Unaligned
- Armor Class 13
- Hit Points 24
- Speed 5ft., Flying 30ft.
STR AGI TOU INT PER CHA 13 (+1) 16 (+3) 14 (+2) 3 (-4) 14 (+2) 10 (+0)
- Skills Perception +4
- Damage Resistances Poison
- Senses Passive Perception: 12
- XP 100
Actions
Bite. Melee Attack: +3 to hit, 5ft., one target. Hit: 7 (2d4+2) piercing damage
Lesser Weretiger
Level 3 Medium Beast, Neutral Evil
- Armor Class 15 (Natural Armor)
- Hit Points 36
- Speed 45ft.
STR AGI TOU INT PER CHA 17 (+3) 17 (+3) 15 (+2) 10 (+0) 14 (+2) 12 (+1)
- Skills Stealth +5, Perception +4
- Senses Passive Perception: 14
- XP 200
Silver Weakness. This creature takes double damage from weapons made of silver.
Actions
Slash. Melee Attack: +3 to hit, 5ft., one target. Hit: 6 (1d6+3) slashing damage
Eternal Night Grunt
Level 2 Medium Humanoid, Lawful Evil
- Armor Class 14 (Leather Armor)
- Hit Points 24
- Speed 30ft.
STR AGI TOU INT PER CHA 9 (-1) 17 (+3) 15 (+2) 15 (+2) 8 (-1) 10 (+0)
- Skills Religion +2
- Damage Resistances Cold
- Senses Passive Perception: 9
- XP 100
MP. This creature has 4 MP per day.
Actions
Dagger. Melee Attack: +3 to hit, Range:5ft., one target. Hit: 4 (1d4+3) piercing damage.
Ice Dart (2 MP). Spell Attack: +5 to hit, Range:30ft., one target. Hit: 6 (1d8+2) cold damage.
Lesser Skeleton
Level 2 Medium Undead, Neutral Evil
- Armor Class 14 (Armor Scraps)
- Hit Points 22
- Speed 25ft.
STR AGI TOU INT PER CHA 7 (-2) 16 (+3) 12 (+1) 7 (-2) 12 (+1) 12 (+1)
- Damage Vulnerabilities Radiant, Bludgeoning
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Passive Perception: 11
- XP 100
Actions
Rusted Hilt. Melee Attack: +3 to hit, Range:5ft., one target. Hit: 5 (1d4+3) slashing damage.
Giant Squid
Level 2 Medium Beast, Unaligned.
- Armor Class 12 (Natural Armor)
- Hit Points 20
- Speed 15ft., Swim 45ft.
STR AGI TOU INT PER CHA 12 (+1) 16 (+3) 10 (+0) 4 (-3) 14 (+2) 8 (-1)
- Damage Vulnerabilities Bludgeoning
- Senses Passive Perception: 12
- XP 100
Actions
Tentacle Thwack. Melee Attack: +1 to hit, Reach:5ft., One Target. Hit: 8 (2d6+1) Bludgeoning damage.
Ruin Crab
Level 1 Large Beast, Unaligned.
- Armor Class 15 (Junk Armor)
- Hit Points 13
- Speed 10ft., Swim 20ft.
STR AGI TOU INT PER CHA 15 (+2) 12 (+1) 16 (+3) 3 (-4) 15 (+2) 12 (+1)
- Senses Passive Perception: 12
- XP 50
Actions
Claw. Melee Attack: +2 to hit, Range:5ft., One Target. Hit 4 (1d4+2) Piercing damage.
Jawfish
Level 0 Tiny Beast, Neutral Evil
- Armor Class 12 (Natural Armor)
- Hit Points 5
- Speed 0ft., Swim 45ft.
STR AGI TOU INT PER CHA 7 (-2) 18 (+4) 12 (+1) 2 (-4) 17 (+3) 7 (-2)
- Senses Passive Perception: 14
- XP 25
Abilities
Spear. If this creature moves at least 10ft. before attacking with a Bite, this creature has advantage to hit.
Actions
Bite. Melee Attack: +4 to hit, Range:5ft., One Target. Hit 5 (1d1+4) Piercing damage.
Adult Crimson Wing
Level 6 Huge Beast, Neutral Evil
- Armor Class 16 (Natural Armor)
- Hit Points 90
- Speed 30ft., Fly 60ft.
STR AGI TOU INT PER CHA 16 (+3) 16 (+3) 20 (+5) 4 (-3) 18 (+4) 14 (+2)
- Damage Resistances Fire
- Senses Passive Perception: 14
- XP 1800
Actions
Multiattack. The Crimson Wing can make one Bite attack and one Claw attack each turn.
Bite. Melee Attack: +5 to hit, Range:5ft., One Target. Hit 11 (1d10+5) Piercing damage.
Claw. Melee Attack: +5 to hit, Range:5ft., One Target. Hit 8 (1d6+5) Slashing damage.
Flame Breath. [Recharge 5] Ranged Attack. All creatures within 60ft. cone of Adult Crimson Wing make a DC:18 AGI save. On a failed save, they take 36 (8d8) fire damage.
Astral Slime
Level 4 Medium Outsider, Neutral
- Armor Class 11
- Hit Points 56
- Speed 25ft., Fly 15ft.
STR AGI TOU INT PER CHA 13 (+1) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 19 (+4)
- Damage Resistances Fire, Cold; Bludgeoning, Piercing, and Slashing from Non-Magical Sources
- Senses Passive Perception: 11
- XP 400
Abilities
MP. Astral Slimes have 20 MP each day.
Actions
Slam. Melee Attack: +1 to hit, Reach:5ft., One Target. Hit 6 (1d8+1) Bludgeoning damage.
Astral Bolt [3 MP]. Ranged Spell Attack: +6 to hit, Range:30ft., One Target. Hit 16 (2d8+6) Fire damage.
Shard Bolt [3 MP]. Ranged Spell Attack: AGI Save DC:18, Range:50ft., AOE:15ft.. Hit 13 (2d6+6) Cold damage.
Magma Grunt
Level 3 Medium Humanoid, Lawful Evil
- Armor Class 11
- Hit Points 56
- Speed 25ft., Fly 15ft.
STR AGI TOU INT PER CHA 12 (+1) 14 (+2) 14 (+2) 9 (-1) 14 (+2) 12 (+1)
- Damage Resistances Fire
- Senses Passive Perception: 12
- XP 300
Abilities
MP. Magma Grunts have 8 MP each day.
Actions
Bluntaxe. Melee Attack: +1 to hit, Reach:5ft., One Target. Hit 5 (1d8+1) Bludgeoning Damage.
Flame Bolt. [2 MP] Ranged Spell Attack: +3 to hit, Range:30ft., One Traget. Hit 9 (2d6+2) Fire Damage.
Bosses
Legendary Actions
Some bosses have Legendary Actions. These are actions that can be made by a creature during another creature's turn. This can be made in between attacks, in between movement, or in between anything that takes up an action or bonus action. Monsters can not use Legendary Actions during or "Before" an action or bonus action.
Priska, The Cursed
Level 4 Medium humanoid, Chaotic Evil
- Armor Class 13
- Hit Points 56
- Speed 30 ft.
STR AGI TOU INT PER CHA 12 (+1) 17 (+3) 18 (+4) 13 (+1) 15 (+2) 13 (+1)
- Damage Vulnerabilities psychic, radiant
- Senses passive Perception 12
- XP 700
MP. Priska has 21 MP each day.
Curse of The El-Odeh. If Priska reaches 0HP, instead of dying, she becomes a fully male El-Odeh.
Actions
Multiattack. If Priska makes a Smallsword or Psychic Bolt attack, she may make a second.
Smallsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 13 (4d4 + 3) slashing damage.
Psychic Bolt. [1MP] Ranged Spell Attack: Range 30ft., one target. Target makes an INT saving throw DC:16. On a failed save, they take 20 (3d8+6) psychic damage. Or half as much on a successful save.
Flame Shield. [6MP] Self Spell. For 1 minute, Priska has an additional +4 to her AC. In addition, creatures that try to make a melee attack against her take 14 [4d6] fire damage.
Magma Orb. [11MP] Ranged Spell Attack: +5 to hit, Range:30ft., One target. Hit: 49 (8d10+5) fire damage.
Ruby Guardian
Level 4 Large Outsider, Lawful Evil
- Armor Class 13 (Natural Armor)
- Hit Points 40
- Speed 5ft., Swim 35ft.
STR AGI TOU INT PER CHA 18 (+4) 13 (+1) 16 (+3) 5 (-3) 6 (-2) 17 (+3)
- Condition Immunities. Charmed, Frightened, Unconcious
- Senses Passive Perception: 8
- XP 450
Abilities
Ram. If the Ruby Guardian moves more than 10 feet in any direction, it can not change direction. In addition, if it strikes another creature after moving 10 feet, it deals an additional damage die.
Actions
Bite. Melee Attack: +4 to hit, Range:5ft., One Target. Hit 13 (2d8+4) Piercing damage.
Legendary Actions (1)
Bloodthirsty Charge (1). The Ruby Guardian moves 15 feet in any direction towards a creature that does not have all of it's hit points. It then makes a bite attack.
Grandma Irving
Level 4 Medium Humanoid, Neutral Evil
- Armor Class 14
- Hit Points 48
- Speed 25ft.
STR AGI TOU INT PER CHA 8 (-1) 19 (+4) 15 (+2) 10 (+0) 12 (+1) 17 (+3)
- Condition Immunities. Charmed, Frightened
- Senses Passive Perception: 11
- XP 450
Abilities
MP. Grandma Irving has 20 MP per day.
Minor Spell Resistance. Whenever Grandma Irving is targeted by a spell of 2nd level or lower, she takes half damage, or the effects last for half their normal time.
Actions
Cane Smack. Melee Attack: +1 to hit, Range:5ft., One Target. Hit 4 (1d6+1) bludgeoning damage.
Black Bolt. [3 MP]. Ranged Spell Attack: +4 to hit, Range:30ft., One Target. Hit 13 (2d8+4) Necrotic Damage.
Crackle. [2 MP]. Ranged Spell Attack:, 45ft. Cone.. AGI Save DC:17. Fail 11 (3d4+4) Lightning Damage. Succeed Half damage.
Summon Candy Warrior. [7 MP]. Grandma Irving chooses one spot within 30ft. of her. She summons a Candy Warrior that will fight for her for 1 minute. The Candy Warrior uses the Lesser Bandit Captain stat block.
Marley
Level 2 Large Outsider, Chaotic Evil
- Armor Class 16 (Natural Armor)
- Hit Points 26
- Speed 45ft.
STR AGI TOU INT PER CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 1 (-5) 12 (+1)
- Damage Weaknesses. Radiant
- Damage Immunities. Necrotic; Bludgeoning, Piercing, or Slashing damage from Non-Silvered Non-Magical sources.
- Condition Immunities. Charmed, Frightened, Blinded, Deafened
- Senses Passive Perception: 5
- XP -
Abilities
Blind View. Marley can not see, hear, or touch on their own. Whenever they are within 30ft. of Grandma Irving they are able to focus on one creature that Grandma Irving can see. As long as Marley is on the same plane as Grandma Irving, Marley knows where Grandma Irving is.
Rot Body. Marley is immune to Necrotic damage. In addition, whenever Marley takes Necrotic damage, they heal for that amount of damage instead of taking damage.
Actions
Wretched Scream. All creatures within 30ft. of Marley that can hear must make a PER saving throw (DC:13). On a failed save, they take 22 (4d10) Psychic damage and are deafened for 10 minutes. On a success, they do not take any damage, and are immune to Wretched Scream for 10 minutes.
Breakneck Blitz. Marley charges in a straight line of at least 15ft.. Any creature standing in his way must make an AGI Saving throw (DC:15). On a failed save, they take 8 (1d8+4) bludgeoning damage, are knocked prone, and are knocked in a direction of Marley's choice by 5ft.
Frightening Glare. Marley touches the mind of another creature psychically. This creature must make an INT saving throw (DC:12). On a failed save, they are Frightened of Marley, and take 6 (1d10+1) psychic damage. On a successful save, they are not frightened, and do not take any damage.
Findable Spells
Cure Disease
1st Level Miracle
- Casting Time: 1 Action
- Range: Touch
- Components: S
- Duration: 10 Minutes
Touching yourself or another creature, you are able to cure all diseases that fall upon them. In addition, they are immune to Poison damage for 10 minutes.
This spell does not work against creatures with Stage 1 or above Crimson Rot.
Cure
2nd Level Miracle
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Imbuing a holy prayer upon one creature that you touch, you are able to cure their bodies of blight. Choose one creature within range of the spell. That creature recovers all lost max HP from Necrotic damage, and they are cured of the Poisoned condition.
Dark Bolt
1st Level Miracle
- Casting Time: 1 Action
- Range: 60ft.
- Components: V,S
- Duration: Instantaneous
You extend your willpower forward, drawing from the ancient blight. A bolt of rot energy flies forward towards one creature within range. Make a ranged spell attack, on a hit, that creature takes 3d8 necrotic damage.
Powder Snow
Miracle Cantrip
- Casting Time: 1 Bonus Action
- Range: 15ft. Cone
- Components: S
- Duration: Instantaneous
You let forward a bout of frozen energy, striking all creatures in front of you in range. Those creatures must make a TOU save against your spell save DC. On a failed save, they take 1d8 Cold damage.
Magic Weapon
1st Level Spell
- Casting Time: 1 Action
- Range: Touch
- Components: S,M (A Weapon)
- Duration: Concentration, up to 8 hours
You touch the blade or striking portion of a weapon (Or if it's ranged, the actual weapon itself.). The weapon begins to glow with a beautiful blue, shining bright light in a 5ft. radius. For the duration of the spell, all attacks made with this weapon deal an additional 1d10 force damage.
Crackle
2nd Level Pyromancy
- Casting Time: 1 Action
- Range: Cone 25ft.
- Components: S
- Duration: Instantaneous
You extend your fingers forward, as hundreds of jolts of energy flood from your fingertips. All creatures within range of the spell must make an AGI saving throw against your spell save DC. On a failed save, they take 3d12 lightning damage, or half as much on a successful one.
Image Sources
Images:
- Halflight. https://media.discordapp.net/attachments/1039934024552038491/1039934309580148856/unknown.png
- Swamp Pyromancer Camp. https://media.discordapp.net/attachments/1039934024552038491/1039938412758712340/unknown.png
- Mage At Tendriths. https://media.discordapp.net/attachments/1039934024552038491/1039944301444087830/unknown.png
- Overgrown Church. https://media.discordapp.net/attachments/1039934024552038491/1039955796856946760/unknown.png
- Blue Jelly. https://media.discordapp.net/attachments/1039934024552038491/1039962962317824092/unknown.png
- Door of The Storm King. https://media.discordapp.net/attachments/1039934024552038491/1039965325241876580/unknown.png
- Lone Wagon. https://media.discordapp.net/attachments/1039934024552038491/1040328925693345812/unknown.png
- Black Warhorse. https://media.discordapp.net/attachments/1039934024552038491/1058892242439381042/output.png
- The S.S. Burnt. https://www.gmbinder.com/images/HBXplAZ.jpg
- The Tower of Sissurax. https://www.gmbinder.com/images/focLTbT.jpg
- Ruby Shark. https://www.gmbinder.com/images/1GOZ2ys.jpg\
- Shatter Spire Mountains. https://www.gmbinder.com/images/mQejNqy.jpeg
- Alderith Keep. https://www.gmbinder.com/images/dkGq5Uq.jpg
- The Obsidian Forest. https://www.gmbinder.com/images/QNr4VXG.jpg
- Rhyke Awakens. https://www.gmbinder.com/images/a/NUCELgQ
- The Crimson Blight. https://www.gmbinder.com/images/FLlqIO9.jpg
Dungeon/City Maps:
- Redwater. https://www.gmbinder.com/images/zGIORE8.jpeg
- Slough Dough. https://media.discordapp.net/attachments/1039934024552038491/1042843089569599658/unknown.png?width=719&height=488
- Labyrintun. https://media.discordapp.net/attachments/1039934024552038491/1063176495457107978/labyrintun.png?width=783&height=630
- Narrest. https://www.gmbinder.com/images/aoHa8Ct.png
- Nem'Dracontun. https://www.gmbinder.com/images/zY9iiGp.png
- The Obsidian Forest. https://www.gmbinder.com/images/RkGUG6I.png
Thank You For Reading
Cover Art: Bastien L. Deharme
Inspired by the likes of:
- Pokemon
- Dark Souls
- Bikini Armor RPG
More Credits
DeepAi for the art throughout the book.
Donjon for Dungeon Maps, Generators, and A lot more.
Fantasy Name Generator, for doing exactly what it was made for.
Watabou's Fantasy Town Generator, for generating amazing town maps.
Behind The Name, For Generating almost all of the character's names.
RexiconJesse, For providing cool horses and mount ideas.
Dungen, For providing Dungeon maps!
Role Generator, For Generating Store Stocks!