Bo ritual casts Lemond's Tiny Hut and the band crash out for the night.
But during the night the whole band experience a shared dream.The Shared Dream
Young girl with curly hair, a pan-pipe, and a pleated coat appears to each member in their dream.
She introduces herself as Inuaria a minor goddess of music,
then recites:
You
are making waves—
silver-backed
swells that lift the moon,
curling
their spines toward distant shores
where
no map dares to speak.
You
are making sounds—
low
thunder in the marrow,
a
pulse that rattles the ribs of mountains,
a
whisper that teaches stone to dream.
You
are making music—
strings
of wind and salt,
drums
of tide and heartbeat,
a
hymn stitched from the breath of storms.
You
are creating a following—
footsteps
gather like constellations,
each
soul a lantern swaying in the dark,
drawn
to the fire you carry in your hands.
The
Gods are listening—
their
eyes are rivers of molten gold,
their
silence a crown upon your brow,
their
breath the wind that fills your sails.
Make
your way to the Storied Bastion—
its
gates are carved from the bones of legends,
its
halls echo with the laughter of the first dawn,
and
there, your name will be written in the walls
as
if it had always been there
Gribble scratched his head and dug deep to recall from some odd memory
Ianuaria is a Celtic goddess revered at the Burgundian sanctuary of Beire-le-chatel. The spring shrine was also dedicated to Apollo, triple-horned bulls and doves.
A small statuette from the temple shows a girl with curly hair holding panpipes. The base is inscribed with “Deae Ianuariae”.
It is unknown what this goddess represents, but she may have been a goddess of music due to her depiction with panpipes and Apollo’s association with music.
| Lemmog and his Griffon |
| Hydrica and his Dragonnel |
| Bo Flying on the Broom with Gribble holding on for dear life |
The Ground Crew
| Heironimyo riding his mechanical steed |
| Ekam and Flint riding the Wagon |
The minor issue, well feature if you wish, is you never know the potency, therefore it is random how well it will heal you.
Potion of Um Bongo
Potion, Very rareThe juice has mixed potency depending on what part of the batch the juice was drawn, there is no way of knowing the potency until it is drunk.
Roll a D4
- You regain 2d4 + 2 hit points when you drink this juice.
- You regain 4d4 + 4 hit points when you drink this juice.
- You regain 8d4 + 8 hit points when you drink this juice.
- You regain 10d4 + 20 hit points when you drink this juice.
Potion of Um Bongo barrel juice
Potion, Very rareThis is the pithy residue that remains when the juice is made.
The juice has mixed potency depending on what part of the batch the juice was drawn, there is no way of knowing the potency until it is drunk.
First you must make a DC20 Constitution saving throw, as the thick lumpy liquid tried to go down:
On a failure you vomit the potion up and gain no benefits.
On a pass, roll a D4
- You regain 2d4 + 8 hit points when you drink this juice.
- You regain 4d4 + 16 hit points when you drink this juice.
- You regain 8d4 + 32 hit points when you drink this juice.
- You regain 10d4 + 64 hit points when you drink this juice
As the band left the oasis, when they turned back, the oasis seems to have disappeared, far sooner than it should have disappeared out of view!
Onwards they trek and start to see the formation of a town with a central village and 4 surrounding villages.
The Central area, the houses seem to be built of fine wood and carved stone, with paved streets.
Western has a lake and looks to be a fishing village
Welcome to Talos
When the band stumbles into town, a man named Jonathan Stuvart invites them into his general store shop.The band thank him, and say they will meet him for dinner and buy some items from the general store.
Hydrica finds out that Talos is less a city than it is a collection of small villages. It contains a large central village for the wealthiest of resident who live peacefully in this normally quiet area. This area is known as Central Talos. The houses here are all built with fine wood and carved stone. They have paved streets and crafting specialists galore.
The outlying villages of North, East, West, and South Talos are less well off, but still important to keep the city operating.
Eastern Talos is primarily dedicated to farming. It has fields and fields of wheat, grapes, and corn at the ready.
The southern village raises livestock. They raise primarily chickens, cows, horses, and pigs, but there are a few farmers with more exotic creatures.
Finally, Northern Talos is where they raise their own personal military and do all of their blacksmithing and forging. The higher ups in Central Talos do not care for the uncleanliness of such trades and so they were forced to the north, but because Talos has this village, they are fairly well defended. Over the years, besides a few small incidents, they have been left alone for the most part.
Together, these villages create a nice harmony and trade system amongst everyone and they live quite happily.
Dinner Time
The Cellar
Escape
One of these bedrooms also contains their daughter, Lilly. Ekham accidently wakes her up trying to check her pulse to see if she is alive, she screamed in his face at the shock, so yep she very much is alive.
Past Curfew
Taking on the Cult
Into the Pit
Down with the Cult
One cultist is holding a large silver knife over the sacrifice’s bodies.Post-Combat
Ring of Sacrifice
- After the first failure to sacrifice, you get a -1 penalty to attack and damage rolls with weapons that use that hand.
- After two failures, you must make all rolls that use that hand with disadvantage.
- After the third failure, the ring will slice your finger off and clatter to the ground. You permanently lose 1 Dexterity.
Demonomicon of Iggwilv
Wondrous item, artifact (requires attunement)
An expansive treatise documenting the Abyss's infinite
layers and inhabitants, the Demonomicon of lggwilv is the most
thorough and blasphemous tome of demonology in the multiverse. The tome
recounts both the oldest and most current profanities of the Abyss and demons.
Demons have attempted to censor the text, and while sections have been ripped
from the book's spine, the general chapters remain, ever revealing demonic
secrets. And the book holds more than blasphemies. Caged behind lines of script
roils a secret piece of the Abyss itself, which keeps the book up-to-date, no
matter how many pages are removed, and it longs to be more than mere reference
material.
Random Properties. The artifact has the
follow random properties, which you can determine by rolling on the tables in
the "Artifacts" section of the Dungeon Master's Guide:
- 2
minor beneficial properties
- While
attuned to the artifact, you can't be charmed or frightened.
- While
attuned to the artifact, you gain a +1 bonus to Armor Class.
- 1
minor detrimental properties
- While
attuned to the artifact, you are blinded when you are more than 10 feet
away from it.
- 1
major detrimental properties
- Before
using one of the artifact's properties as an action, you must use a bonus
action to draw blood, either from yourself or from a willing or
incapacitated creature within your reach, using a piercing or slashing
melee weapon. The subject takes 1d4 damage of the appropriate type.
Spells. The book has 8 charges. It
regains 1d8 expended charges daily at dawn. While holding it, you can use an
action to cast Tasha's Hideous
Laughter from it or to expend 1 or more of its charges to cast one of
the following spells (save DC 20) from it: Magic Circle (1
charge), Magic Jar (3
charges), Planar Ally (3
charges), Planar
Binding (2 charges), Plane Shift (to
layers of the Abyss only; 3 charges), Summon Fiend (3
charges; appears in this book).
Abyssal Reference. You can reference
the Demonomicon whenever you make an Intelligence check to
discern information about demons or a Wisdom (Survival) check related to the
Abyss. When you do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes
pain to fiends. While carrying the book, when you make a damage roll for a
spell you cast against a fiend, you use the maximum possible result instead of
rolling.
Ensnarement. While carrying the book,
whenever you cast the Magic
Circle spell naming only fiends, or the Planar Binding spell
targeting a fiend, the spell is cast at 9th level, regardless of what level
spell slot you used, if any. Additionally, the fiend has disadvantage on its
saving throw against the spell.
Containment. The first 10 pages of
the Demonomicon are blank. As an action while holding the
book, you can target a fiend that you can see that is trapped within a Magic Circle. The fiend
must succeed on a DC 20 Charisma saving throw with disadvantage or become
trapped within one of the Demonomicon's empty blank pages, which
fills with writing detailing the trapped creature's widely known name and
depravities. Once used, this action can't be used again until the next dawn.
When you finish a long rest, if you and the Demonomicon are
on the same plane of existence, the trapped creature of the highest challenge
rating within the book can attempt to possess you. You must make a DC 20
Charisma saving throw. On a failure, you are possessed by the creature, which
controls you like a puppet. The possessing creature can release you as an
action, appearing in the closest unoccupied space. On a successful save, the
fiend can't try to possess you again for 7 days.
When the tome is discovered, it has 1d4 fiends occupying its
pages, typically an assortment of demons.
Destroying the Demonomicon. To destroy
the book, six different demon lords must each tear out a sixth of the book's
pages. If this occurs, the pages reappear after 24 hours. Before all those
hours pass, anyone who opens the book's remaining binding is transported to a
nascent layer of the Abyss that lies hidden within the book. At the heart of
this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's
Staff. If the staff is dragged from the pocket plane, the tome is reduced to a
mundane and quite out-of-date copy of the Tome of Zyx, the work
that served as the foundation for the Demonomicon. Once the staff
emerges, the demon lord Fraz-Urb'luu instantly knows.
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