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After the group completes the fight on the moon, If the group decides to investigate the bodies call

for a
investigation. Should they succeed they find a letter sent to the inquisitor, instructing the men that
group will be located on the moon and congratulating them and their recent modifications. They can
then make their way to the domes nearby. Once there, they over 2 dozen kerbals working to construct a
spaceship, with the shell of it already having been completed. The group is called over, and after the
kerbals thank the group for saving them and bow before them, the group is welcomed into their
habitats as heros. The habitat is mostly highly advanced tech, with more recent runes carved in it,
seeming crude by comparison. if they tell the group they have a ship, the kerbals will ask them to take
them with them when they leave. Should the group go through the ruins of the domes, have them do
athletics or acrobatics to avoid taking 2d10 damage and having to roll to not tear their suits. The group
must then roll perception or investigation, with a 1-9 noticing nothing out of the ordinary other than a
lot of sharp garbage and strange squares with holes in middle (A history check allows them to vaguely
remember them as floppy disks from the other world, with Orcus mentioning them as being filthy). A 10-
14 causes them to notice multiple objects that seem less real than the things surrounding them, with
eleron recognizing these as things from lower layers of the hells. A 15-20 causes the group to notice a
man-sized crack in the wall, with what looks like a terrified person inside. Should someone enter, the
room locks down, revealing it to be a cell with a long dead corpse of a man inside. Other cells contain 2
oblex spawns, 3 merrigons, and 2 ice devils, all bearing the word SILT carved into their heads. The room
can be opened by busting the wall down, which seals up Afterwords with a 25-strength check, tearing
the bars off on the inside of the room with a 20 Strength check, which can be accessed from inside the
room. Also, inside the room with the cells are three levers, one green, one blue, and one red, as well as
a keypad. Pulling the green lever releases every cell leading to absolute chaos, the blue opens the cell
numbered with the number imputed on the pad, with player’s being 4, which a 15 or higher on the
check earlier discovers. The red lever triggers a cloudkill spell on everyone in the room and in the cells,
with tearing through the wall also granting a similar effect. Searching through the rest of the ruined
dome finds a piece of paper should the majority group have rolled 10-14 on the perception check, with
15-20 giving them the paper and 5 addictive potions of greater healing. The paper is addressed to
servants of SILT, 3rd lieutenant of the stormking but is mostly unreadable due to existing mostly on a
lower layer of the Nine Hells.

Addictive Potion of Healing: The potion heals a equal amount of health to its counterpart. After the
combat, the healed character must make a dc 10+ cumulative number of addictive potions taken con
save in order not to be addicted. When addicted, should the character not take a potion in a number of
days equal to their constitution modifier, they will then take the cumulative amount of damaged healed
as true damage, unable to blocked or resisted by any means. These are BAD NEWS.

Sally is equipped with a +3 greatsword instead of a warhammer. The sword is also a flame tongue.

Flame Tongue Greatsword

Weapon (greatsword), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from
the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you
use a bonus action to speak the command word again or until you drop or sheathe the sword.

The woman with the scar is equipped with a +2 rapier instead of a wand of magic missiles. She also has a
Dagger of luck instead of a brassier of controlling fire elementals, which she uses when her entire squad
is killed, swearing to hunt the completely chaotic group to the ends of the universe, breaking the blade
and using the single charge on it to cast wish.

John has Geas instead of modify memory

Grok has a Ioun Stone of Strength, increasing his strength score to 22.

The session starts with Zook stumbling out of one of the larger bank vaults, covered in a layer of slime.
He hears screaming and sirens blaring, and sees people running away, screaming about something
terrifying coming to kill them all. Should he stop them, which requires a DC 15 persuasion check, they
tell him that five people are robbing the bank and they are all armed. They then mention that they
should trigger the “final guard”. Cut to the rest of the group and let them decide what they want to do,
showing them where they are on the map. They will probably go to the vault, where they will meet up
with Zook. The vault itself is a massive elevator lined with thousands of lockboxes. Remind the group of
their mission, that being that they should steal everything that they can get their hands on. Should they
decide to open the boxes by individually picking each lock, have them make one roll, adding constitution
and sleight of hand at DC 16. 2 other characters can help and should any of them fail the roll by 5 or
more, the walls comes crashing down, along with the elevator, as they trigger a trap left by the
stormlord. When they reach the bottom of the vault, they see the lockboxes give way too much larger
glass boxes each organized into rows, columns, and layers.

The hill giant

Huge giant, neutral evil


Armor Class 15 (Patchwork Armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.

Ability Score Bonus Saving Throws

Strength 26 +7 +11

Dexterity 12 +1 +5

Constitutio 24 +6 +10
n
Intelligence 9 -1 -1

Wisdom 10 +0 +4

Charisma 15 +2 +5

Skills Athletics +10, Perception +4, Stealth +5, Intimidation +6


Damage Immunities Cold

Damage Resistance Bludgeoning, Piercing, Slashing from non-magical weapons, Necrotic


Senses Passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)

Traits:

Misty Escape: When the vampire is reduced to 0 HP, it must transform into a cloud of mist (via its shape
changer trait) instead of fall unconscious so long as it isn’t in sunlight or running water. If it can’t
transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it
must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its
vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting
place with 0 hit points, it regains 1 hit point.

Regeneration: At the start of each of its turns, if the vampire has at least 1 hit point, it regains 24 hit
points (Con score) . This effect does not occur if the vampire is in sunlight or running water, or if it has
taken radiant damage or damage from holy water since the start of its last turn.

Shapechanger: If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a
beast with a challenge rating of 3 or lower, a cloud of mist the same size as the vampire’s true form, or
back into its true form.

While in the shape of a beast, the vampire gains temporary hit points equal to the form’s hit point
maximum which cannot be replaced by temporary hit point from another source unless the vampire
allows it. Additionally, its Strength, Dexterity, and Constitution change to match the beast form, but its
other statistics are unchanged, and everything it is wearing becomes part of its new form. This effect
ends if the temporary hit points granted by the form are reduced to 0.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and
has a flying speed of 20 feet (hover) and can enter a hostile creature’s space and stop there. In addition,
if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water.
Finally, while in this form the vampire has advantage on Strength, Dexterity, and Constitution saving
throws and is immune to all damage (except from sunlight).

Vampire Weakness:
Forbiddance: The vampire can’t enter a residence without an invitation from one of the occupants

Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water

Stake to the Heart: The vampire is destroyed it a piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place

Sunlight hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While
in sunlight: it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The giant makes two greataxe attacks or one greataxe and one bite attack.

Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 7)
slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 7)
bludgeoning damage.

Bite: Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Must target a willing,
incapacitated, or restrained creature. Hit: 4(1d8) + 7 piercing damage plus 21(6d6) necrotic
damage. The target’s hit point maximum is reduced by any necrotic damage taken from the
attack and the vampire regains a number of hit points equal to the amount of hit points equal
to the damage taken. The target dies if this reduces its HP to zero.

Charm: The vampire targets one creature of the type it was in life (this can target
humanoids, presents of the Stormlord) that it can see within 60 feet of it. If the target can
see the vampire, it must succeed on a Wisdom saving throw against a DC of 16 or be
charmed by the vampire for 24 hours. A creature that has been charmed treats the vampire
as a trusted friend to be heeded or protected. Although the target isn’t under the vampire’s
control, it interprets the vampire’s requests or actions in a manner most favorable to the
vampire and will willingly allow itself to be the target of the vampire’s bite attacks.

Each time the vampire or its allies do anything harmful to the target, it can repeat the
saving throw, ending the effect on a success. The effect also ends early if the vampire is
destroyed, is on a different plane of existence than the target, or takes a bonus action to
end the effect.

The group member who goes up to the bullet feels a sense of omnipotence, before they both feel and
see the binding chains of the contract that they made with Asmodeus. The group is then brought back to
Asmodeus’s throne room, an experience not too different from blinking. He will then take the bullet
from them and lay out the rules for the duel.

The duel is for first blood, meaning that both the party member and Asmodeus need to roll an attack,
which they made as many spells and abilities to increase the result that they receive.
The Group is led back to Asmodeus after a week of rest. He thanks them for eliminating a threat to his
realm and tells them that he has prepared three gifts, all made from the corpse of the third lieutenant of
the stormlord. They MUST choose one of the three available options:

1. A helm of brilliance, crafted from the body of the lieutenant, this is an extremely powerful
magical weapon. The cost is that the character who has it equipped will automatically fail all
charisma saves and checks. Asmodeus states that this is the choice of wealth over credibility.
2. A vial of a bright blue liquid, which contains the memories of everything that the stormlord’s
lieutenant ‘s experienced, granting an automatic success on all investigations into the
stormlord’s plans, as well as on all divination attempts against any of the stormlord’s pawns...
The cost is that any of the stormlord’s servants also gain automatic information into the plans of
the party. Asmodeus says that this is the choice of knowledge over concealment.
3. The third is an orb of darkness, surrounded by dozens of chains. The orb contains the soul of
the third lieutenant of the stormlord, and if the option is chosen, then Breena can absorb the
soul, changing her subclass to that of the lord of shackles. Asmodeus remarks that this is the
choice of power, with all the cost inherent to such a path. Choose this.

After the group chooses which option that they want, Asmodeus thanks them once again for their
service, and tells them their next target, that being the shard of hellfire that has infected many of the
demon lords. The afflicted are Demogorgon, Graz’zt, Juliblex, Zuggumonty, and one other, though
Asmodeus will not name who it is, as he states that they will know when the time comes. He then opens
a portal to the abyss. The group sees of vision of a stone arch, the path behind them one of iron and
parchment and the one forward one of darkness and blood. Etched on the arch is the inscription

“The way below winds deeper, longer, unspeakable its patterns laid, the lost forever damned to wander,
this thing a quite madness made.”

The group then appears in the howling threshold and after being given a description, they must
immediately fight 500 hitpoints worth of armarites, 500 hitpoints worth rutterkins, and a

One of the main mechanics of the abyss is abyssal corruption. Once at the end of every long rest, each
member of the group must make a charisma save at dc 10. Should they fail, they gain a level of
exhaustion, at 5, instead of dying, they are corrupted by the abyss and gain one of the madness effects
according to which layer of the abyss they are on and who rules it. The howling threshold uses the basic
rules. If they succeed, the dc increases by 1 every time they succeed. Once they are corrupted, they
need to roll the save whenever an opportunity to act on the desires they have received occurs, with
successes also increasing the dc of that by one.

Juliblex/Zuggomonty: Constitution saves to stave off corruption, gain advantage from resistance to
disease/poison or from resistance to poison damage. Half the difficulty if the character is chaotic in
alignment.

The group begins plunging through the abyss, viewing thousands of horrid worlds before they fall onto
the soft, organic ground of the 222nd layer of the abyss. They have landed on a cliff bordering an ocean
of slime, with a slowly sloping marsh behind them. The area is dark, both due to the absence of light, as
no sun hangs in the filthy skies high above, and in the metaphorical sense, the type of darkness that
lingers where light dares not tred. Explain the modified rules of abyssal corruption and have the quasit
that lingers with them direct them down to the swamp, stating that both rulers fear the sea, as it is the
domain of the lord of demons. The quasit will. Then ask the group which of the two monarchs they wish
to kill.

After Zuggumonty falls, the world around the players begins to change, the massive stalks beginning to
fall as the world around them crumbles. The sludge and slime that was kept at bay by the massive fungal
pillar's surges forward and the ground beneath their feet begins to shake as the mountain sized
mushroom that they are standing on begins to dissolve. Everyone in the group falls 70 feet as waves of
sludge crash over them. Once on the ground, the group may choose where they wish to go but a city
rises in the distance, one that was not there before.

Should the group choose to not go to the city, they find that the ocean of dark grey water that
surrounds this layer of the abyss has risen, and ships can be seen in the distance. If the group goes over
to the boats, they find a single galley mimic crewed by 10 hezeru. If they kill everything, they find that
the cargo hold is mostly filled with various limbs, bones, and organs, although there are enough golden
teeth and eyes in order for the group to gather 5,000 gold in replacement body parts.

Should the group go to the city, they find it abandoned and in ruins, although an investigation check of
10 discovers that the ruins are unnatural, lacking any detritus left behind by civilization. A Perception
check of 10 notices that the rubble and rebar meet at angles that, while possible, are extremely unlikely
to occur. An Investigation or Perception check of 15 notices an abundance of green and red tendrils
running through the ruins, occasionally merging with larger pieces of rubble or small objects. 20 notices
an overabundance of chests within the city, most tucked away in back alleys or in the rotted remains of
houses.
The group sails back after having received the let's go eve bomb. However, the once calm seas now slam
against the sides of the boat and the group finds themselves thrown around, being smashed into various
fixtures of the deck. Everyone must make a dc 17 con saving throw or be battered by the waves, causing
one level of exhaustion. Time passes but the storm does not abate, and the group must make a strength
save or be thrown from the boat, with members that make the roll managing to stay together. Those
who fail the roll are placed at one of the six sites of the upper level while those that succeed are placed
in the main room of the first floor, with a massive hole having been bored through the ceiling. A history
check of 15 informs the group that they are inside of an underwater mine shaft, while 20 gives assess to
perception check of 15 in order to locate several gems of around 1000 gp. The group can then make
their way through the dungeon while the others can make their way towards the group. The dungeon
has two main features, traps and holes in the floor.

The traps vary by level with those on the first simply fill the hall with one of eight spells:

 Wall of Fire
 Wall of Ice
 Wall of Force
 Wall of Light
 Wall of Sand
 Wall of Stone
 Wall of Water
 Cloud Kill
On the second floor, the traps have a 50% chance (a d100 roll of lower than 50) to collapse the floor
above the intruder, causing 10d10 damage to anyone within 30 feet of it and has a 50% chance to act as
the traps on the upper floor do. The traps on the lowest floor collapse the two floors above it, doing
20d10 damage.

Holes in the floor are the only way to the lower floors, which require flying speed, 20 feet of rope, or
falling 20 feet to descend into.

At the center of the mine is a large cave with a great pool of water at the center, where a previous
member of the baby hunters party is languishing, having been transformed into something that
resembles a human twisted into the shape of an aboleth. He is also surrounded by 5 skum. After the
creature is defeated, a survival check of 15 can be made to butcher the aboleth, with a success granting
around 300 pounds of aboleth meat, the aboleth brain, and a pearl that can be used as an ioun stone.

The group finds themselves on the ground of a cave, through which Orcus's layer of the abyss, known
simply as Necropolis. Vast roaming packs of undead swarm on the cold and inhospitable ground, but
they ignore the players, who are now seen by the residents of the abyss as predators rather than prey.
When they go to leave the cave, they find the words “Sometimes dead is better”, engraved above the exit.
The group travels for several days, unmolested by the undead, until they reach Orcus's layer, a graveyard of
beings that could be mistaken as mountains from a distance. As they approach, they should see a relatively
small, unadorned building in the distance, in which Orcus resigns. The group must prepare for a fight from
which there will be no escape, with even death not being an option, they will leave as victors or slaves to
Orcus's will.

Sage of Abjuration

Strength Dextarity Constitution Intelligence Wisdom Charisima

10 10 10 30 10 10

Spell Save 25

HP: 200

AC 23

Fractal Mind: Can concentrate on Any amount of abjuration spells. Cannot cast non-abjuration spells.

Spells:

http://dnd5e.wikidot.com/spells:abjuration

Active effects when combat begins:

Blade Ward- Grants resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks

Resistance- can add a d4 to a saving throw

Absorb Elements- resistance to the triggering elemental damage type until the start of your next turn.
Sanctuary- You ward a creature within range against attack. Until the spell ends, any creature who targets the
warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the
creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature
from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature,
this spell ends.

Armor of Agathys - protective magical force surrounds you, manifesting as a spectral frost that covers you
and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while
you have these hit points, the creature takes 5 cold damage.

Counterspell- You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a
spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an
ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s
spell fails and has no effect.

Glyph Of Warding- Explosive effect when attacked


Antilife Sphere- A shimmering barrier extends out from you in a 10-foot radius and moves with you,
remaining centered on you and hedging out creatures other than undead and constructs.
The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through.
An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

Primordial Ward - You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s
duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of
damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity
until the end of your next turn, at which time the spell ends.

Fizband’s Platinum Shield- Grants Half cover- advantage on dex saves and +2 ac

Symbol- Death Effect when damaged by a creature

Holy Aura- Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have
advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the
spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes
with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Mind Blank- Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that
would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils
wish spells and spells or effects of similar power used to affect the target's mind or to gain information about
the target

Prismatic Wall- A shimmering, multicolored plane of light forms a vertical opaque wall – up to 90 feet long,
30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the
wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in
place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell
fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and
creatures you designate at the time you cast the spell can pass through and remain near the wall without harm.
If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must
succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass
through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through
each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as
described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer.
Once a layer is destroyed, it remains so for the duration of the spell. An Antimagic Field has no effect on it.

Colo Effect
r

Red The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be
destroyed by dealing at least 25 cold damage to it.

Oran The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
ge While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is
destroyed by a strong wind.

Yell The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful
ow one. This layer can be destroyed by dealing at least 60 force damage to it.

Gree The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful
n one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid
surface, destroys this layer.

Blue The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
This layer can be destroyed by dealing at least 25 fire damage to it.

Indig On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end
o of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times,
it permanently turns to stone and is subjected to the petrified condition. The successes and failures
don’t need to be consecutive; keep track of both until the creature collects three of a kind. While
this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light
shed by a Daylight spell or a similar spell of equal or higher level.

Viol On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of
et your next turn. A successful save ends the blindness. If it fails that save, the creature is transported
to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a
plane that isn’t its home plane is banished home, while other creatures are usually cast into the
Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or similar spell of equal
or higher level that can end spells and magical effects.
Invulnerability- You are immune to all damage until the spell ends.

The group appears from the past in front of a building of black iron, possessing what could only be
known as a hateful demeaner. The building outside has been smeared with enough filth in order to
completely obscure it, but an investigation role of 16 allows the group to determine the building as
Sunfall’s Hall for the Strange and Abnormal, a notorious asylum, with a 25 in arcana determining that it
was a open secret that the building had a sister location on the lower planes to hold more disturbing
inmates. The asylum is split into 6 halls: the Hall of the Godly, Hall of the Damned, Hall of the Serpent,
Hall of the Dead, Hall of the Outsiders, and the Hall of Mortals.

The main room of the asylum is mix of cafeteria and security office with the six doors to each of the halls
surrounding a room with tables, reeking of rotting food. The far wall has 6 “monitors” mounted on
them, with the ones to the hall of Outsiders and hall of mortals smashed. Each of the monitors is two
brains, one of which continually cast arcane eye, while the other casts major image, projecting what is
seen with the arcane eye. A inset in the middle of the room will open if the group can pull levers in every
prime cell of each of the halls.

Hall of the Godly – Inside this hall is various forms of celestials, originally Asimaars, but quickly turning
into various forms of angels, with lower castes being more plentiful. Notably, 4 hammer angels patrol
the hall, driven mad by torture, with the prime exhibit of this hall being an Archangel, who has been
broken by pain. He will say that the characters are purer than the man who brought it here, who he
identifies as an ancient man who came from another world, one of the stormlord’s lieutenants’ soldiers.

Hall of the Damned- In this hall, fiends of all types are caged, with the “floor” just being more cages that
open from the top. Fiends incarcerated here range from Imps and Dretchs, to pit fiends and balors, with
the most notable inclusions being a Molydeus, next to a cage containing Franz-Urlubb, who looks like
Otto von Bismarck. Patrolling this wing are 2 pit fiends and 2 balors, who bow before the apex of this
hall, a Goarigoth. Should the group decide to talk to any of the fiends, they should make an insight check
with dc 20, with Brisa making the check with advantage. Success discovers that the fiends lack souls,
noticeable due to a total lack of conviction in their voices.

Hall of Serpents- In this hall, dragons of all sorts are held, ranging from small dragon-kin such as fey-
dragons, to hatchlings of every dragon strain, to ancient dragons of every type, chromatic, metallic, and
gem. This wing is by far the largest, with each of the true dragons fighting every day and returning to
their “dens” to lick their wounds at night. The prime convicts of this wing are Baphomet and Tiamat,
who both take a variety of forms as they fight. Notably, a massive amount of gold is scattered across the
floor of this wing, allowing each of the Dragons to form hoards.

Hall of the Dead- This room is full of undead, ranging from the humble zombie to a coven of liches that
rest near the back of the hall. A tunnel connects this hall to the hall of mortals, only opening at
predisposed times, noon of the first and midnight of the last of every month, allowing for the prisoners
to grab a snack from time to time. The prime convict of this hall is Vecna, who rules over the coven of
liches, who act as his mouthpiece, and a elder vampire which acts as his enforcer.
Hall of Outsiders- This hall is one that contains entities that originate from other places or times. A
plaque outside of the hall states that “The mistakes the world has made are held within.” Contained
within are almost entirely objects.

Gravedrinker
Armor Class 23 (natural armor)
Hit Points 590 (25d20 + 90)
Speed 50 ft., burrow 30 ft.
50x50
STR DEX CON INT

30 (+10) 7 (–2) 30 (+10) 1 (–5)

Saving Throws Con +19, Wis +19, Dex +7, Strength +19
Skills Athletics +19, Stealth + 19 Perception +19, Acrobatics +19
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages Worm, Sylvian
Challenge 15 (13,000 XP)
Tunneler. The worm can burrow through solid rock at half its burrow speed and
leaves a 10-foot-diameter tunnel in its wake.
Legendary Resistance (3/Day): When the creature would fail a saving throw, they can instead
succeed

Magic Resistance: The creature takes half damage from spells and has advantage on spell
saving throws.

Crushing Grip: When the creature makes an attack on a creature it is grappling, it scores a
critical hit.

Thick Hide: +5 to AC

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 22 (6d8 + 9)
piercing damage. If the target is a Large or smaller creature, it must succeed on a
DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature
is blinded and restrained, it has total cover against attacks and other effects
outside the worm, and it takes 21 (9d6) acid damage at the start of each of the
worm’s turns.
If the worm takes 30 damage or more on a single turn from a creature inside it,
the worm must succeed on a DC 21 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which fall prone in a space within 10
feet of the worm. If the worm dies, a swallowed creature is no longer restrained by
it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +19 to hit, reach 10 ft., one creature. Hit: 19 (9d6 +
9) piercing damage, and the target must make a DC 29 Constitution saving throw,
taking 42 (15d6) poison damage on a failed save, or half as much damage on a
successful one.

Legendary Actions:
Brace: The next time a creature would take damage, It instead takes half damage
Ferocity: The beast moves up to its speed or jumps a distance equal to half its speed. It then
makes a single weapon attack.

The group makes their way towards their designated location, which turns out to be a ruined temple,
with fresh corpses slumped outside. All the corpses are dressed in robes of bright azure color, with a sigil
stitched on to them. Close examination of the sigil leads to painful and brief memories of a sky god,
although it is very clear to the players that these memories are not their own. A DC 30 history check
manages to siphon the name Zeus from these patches, although the players have never heard this name
before. Once the group enters the building, they find it to be almost completely ruined, with everything
except stone having been degraded over millennia. A DC 20 Investigation/Perception check shows how
the base of the building is built partially into the ground, as if forcefully inserted there. The temple is
divided into three rooms, each progressively larger than the last. The first is a room that at one point
held books, but all that is left of them is mulch lining the floor. The door’s lock on entry and the group
must answer a riddle in order to unlock them. The riddle reads:

I bring Joy but not Happiness.

Peace but not Solace.

Sleep but not Rest.

What Am I?

The answer is drugs.

A Perception check of 15 notices a set of fresh footprints leading to the door on the other side of the
room, with a 20 or higher noticing a note tucked into a crevice on the wall. The note reads:

I bring Joy Euphoria but not Happiness.

A DC 20 investigation check reveals a skeleton hidden by an Invisibility spell in the corner of the room,
clutching a filthy vial of bronze. When picked up however, it glows a bright purple, and transforms into
one of much higher quality. It is filled with a clear liquid, although a DC 25 medicine check revels it to be
a common street drug. Failing to answer the riddle results in the group being struck by a level 9
Lightning Strike spell. Entering the next room, the group finds someone who looks like Pajama Sam.
Pajama Sam will then proceed to ask the group ever more uncomfortable/personal questions which are
as follows:

Brisa: “What would one have to do to make you break your oath?”

Zook: “What is the weak point in your armor?”

Shelby: “If you had to, would you betray your friends?”

Cinnia: “What is one way I could track you, even if you were using stealth?”

Kalypso: “What is your true name?”

The group must answer the question that they are asked truthfully, to the best of their ability, in order
to pass to the next room. Should any of them answer the question either partially or fully as a lie, the
group fails the first round of questioning, is subjected to a ninth level Prismatic Spray, and must
complete a second round in order to pass. Should the group fail again they are subjected to another
prismatic spray and must complete a third round. Should they fail that one, the room quickly fills with
lava, dealing 10d10 damage every turn, increasing by 10d10 every turn (20d10 turn 2, 30d10 turn 3).
The walls do become porous in this state, meaning the group can get out with a DC 20 athletics check,
but they must rush to do so if they wish to not be immolated. Should they answer all questions
truthfully the first time, Pajama Sam awards them a scroll of prismatic spray before he departs.

The group finds itself on the next layer of Gehenna, the circle of sloth. The circle is one of the most
otherworldly ones the group has been to, being an endless beach, lined on the right by a seemingly
endless ocean of blue and to the left by hills of endless grassy dunes. Going out to the dunes or more
than 10 meters into the water simply results with the individual reappearing back on the beach. The
beach is lined with two distinct types of people. The first, the daemons of sloth are long limbed and pale,
muscular, and lie in the shade under small cloth awnings. Their eyes glow a brilliant gold at times, and
should Zook go to investigate, he must role an arcana check at dc 20, earning a point of inspiration a
success as he consumes the soul of some person. The second, the damned of sloth, are burnt, broken,
and starving, their ribs showing through their skin. While the daemons are shaded by cloth and cooled,
the damned are left burning on the sands, unable to eat or drink, just as they were unwilling to do
anything in the past. After some time, the group meets Iblis, who explains to them that they will be
unable to gain passage to the next layer if they lack that which the exarch wishes for, and the exarch is
not the type to give quests, or to do much of anything. If asked why, Iblis responds that the layer of sloth
does not have a sun, with a dc 20 perception check revealing that the “sun” is actually what looks like a
wiry man, suspended in a series of burning rings. Iblis is more than happy to tell the group what the
exarch wishes for, however, if the group is willing to complete a series of task for him. The first of these
is finding some friends for Iblis, as he states that travelling the planes can be rather lonely, and that
places of damnation rarely produce suitable companions. Iblis tasks the group with finding a axolotl
named Gordon, as well as a woman named Hellen. He says that both will make perfect companions, as
Gordon is an excellent, if , and Hellen would have no reason to betray him, having been raised to a jar
by the exarch of lust due to a prophecy that she would be more beautiful than her, and live twice as
long. Both are stored in jars in what Iblis refers to as “the reliquary”, a ancient storage facility used by
the daemons of Gehenna. The reliquary is in the strange endless ocean, which can be traversed with a
dc 17 wisdom save, as the group must hold their destination in mind. The reliquary is under water, so
how the group accesses it is up to them. Finding it requires a dc 20 investigation/perception check, as it
has been bricked over, with the ocean being an endless plunge bordered on one side by a sheer cliff, like
seeing a Minecraft block isolated. Gaining access to reliquary can be achieved with sufficient brute force
(dc 25 strength check/ a 9th level damaging spell), but will flood the hall, with a DC 25 sleight of hand
check keeping the place relatively dry. The inside of the dungeon is lined with ancient wood

The group has been tasked with finding Baba Yaga’s Mortar and Pestel and sent on their way with vague
directions. On the way, they meet a friendly man by the name of Uncle Ben, along with his pet ostrich
Kevin. Ben is a map dealer (as well a fraud and deceiver) and has been running a scheme in which he
leads people to the dungeon Tasha hid the mortar in, has them fight whatever monster his hired goons
can capture and throw in the big pit in the dungeon, and then has the mercenaries kill any stragglers. He
then gives the souls to the various mercenaries he has on payroll, while keeping the more physical loot
for himself. These mercenaries consist of One malicious captain, two malicious lieutenants, and six
malicious footmen. Ben has also hired 4 eunuchs and a eunuch patriarch, as well as 5 umber hulks. All of
the groups are present within the dungeon but will not fight when another is fighting, meaning that the
party will only have to fight one group at a time.

The group arrives on the fourth circle of Gehenna, Gluttony or MEAT PLANET. They awaken in a stream
of blood, cutting down through a cliff of bone. Mountainous mounds of flesh rise above, while a desert
like plain of skin stretches out ahead of them. The exarch, Yungo or her projection for the party, appears
before the group, appearing as a 7-year-old girl wearing a yellow sundress. She is glad to see the party,
although she asks them to stop standing in one of her capillaries, as it tickles. She complements the
groups work in Gehenna so far and says that she has three tasks she would like them to complete in
order to get them to the next layer. The first is a rescue mission, as in Yungo’s own words “My idiot
mortal followers threw a baby down here, and my idiot daemon servants threw said baby into one of
the random pits in my body. Yungo explains that she is opposed to eating the baby, not due to normal
reasons, but because it lacks protein. The group must then make their way to one of the pits in the flesh
desert, requiring a dc 20 survival check to find the right one. Once they find the right one, they can enter
it. The dungeon around them smells of blood and rotten meat, and the group stands on soggy wooden
boards driven into the sides of the living sinkhole. The dungeon is separated into three layers, each 90
feet apart from each other. The group may descend to the next layer at any time, but the previous layers
denizens will follow in three turns. Descending through two layers without killing the denizens of the
previous will result in the nearest layers troops arriving in three turns and the furthest arriving in 6.

The group is tasked with finding the Cornucopia for Yungo, which she describes as “a weird horn thing
that can produce infinite food and can form a key to some sort of dungeon. "Two other groups also want
to claim it, a rival group of adventurers, who Yungo describes as “some rando’s from the material plane”
as well as the stormlord’s sub-lieutenant sage of illusion, “A wimp named the ‘sage of illusion’.” The
Cornucopia is in a valley, small cracks revealing the sinew beneath the ground, and small, tooth-like
crystals growing out of the sides. Should the group have actually made foil characters, they are found
here camping, along with Annete, a level 20 monk who is notably blind, deaf, and mute. Depending on
the time of day the group arrives (they can choose), they are either met with a single guard at night,
who is hostile, but won’t attack on site. During the day the group encounters the full other group,
camping and chatting. The group has been ordered to retrieve the cornucopia in order to provide food
for their families and a dc 15 insight check reveals that they will not be leaving without it. Trying to
convince them anyway requires a dc 30 persuasion check, which will lead to the group drawing weapons
if failed. Annette will sit out of any combat, stating that the players must spare her life if they win.
Should the players win, they can bring the cornucopia back to the exarch, who swallows it whole. Should
the foil group win, the players awake

Annette is here on commission for the foil group, as her unique traits allow her to ignore illusions. She is
permanently under the effects of the telepathy spell, allowing her to “speak”, as well as possessing the
blind fighting ability: You have blindsight with a range of 10 feet. Within that range, you can effectively see
anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an
invisible creature within that range, unless the creature successfully hides from you. She also has her
charisma increased by 1, giving her a plus 1 on charisma checks, as well as plus 7 on intelligence checks. She
can also cast plane shift once per day.

The group appears in a small village under attack from two red jacket swarms, which immediately swarm the
players. Once they are defeated, the souls of Greed, who look like Minecraft villagers, emerge from their
homes, and shower the players with confetti before returning to their work. Trying to talk to them results in a
response of “HM”. Their leader will then greet the players and ask why they are on this layer of Gehena.
Should they ask about the exarch, he is more than happy to provide them with directions. If asked about the
creatures that were attacking them, he responds that he doesn’t know, with the attacks starting about three
months ago. The group then makes their way to the exarch’s citadel, the tower of Mytaxx. The tower is
constructed of blocks of various, seemingly random materials, ranging from pure gold to dark, fertile soil.
Entering, the group finds that the tower is furnished in much the same way, the priceless and the worthless
placed next to each other in chaotic winding patterns. The exarch awaits them at the top of the tower, where
he greets them cheerfully, saying that they come highly recommended by his siblings. He says that they know
the drill, they need to complete three tasks for him and then they can be sent to the next, and final, layer of
Gehena. They won’t be doing these tasks for him, however, as they will instead be doing them for a friend.
He then says that “You can come it”, and the doors into the room open, revealing a woman dressed in a gray
rough cloak with a deep hood. She introduces herself as the sage of divination, slave of the stormlord. Should
the group attack on sight, she activates time stop, and states that she wants to talk, not fight. She explains
that she is an unwilling servant but is forced to act according to the stormlord’s wishes. The offer she makes
is that she needs the group's help to find a specific relic, known simply as The Cube. The Cube is currently
held in the demiplane of the Queen of the Sovereign Swarm. The party’s task is to annihilate the sovereign
swarm, kill the queen, and secure the cube. In return, the group will be allowed to progress to the next layer
of Gehena, and the sage of divination will assist with the fight against the stormlord. Mytaxx also adds that
the group will be assisted by his general and army. The general, a deamon resembling a walking goat named
The Taker meets with the group once they arrive on the front lines, explaining

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