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GB Chapter 42: Rebirth & Reunion

General Summary

Admin

  • Check out your Gaioforce documents for any updates
  • Check out the Gaiobros Item Catalog and coordinate on any gold or item allocations to split amongst the group
  • Rule update: Rules as Written, you are only supposed to be able to cast one spell per turn, regardless of whether it takes an Action or a Bonus Action (rule does not apply to Reaction spells), but you could cast a spell and a cantrip on the same turn. Party will vote on whether they want this rule instituted or not; if they get to do it, so do the monsters.
  • In Zalcophet’s map of Zalcovia, a room known as the Heart Chamber is listed in the deepest recesses of Zalcovia, but no mention is given on what it means
  • Since Wizard Moanius was casting an illusion to pose as Draconius, Sister Glaecia would not have immediately known he was Santa. However, she made a retroactive Intelligence check (DC 18 with advantage) and succeeded, seeing through his Draconius disguise and letting the events of last session play out as they did.
  • Clarification of terms: Zalcovia (the ziggurat that serves as the religious capital of The Shadow King’s faith; Temple of Rebirth is an embassy of Zalcovia), Roving Shadows (The Shadow Triad Army, commanded by Lady Gaelica), Necropolis Guard (military faction that enforces peace & order within Necropolis, commanded by Sir Gorien)

Shopping Lists

Volugard's Wares (1 in stock for each item, unless otherwise specified)

  • Goggles of Night - 2,000 gp, allow you to see in the dark
  • Adamantine Armor - 900 gp, super tough plate armor; no more critical hits on you
  • Amulet of the Planes - 35,000 gp. While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
  • Bag of Devouring - looks like a bag of holding, but it eats you
  • Dragon Slayer - 7,000 gp, +1 sword, extra 3d6 to dragons
  • Immovable Rod - 4,000 gp, can't move
  • Iron Flask - can hold anything, and I mean ANYTHING. Wonder what's inside? (nothing)
  • Ring of Evasion - 12,000 gp, can dodge real good
  • Ring of Free Action - 9,000 gp, ain't nothin slowin you down. While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
  • Robe of Stars - 20,000 gp. This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
  • Wand of the War Mage - 4,000 gp, +2 bonus to spell attack rolls yo, and no one can hide from you (ignore half cover)
  • Rope of Entanglement: 7,500 gp. This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
  • Fate Flipper (5 in stock) - 3,000 gp, could save your life man. When you are reduced to 0 HP, even if killed outright, you can choose to have this coin activate as long as it is somewhere within your physical possession. When activated, the coin flips into the air and lands heads or tails; no force aside from a Wish spell can stop or alter the coin from landing in its position. The player using the coin calls heads or tails; if they get it right, the coin automatically revives them with 1/2th their HP (rounded down). If they get it wrong, they stay as they are. The coin disintegrates into dust after its use.

Argatha's Garden

  • Potion shop owned and operated by Argatha, an undead frost hag. She is bound to her old body with necromancy and her arctic fey magic, reforming her as an undead dark fey. She channels her corrupted nature magic into her potions. Cultivates and/or gathers the various plants of the tundra that feed off dark energy instead of sunlight. This lady mainly makes drugs and fun potions for the undead citizens, but also has special power & healing potions for sale.
  • A mystical hut with a garden of dark energy plants, selling all sorts of herbs potions, poisons, alchemical concoctions, and everything in between.

Argatha's Wares

  • Cryo-Kush - gain resistance to cold damage and can use an Action to expel cold breath in a 5ftx10ft line, dealing 1d4 cold damage. However, you have disadvantage on Intelligence & Charisma checks/saving throws for 2 hours per bowl, and you roll a 1d100 every turn to see if you take an action of your choice (1-69), or use it to explain a random high thought (70-100).
  • Arctic Acid - gain resistance to psychic damage & +3 to Intelligence & Wisdom checks & saving throws, but you are blinded to everything but your trip for 2 hours per tab. Speaking of, you go of a hella visual trip
  • Shiver Shrooms - gain resistance to cold damage & +3 to Wisdom checks & saving throws, but disadvantage on Strength & Dexterity checks/saving throws for 2 hours per cap. Also, you go of a hella body trip, gonna feel some shit
  • Northanpetamines - gain +4 to Strength & Dexterity checks/saving throws and resistance to bludgeoning, slashing & piercing damage for 1 hour, but have disadvantage on Intelligence, Wisdom & Charisma saving throws and must roll a 5 or 6 on a d6 every turn to control themselves.
  • Potion of Healing: 40 gp, 2d4+2
  • Potion of Greater Healing: 300 gp, 4d4+4
  • Potion of Superior Healing: 500 gp, 8d4+8
  • Potion of Supreme Healing: 2,000 gp, 10d4+20
  • Potion of Poison: 125 gp. This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6 . The poison ends when the damage decreases to 0. If you instead apply this poison to a weapon, the damage is replaced with 2d6 .
  • Potion of Fire Breath: 150 gp. After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
  • Potion of Speed: 300 gp. When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
  • Potion of Invisibility: 200 gp. This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
  • Herbs of Corrosion: Anything the cloud of herbs touches makes a DC 16 Constitution saving throw or take 4d6 acid damage, then 3d6 acid at the start of their next turn, followed by 2d6 , then 1d6 . The creature can repeat the saving throw every turn.
  • Spores of Expansion: Anything that breathes/has the spores enter them (can be thrown 20/60 ft as a ranged weapon attack) makes a DC 16 Constitution saving throw or take 6d6 force damage as the spores explode inside the body with gravitational dark energy.
  • Darkvine Bomb: The ball of vines is thrown (20/60 ft ranged weapon attack, AoE 20 ft) and erupts with grasping vines, casting the Entangle spell for 1 minute without requiring concentration. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a DC 16 Strength saving throw or take 2d6 necrotic damage and be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. While restrained, the target takes 2d6 necrotic damage at the start of each turn. This item can be destroyed if attacked at its center, but it has 20 HP + however much damage it has dealt since it opened.

Martel's Mech

  • Martel will trade, repair or upgrade any magical equipment the party has, for a pretty price (Daidcoin or 1.5x gold, regardless of exchange rate).

Martel's Mech services

  • Repair jobs - can attempt to repair damage to a magic item or magitech device; price depends on complexity of the job
  • Upgrades - can make major changes to the enchantment's or device's effects (DM's discretion), such as increasing the damage dealt, the range, number of charges, number of targets etc.
  • Modifications - can make mild changes to the enchantment's or device's effects (DM's discretion), such as changing the damage type it effects, what time of day it recharges or can be used, changing the die used to recover charges/power, etc.


Other Vendors

  • Mellok's Meats - any arctic beast, he's got it
  • Hinoj's Bestiary - only does in-person business, but can rent out undead beasts

The Sesh

   

Shopping

   
  • Sister Glaecia meets the gang by the hallway intersection between the three doors (Gaelica's door, the Shadow King's door, and Zalcophet's door). She explains that the Death Minister stopped by and dropped off a Sending Crystal, which has the menus of every major vendor in Necropolis. By putting their orders, money and (if applicable) magic items into the ritual circle (explained in the crystal), their order will be sent to the vendor and sent directly back to them. She also mentioned that Darkjaw was slain a few hours outside of Necropolis by Commander Kringle & his team, and will belong to the Shadow King once he rejuvenates.
  • Balacazar gets the Wand of War Mage & one Fate Flipper coin (7,000 gp), then two Potions of Superior Healing (1,000 gp). Polar Bear & Reindeer jerkey (2 lbs, 20 gp), and increases the speed on his war suit to 120 ft (2,000 gp): spent 10,020 gp total
  • Fork: doesn't buy anything, but will give him a retroactive chance to buy something next session
  • MB: one Fate Flipper, a Rope of Entanglement, the Goggles of Night Vision, Potion of Supreme Healing & Potion of Superior Healing (12,000 gp total)
  • Master Obu: Upgrades Corrputed Staff of Dahlivine for 3x (on a 4), 2x (on a 3 or 2), 1.5x (on a 1), and a Potion of Supreme Healing (12,000 gp total)
  • Draconius: will give him a retroactive chance to buy something when he gets back
         

The Rejuvenation & Rebirth Chambers

   
  • As the gang completes the equivalent of a Long Rest within 2 hours, Master Obu & Draconius narrowly avert a kidnapping attempt on the Twins by a pair of skeletal hands reaching out from the aether.
  • Sister Venoria (Mummy High Priestess of Zalcovia) ushers the gang into the ritual chamber, genuinely having no idea about the kidnapping attempt. Venoria explains that in the past, initiates could choose their path; the Caring Pharaoh's doorway (teleports them directly to the Pharaoh's Throne in Zalcovia) or the Wrathful Pharaoh's doorway (allows them to scale the Nairvithone Mountains to manually reach Zalcovia). However, since the recent disgrace of Darkjaw (who would historically hunt initiates as they climbed up the mountain), the Caring Pharaoh decided to administer a test for the Gaiobros to see if they got to choose their path or were forced on Darkjaw's path. The test was a question from Nolya, Sharpjaw & the group's shared past, which they had 1 minute to answer correctly.
  • With 10 seconds to spare, the gang correctly guessed Islador, allowing them to choose their path. After some debate, they chose the quick path directly to the Pharaoh's Throne, eager to meet the Caring Pharaoh in person.

The Pharaoh's Throne

  • The gang arrives after seeing flashes of Zalcovia (the ziggurat that serves as Sonya's palace) & the eye of the Everstorm swirling above it, surrounded by the Nairvithone Mountains. They find themselves in the throne room, with necrotic vines all over the ancient tomb and a closed flower bud at its center where the throne would be.
  • The Caring Pharaoh reveals herself by opening the flower bud with a toxic fume cloud, resembling an undead version of Nolya with extravagant pharaoh attire, including a familiar dress with an elemental sheen. MB is immediately enraptured.
  • The Caring Pharaoh & the Baked Goods/Bakers Dozen (?) banter back and forth on the events that brought them to this point. Solya blames Obu primarily for the betrayal of her husband, but had some mild understanding of Balcazar's role due to the deception and their history. However, Solya expresses strong hatred towards Draconius for what he did to Gothicca. She expressed no animosity towards Fork or Stonius, who wander around the throne room while admiring the architecture. The Caring Pharaoh takes interest in the Girl, while expressing the Shadow King's interest in the Boy. Master Obu claims to be ashamed of Solya. Balcazar rips a joint of Swamp Diesel or Arctic Kush, while Solya forms a bong shaped like a pitcher plant to smoker her own dank herb
  • The Caring Pharaoh reveals the Shadow King's proposal; in exchange for what he has offered you individually, you must sacrifice the Gaioforce aspect of your soul, reverting your powers back to normal spells & granting their new reward in its place. Otherwise, the Shadow King will have to claim their entire souls the old fashioned way.
Report Date
04 Sep 2023
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