Necropolis
Overview
- Expansive city-state enclosed in the valley of the Nairvithone Mountain Range, the mountains that make up the Magnetic North Pole. It lies at the heart of the Necrotic Circle, the region surrounding the North Pole where no natural life inhabits. Artassa's Everstorm once raged above the city, which made climbing or flying over the exterior mountainside impossible.
- Necropolis once sat within the eye of Artassa's Everstorm, which had spread just around the mountains about halfway up. Within the storm barrier, an everpresent Darksun (accomplished by the Shadow King through the Daidrin Gaiostone & masterful arcane ability) would shine through, basking the area in dim light that is perfect for undead. Day and night do not shift here, but nighttime & moon related spells work as if it were always night. Before the Ascension Of The Shadow Triad , the Shadow King had cast an enchantment using the Daidrin Gaiostone & the Everstorm's winds that blocks uninvited teleportation or divination magic, even from gods. After the Shadow Triad disbanded for their own ambitions, the city has no Everstorm and operates on the natural weather/magical rules of its environment.
- Populated by sentient undead (ghasts, wights, vampires, incorporeal spirits, weaker liches, mummies, death knights, etc.) that are the subjects of the standing Frost Pharaoh (and by extension, the Shadow King). The current pharaoh is Mother Vor, but she does not hold the same level of authority as the previous pharaohs (Zalcophet, Solya & Darkjaw) did. These undead act somewhat more civilized than controlled or wild undead, such as zombies, skeletons and ghouls; some of them even have these lesser undead as their own servants. Mostly, thee undead are grateful to "live" somewhere where they are not seen as evil abominations to be destroyed on sight, and thus have found alternative methods to exist without feeding on the living. However, living flesh, blood and souls are considered exported delicacies, and as such, Necropolitans are more than willing to attack living beings that cross their path. Some of them, like vampires, are more cunning when interacting with the living, often luring them in with charm & false kindness before attacking them. Upon entering Necropolis, a traveler gets the choice of Fleshmeal or Initiate; if they choose Fleshmeal, any undead in the area get feasting rights and will chase & devour the traveler. If they choose Initiate, the traveler is given as long as they like to explore the city and the undead lifestyle before making the choice; joining the undead through a ritual from the Avernal Priestess, or being killed and eaten by the people. Mother Vor serves as the Avernal Pharaoh as an intermediary to their god. The Church of Avernox operates out of Necropolis and is led by the Avernal Pharaoh; it's clergy are Avernal Priestesses that maintain the Eye of Avernox, Meanwhile, the city itself is run by the Morian Council, a legislative body made up of 5 members (sentient zombie, wight, ghost, lich, vampire) to represent the major undead races that live here and are not part of the clergy. Ghouls, ghasts, wraiths & non-sentient zombies/skeletons have no direct representation, as there are solely used in the Roving Shadows. However, as a wight always serves on the Morian Council, their war-like interests of destroying & consuming the living are indirectly represented. During Lady Gaelica's reign, she had no seat; if she came to the city with demands, they were met without question. Since Lady Gaelica's departure from the city with her War Diamond, the Morien Council, Merchant's Guild & Church of Avernox scheme against each other for true control of the city.
- During the era of the Shadow Triad, the undead here were extremely grateful and loyal towards their ruling Shadow Triad. Some of them, like the wights, willingly enlist in the Shadow Army. In fact, the value of Daidcoin (their currency & form of unlife progression) is directly tied to the strength of Necropolis' worship to the Shadow King, which is regulated between the Currency Exchange & the Shadow King with Zalcovia as the intermediary. With the Shadow Triad disbanded, the Church of Avernox acts as the intermediatary, with the citizen's faith in Avernox essential for "livable" Daidcoin value (the unliving wage).
- During her reign, Queen Solya drewing souls from the Underworld and binding them to zombified bodies, allowing them to exist in a strange state of in-between and "live" as ordinary people, grateful to the Caring Pharaoh for their second chance. These are called Soul-Touched Zombies, which were discontinued after Solya vanished.
- Reports of the legendary battle of Phallicus as he attempted to penetrate Necropolis, the City of Second Chances. He was defeated by Lady Gaelica, but Sevuctus bound his soul to his own blade upon his dying breath to keep the horniness alive.
Church of Avernox
Zalcovia
During the reign of the Shadow Triad, Zalcovia (the religious district of Necropolis) was a massive ziggurat that sat in the groove between the five tallest mountains in the Nairvithone Mountains, the eye of Artassa's Everstorm. At the top of this undead ziggurat was the Everstorm Plateau, surrounded by the shadowy eye of the Everstorm. Zalcovia created the shadowy sun (the Darksun) that once shined over Necropolis by concentrating the energy/dark energy from this storm into the base of the ziggurat’s island. This plateau was necessary to teleport to Cyrofel, located on an adjacent demiplane. The structure was supported from the bottom by ice support veins (reinforced/partially replaced with undead plant roots) that connect to each peak, and it is partially supported from the top by the Everstorm. When the Heart of Zalcovia was destroyed via Solya's Ritual of the Afterfairy, the support veins & roots holding together Zalcovia crumbled, leaving the structure to float in the sky until Gaelica reformed it into the War Diamond and took it away from the Church. Eye of Avernox During the Shadow Triad's reign, this was the Temple of Rebirth, ethereal connected to Zalcovia as an extension. Since Gaelica left Necropolis, Mother Vo transformed the temple into the Eye of Avernox, a stronger headquarters for the faith. All resident initiations are performed here. The faith provides a direct connection to the Currency Exchange to determine the daily rates, based on the power of Necropolis' faith.Clergy
- Avernal Priestsess - mummies with Daidrin sorcery powers, perform worship services in Necropolis.
- Avernal Missionary - Sister Glaecia; travels with her lover Lt. Commander Kringle & the Roving Shadows to spread the gospel of the Shadow King during the war effort.
- Avernal Pharaoh - Mother Vor (formerly Sister Venoria), mummy lord and religious leader of Necropolis. Zalcophet the Frost Pharaoh first held this title, followed by The Caring & Wrathful Pharaohs. Mother Vo serves as the religious leader of Necropolis & the Avernal faith, but does not hold the same authority as the previous pharaohs during the days of the Shadow Triad.
War Diamond features (while it was Zalcovia)
- The Chlorophyl Halls: maze-like halls of the ziggurat, leading to the Pharaoh's Throne, the Everstorm Plateau & the Heart Chamber
- THe Aerortic Tunnel: 300 ft long tunnel that leads to the Heart Chamber. Filled with several horrors if Gothicca or the Caring Pharaoh is able to initiate them. (see below)
- The Heart Chamber: large chamber that leads to the Vesticle Vault. Gothicca or the current guardian(s) of the Heart of Zalcovia reside here.
- The Vesticle Vault: The chamber containing the Heart of Zalcovia, an undead tree whose roots snake throughout all of Zalcovia and through the ice veins to the Nairvithone Mountains. The tree serves as Solya & Darkjaw's mummy lord heart, the power source for the mummies, and the tether connecting Zalcovia to Cyrofel (originating here but passing through the Everstorm Plateau; the meditation circle up there is in a direct line above the tree).
- The Pharaoh's Throne: Solya's (or the current pharaoh's) throne room (straight line directly above the tree).
- The Everstorm Plateau: The outside portion/top of the ziggurat, surrounded by the eye of the Everstorm and directly beneath the Darksun. It is the only way to teleport to Cyrofel, requiring a DC 20 Wisdom, Charisma or Intelligence check to connect with and enter the demiplane.
Horrors of the Aeortic Tunnel
- Gothicca’s Embrace (Lair Action, DC 19 Strength save or be restrained until they break free on subsequent turns or teleport out) and concentrated Poison Breath (if recharged; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Blight on anyone caught in the vines.
- Torashan’s Teeth (Lair Action, DC 19 Dexterity save or be impaled by huge thorns, half damage if they succeed) and concentrated Poison Breath (if recharged; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Vitriolic Sphere on anyone caught in the thorns (those in the radius that didn’t get caught in the thorns make the saving throw with advantage).
- Floral Fumes (Lair Action, DC 19 Constitution save or take a face full of poison damage and be blinded for the round; creatures holding their breath make this with advantage) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead projects a claw attack on anyone caught in the fumes.
- Loopy Lillies (Lair Action, DC 19 Intelligence save or be confused for the round, rolling 1d4 for each Action/Movement to see which direction they go (3-4 go forward, 1-2 go backward) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Floral Storm on anyone affected by the Loopy Lillies.
- Memorial Monoxide (Lair Action, DC 19 Wisdom save or see the illusion of an important NPC to them when their vision clears, luring them deeper into the tunnel) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead manifests her head at the illusion’s face for a bite attack.
- Stunning Saplings (Lair Action, DC 19 Charisma save or be stunned/fall prone for the round) and concentrated Poison Breath (if recharged and targets are in range; can reach 120 ft into the tunnel). If Gothicca does not recharge, she instead casts Fungal Rush on anyone affected by the Stunning Saplings.
The Roving Shadows
Military of Necropolis and the Shadow Triad. Their command and organizational structure consists of the following hierarchy:Chain of Command
- Lady Gaelica, The Endless Knight: Lord Commander of the Roving Shadows
- Lt. Commander Kringle: Second in Command of the Roving Shadows. Oversees the Rowing Shadow Command Center in Necropolis.
- Special Forces (Spoon Company): Former Zalcovian Knights led by Spoonmaster, can commandeer troops from wight captains for their missions if necessary.
- Wight Captains: leaders of individual companies
- Wight Mages: magic-using wights that operate as special forces within companies
- Wight Trooper: wights bound to their flesh by the Zalcophet or the Caring Pharaoh's soul magic and eternal hatred for the living. Some wights are promoted to their position from their serve as a Zombie Trooper, such as the Frost Giant Captain Deadnok. The wights kill all living beings in their path unless instructed not to by a Wight Captain, Kringle or Gaelica herself.
- Giant Zombie Trooper: Frost Giant & Ogre zombies that serve as heavy infantry and siege breakers. While not technically giants, Yeti Zombies serve under this category.
- Ghouls: Vicious ghouls that violently tear apart & eat humanoids on the battlefield. There is no honor on a ghoul's battlefield, no order, and no surrender. The ghouls are loosely directed by Ghast Captains, who will only halt by command from Lady Gaelica or Lt Commander Kringle.
- Zombie Trooper: Standard humanoid zombies (frost elves, mammodons, etc.) that serve as basic infantry and frontline fodder. These troopers do not have sentience and are usually mindless beyond basic weapon function, but may be rewarded with wightdom if they serve effectively and consistently.
- Skeletroopers: Standard humanoid skeletons that do not serve on the front lines. Instead, Skeletroopers fire shortbows & longbows from a distance, as well as manning magitech artillery.
- Zombeasts: The beast zombies that serve under the Roving Shadows as assault forces, mounts or beasts of burden. These undead creatures have no sentience, only zombified existence. Darkjaw hunts many of the beasts and dragons of the tundra, usually bringing them to unlife for his forces. The known Zombeasts include Mammoths, Sabor-Tooth Tigers, Polar Bears, Winter Wolves, Dire Wolves, Frost Drakes & Frost Wyverns (all true dragons are reserved for the Shadow King's purposes.)
Deployments
- Jaw's Hand (defunct, one mission): An elite unit of wight soldiers and unique undead creations that serve directly under Lord Darkjaw, fighting at his side when he chooses to bring backup. Dr. Plaezus serves as second in command to Darkjaw and leads the team on missions where Darkjaw is not present. Would often go on special missions, but have only recently been formed. Ironically, Jaw's Hand's first and only mission was to hunt down and kill Darkjaw after he abandoned his post.
- Wight Companies: Moderate-sized deployments of Wight & Zombie Troopers, Wight Mages, Skeletroopers, Giant Zombie Troopers & Zombeasts. Led by a Wight Captain; the old position of Captain Deadnok has been dissolved after the last Captain Deadnok (Frost Giant) was slain by Chazzle in his last moments.
- Carnage Company: Large-sized deployments of ghouls & Zombeasts, with only one goal; kill and consume the flesh of the living. Led loosely by Ghast Captains, but mainly sent in as raiding parties when recovery or preservation of resources is unnecesary. All of Lady Gaelica's remaining forces were converted into ghouls, with skeletons having their necromantic dark energy injected into the zombies to create these ghouls.
- Dollguard (post-Shadow Triad): Dollmen & rebranded constructs from the Isle of Smiles. Perform policing functions for Necropolis.
Activities in Necropolis
- Several taverns (listed below)
- Voluguard's Bounty (listed below)
- The Opulent Conservatory - lead librarian is Gravorr the Death Tyrant (an undead beholder). Towards the end of her natural life, she held a massive treasure horde of magical artifacts & secret knowledge. However, her lair was raided by an adventuring party led by Stonius. In the ensuing battle, Zora (Stonius’ lover) was petrified, then disintegrated by the beholder’s eye rays, leaving Stonius & the rest of the party distraught and vengeful. The battle ended in a stalemate; while most of the adventurers died, they and Stonius weakened the beholder to the point where she could not kill them without serious risk to her own life. As such, the beholder chose to collapse her lair, forcing Stonius and the other surviving party member to flee. Unbeknownst to Stonius, the wounded beholder used his abberant powers to transform into a Death Tyrant. She took her secret knowledge and whatever artifacts she could carry and fled to Necropolis, then killed the previous librarian to take their place. She added her secret knowledge to the collection and traded her artifacts to Vorugard for more knowledge-based items. Now, she guards his knowledge as vigilantly as she did his old horde; she hoardes her knowledge unless they are willing to contribute knowledge or treasure.. The ruins of her old horde still remain, rich with the magical artifacts he could not bring. This is a library of Necropolis history and all history pertaining to Cyrofel and the Tundra Wars, as well as knowledge of space, the planes, and beyond. There is a cosmic tower with a celestial observatory, which the Death Tyrant uses to collect knowledge of the stars & beyond.
- The End Games (listed below)
- Argatha's Garden (listed below) - potion shop owned and operated by Argatha, a mammodon druid zombie that 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.
- Martel’s Mechanics (listed below) - a small igloo with a gnome-sized doorway, forcing medium creatures to duck or crawl and preventing Large or bigger creatures from entering. Inside is a pocket dimension containing an entire storefront of magitechnology & an arcane workshop for servicing customer’ tech. The propriety is an undead Frost Gnome named Martel Jinglefoot, an old man who was born into service at Santa’s Workshop. He was one of the best toy makers on his line, so much so that he was shocked to see himself & his coworkers replaced with slave labor. While his coworkers were either fed to reigndeer or reassigned to other positions, Martel was taken to work on Wizard Santa II’s arcane projects, including weapons for the St. Knights or others. Martel became disillusioned with the mission from this and the slave labor, and eventually broke out of Santa’s Wokrshop with several of the prototype weapons & gadgets he created for Santa, including a Demiplane Generator that could operate off of an arcane or Daidrin fuel source. While he was vigorously hunted by the St. Knights, Martel used his wits & technology to stealth his way up to the North Pole, believing the workshop gossip of a secret society where Cyrofel once stood. It was here that he met Sir Gorien & entered the Initiate Program, becoming a resident of Necropolis during the time of the original Shadow Triad. His artificer skills gave him the influence to open up his magitech mechanic shop, able to source his inventory from the non-weapon spoils of the Roving Shadows during their activity. He recently got a load of magitech inventory from the sacking of Santa’s Workshop, painting to him the grim reality of what has happened to his people. Regardless, he will trade, repair or upgrade any magical equipment the party has, for a pretty price (Daidcoin or 2x gold, regardless of exchange rate). He will also recount most information that he knows about Wizard Santa or Necropolis, including the original Shadow Triad or what he thinks of the Caring Pharaoh & former Wrathful Pharaoh (by this point, Darkjaw will have been outed as a fugitive and the merchants/elites would have some awareness of that). However, he may be apprehensive if Moanius shows off his Wizard Santa appearance, but would be happy that they overthrew the Christmas regime & saw to the end of the St. Knights. How else he treats them would depend on how much they tell him about freeing the slaves while leading the Frost Gnomes & Christmas Priests to their deaths. He also hates the leaders of the St. Knights, Commander Kringle & Sir Krannus, as he had several unpleasant consultations from them regarding weapon design & mainly knew of their horrible mission through them. He specifically thought of Krannus as a “morally empty yes man, eager to present any reputation necessary to become the First Knight of the order. He regarded Sister Glaecia as a new, but respected member of the Christmas Clergy.
- Hanoj's Bestiary - maintained by Hanoj the Under-Shepherd, a passionate wight who maintains Druidic (Circle of the Sheperd) magic for his job. He runs the stables on his own, as undead animals do not require much maintenance other than occasional riot control. The Under-shepherd is responsible for taming all beasts for use in the Roving Shadows, the Frostbite Rangers & the End Games. He occasionally rents out daily/weekly usage of certain beasts to individuals for a higher cost than these other city contracts. Due to his magic, he is one of the only three necrodruids in Necropolis/Zalcovia, the other two being Argatha & Solya. He is part of the Merchant’s Guild and has a good working relationship with Argatha; the two consider each other as peers. He has personally met and is inspired by Solya, who likes and respects him for his work with animals.
Volugard's Bounty
- Necropolis' only trading post. Owned and operated by Count Vorugard, a Moon Elf vampire that surrended to the Shadow King during the final battle of the Tundra Wars. Retiring from his wartime wars, Count Vorugard fed discreetly while masquerating as one of the Cyrofel citizens. Over time, as the last Moon Elf society died out under the ice at the mercy of their cruel Shadow King, Count Vorugard acted as an early architect for Necropolis, centering the concentration of wealth & commerce to his eventual trading post.
- When mortals come by to shop at Volugard's Bounty, Volugard will charm them into parting with their magic items for gold or trade. Once complete, he seduces at least one of his mortal patrons into sleeping with him, then bites them for their blood. He generally does not kill them, as they are usually Initiates and have protections against premature murder. However, this blood, plus what the Death Scouts bring to them, sustains his immortal life.
- While he sells his wares readily, he mainly uses his accumulated wealth to buy magical goods off of travelers (when he is mobile/outside of Necropolis) & Initiates (when he is within Necropolis), hoarding them for his purposes and trade. Since Initiates become undead or are killed outright at the end of their trial period, Vorcelius wisely takes items off their person beforehand, since they no longer have need for it. Thus, creatures are scammed, since they have little need for coin when they are dead/undead
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.
- roll randomly on magic item tables starting pg. 144 of the Dungeon Master Guide.
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
- a small igloo with a gnome-sized doorway, forcing medium creatures to duck or crawl and preventing Large or bigger creatures from entering. Inside is a pocket dimension containing an entire storefront of magitechnology & an arcane workshop for servicing customer’ tech. The propriety is an undead Frost Gnome named Martel Jinglefoot, an old man who was born into service at Santa’s Workshop. He was one of the best toy makers on his line, so much so that he was shocked to see himself & his coworkers replaced with slave labor. While his coworkers were either fed to reigndeer or reassigned to other positions, Martel was taken to work on Wizard Santa II’s arcane projects, including weapons for the St. Knights or others. Martel became disillusioned with the mission from this and the slave labor, and eventually broke out of Santa’s Wokrshop with several of the prototype weapons & gadgets he created for Santa, including a Demiplane Generator that could operate off of an arcane or Daidrin fuel source. While he was vigorously hunted by the St. Knights, Martel used his wits & technology to stealth his way up to the North Pole, believing the workshop gossip of a secret society where Cyrofel once stood. It was here that he met Sir Gorien & entered the Initiate Program, becoming a resident of Necropolis during the time of the original Shadow Triad. His artificer skills gave him the influence to open up his magitech mechanic shop, able to source his inventory from the non-weapon spoils of the Roving Shadows during their activity. He recently got a load of magitech inventory from the sacking of Santa’s Workshop, painting to him the grim reality of what has happened to his people.
- Regardless, he will trade, repair or upgrade any magical equipment the party has, for a pretty price (Daidcoin or 2x gold, regardless of exchange rate). He will also recount most information that he knows about Wizard Santa or Necropolis, including the original Shadow Triad or what he thinks of the Caring Pharaoh & former Wrathful Pharaoh (by this point, Darkjaw will have been outed as a fugitive and the merchants/elites would have some awareness of that). However, he may be apprehensive if Moanius shows off his Wizard Santa appearance, but would be happy that they overthrew the Christmas regime & saw to the end of the St. Knights. How else he treats them would depend on how much they tell him about freeing the slaves while leading the Frost Gnomes & Christmas Priests to their deaths. He also hates the leaders of the St. Knights, Commander Kringle & Sir Krannus, as he had several unpleasant consultations from them regarding weapon design & mainly knew of their horrible mission through them. He specifically thought of Krannus as a “morally empty yes man, eager to present any reputation necessary to become the First Knight of the order. He regarded Sister Glaecia as a new, but respected member of the Christmas Clergy.
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.
Taverns
- The Dead's End - run by Morbiva (nonbinary), an undead Cecaelian. They use their eight tentacles to pour & serve multiple drinks at once. They are best known for their signature drink, Death's Milk, a strong alcoholic substance amplified with a fragment of aether, usually from a soul. They will gladly chat with the patrons about stuff, but clearly worships the Shadow King and the Pharaohs that represent his holy darkness. The drinks do the standard drunk power plus a rush of soul energy.
- The Rowdy Wight - a veteran, active duty & tough guy bar, mixed in with shady tough figures. If you go into this bar and don't have some sort of status, you will be involved in a fight. The drinks are rage-inducing by design, requiring Wisdom or Charisma saving throws or get ragey (+1 to attacks & damage) after the first drink. The more drinks you take, the more ragey (and powerful) you become.
- The Horny Ghost - a sexually charged bar where the sexually active members of Necropolis go to date and have sex. The drinks grant the undead the ability to fornicate with each other and feel pleasure, without worry of having kids.
- Mellok's Meats - butcher shop of Cyregnorian beasts & humanoids, brought in by Mellok the Frost Ogre zombie. Sources his meat "ethically" through use of a contracted hunting party, who usually pick off travelers and lone to small groups of beasts. Served and sold to the residents as a delicacy, since they don't need to eat.
The End Games Colliseum
A colliseum that hosts a series of highly dangerous & deadly challenges for the citizens of Necropolis to participate in. Lots of betting occurs in the audience, usually for non-monetary compensation. These challenges including fighting, chariot racing, beast riding/rangling, dragon taming, beast fighting & yeti fighting. The Dealer often attends these events to gamble when he is in town. The games are MC'd by a male Frost Elf banshee.Battle
- Either a 1v1 or a team battle, with a maximum of 5 warriors per team.
- First team to outlive the other wins
Chariot Racing
- Racers partner with a beast or dragon of their choice, whether their own or provided by the colliseum's undead beastiary. The player and beast link up with a chariot/cart and race other carts through a treachurous race track across the North Pole. The first person to get their entire team across the finish line wins; if the animal or the cart are destroyed by non-intentional means (the phantom refs will make any judgement calls), the racer can cross without the destroyed cart/companion. The racer & beast do not have to cross at the same time, they must all start the race together. Any beast or dragon is allowed, but flight is prohibited beyond brief airtime or as part of a specific attack. Racers can do anything against other racers that they desire.
- Mechanically, the cart takes the animal's movement speed, as the beast will use its Action to Dash & full movement every turn unless instructed otherwise. The racer gets everything but its movement speed, unless they wish to leave their cart. Floating ethereal boxes contain dark energy balls that can be launched at other carts; player makes an attack roll and fires it for 3d8 necrotic damage.
- If players choose this option, they will be racing against Darkjaw & each other.
- The Fractal Forest - haunted woodland filled with arctic flora that absorb dark energy instead of sunlight. Along the track, Treants of this type will attack the racers by launching Dark Energy bulbs from their branches, dealing 6d8 necrotic damage if the driver fails a Dexterity saving throw and half if they succeed. Dark roots will also burst from the ground to grapple carts; if the driver fails a Strength or Dexterity saving throw (their choice), their movement speed is reduced by half for the round.
- The Treachurous Trail - mountainside road with jagged rocks and icy stalagmites across the track. Along the mountainside, a giant arctic crab with four pincers reaches up to pinch racers. They must make a Dexterity saving throw or take 4d6 piercing damage; if it hits, they must also make a Strength saving throw or have their cart stopped for the round. An avalanche happens from the mountain above, which deals 4d8 bludgeoning damage and slows the cart to 1/2 movement speed for the round if the driver fails a Dexterity saving throw.
- The Curving Caverns - to escape the avalanche, the drivers dive into an icy cave filled with stalagmites, stalagtites & columns along the tracks. The icy stalagtites fall from the ceiling, hitting drivers for 3d8 piercing damage if they fail their Dexterity saving throws. Remorhaz will also burrow out of the walls occassionally, biting at the racers for 3d10 piercing damage & 2d6 fire damage if they fail a Dexterity saving throw and slowin their movement by half for the round.
- The Interspatial Highway - at the end of the cave, the drivers dive into a portal leading to an ethereal highway through outer space, with the finish line just outside the portal at the end. The racers can see Gaion and the moon from the track. While crossing, a celestial meteor shower will pepper the track, dealing 5d6 radiant damage to racers that fail a Dexterity saving throw. At the end, a comet will crash into the race, dealing 7d6 cold damage if the racers fail a Constitution saving throw and slow their movement by half for the round.
Beast Fighting
- Cock-fighting, but with a beast or dragon of the player's choice, whether their own or provided by the colliseum's undead beastiary. As many as 6 beasts can be entered into the arena for a free-for-all; spectators and players gamble on their own or other beasts.
Citizens of Necropolis
- Ghosts & other incorporeal undead. Some ghosts & banshees choose to remain in their incorporeal form, while others were rejected by the Pharaohs from becoming soul-touched zombies.
- Soul-touched zombie - an undead citizen whose soul was brought back from the Underworld and fused with a corpse in the material world. These are the lower class citizens of Necropolis, but they tend to make use of their undead lives regardless. Souls are brought back to the mortal realm and fused with their new bodies by the Caring Pharaoh. Prior to her rule, Zalcophet performed this process for select souls from the Underworld, but not as many as the Caring Pharaoh.
- Necropolitan - an undead citizen whose soul was preserved within their body upon natural death through a pact with the Shadow King (via the Daidrin Gaiostone). The Rites of Wight are performed by the Avernal Pharaoh. If the person had magic abilities prior to the ritual, they may retain some or all of those abilities as a wight. Individuals that undertake the Initiate Program are usually turned into wights. Wights are the next class above soul-touched zombies.
- Vampires - while not initially created by the Pharaohs due to the Rites of Vampirism being prohibited by the Shadow King during the reign of the Shadow Triad, vampires who swear loyalty to his holy darkness are permitted to live in Necropolis.
- Morien Council - ruling body consisting of one member from each undead race within the city.
Other NPCs
- The Dealer (returning character) - hangs out in The Dead’s End tavern playing gamblers' games with the locals, will play the party if engaged. Plays Dregas Hold ‘Em Poker (modified poker that uses d6s instead of cards. Same rules otherwise). Recurring character met by the party in Vilsafar. He has finished his work with the Knights of Anarchy by this point (he might have finished by the time the Gaiobros originally met him, depending on how I finalize the timeline). He will be playing a game of cards with a group of undead in the tavern, goading them into calling his bet and beating them all with a superior hand, causing familiar poker groans when the table loses. He’ll offer to play a game with the Gaiobros, should they desire it.
- Argatha the Undying Witch - a Frost Hag that came across and joined Necropolis approximately a century ago, after being nearly killed by an enemy and seeking to extend her life. She undertook the initiation; Zalcophet the Frost Pharaoh fused her soul to her mortal body while corrupting her fey magic. She is now a dark fey undead creature with a strong connection to necromancy & ice magic.
Type
City
Characters in Location
Related Reports (Primary)
- Darkjaw Chapter 14: Disgrace of the Drakewarden
- GB Chapter 36: Welcome to Necropolis
- GB Chapter 38/39: Upstanding Citizens/Debaucherous Directions
- GB Chapter 40: The End Games
- GB Chapter 42: Rebirth & Reunion
- GB Chapter 43: The Pharaoh’s Gambit
- GB Chapter 44: The Price of His Sins
- GB Chapter 45: Broken Mistrust
- GB Chapter 46: The Trial of Drastonius Moanius
- GB Chapter 47: Phamily Reunion
- GB Chapter 48: The Dread Queen
- GB Chapter 49: The Undying Huntsman
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