User:Yanied/Workstation
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Images For Use[edit]
- corpse mass: [1] by Dela Longfish
- reliquary golem: [2] by Brett Neufold
- sword golem: [3] by Ramirez de Souza
- Scorpion Lady: [4] by Brother Boy
- Psychic Reptilian: [5] by Alexandra Petruk
Power Tinker Station[edit]
- Ice Shard Traps, Vile Plague, Fey sinkhole
Back to Main Page → 4e Homebrew → Powers → Samurai Powers
Level 1[edit]
Early on the road, alchemical weaponmasters separate themselves from the rest of the flock based on their unique style of resourcefulness. Having no direct magic, they rely on other things that put them over the top, even when they have yet to be accomplished. You gain class features, racial traits, 1 Feats, starting skills, 2 at-will powers, 1 encounter power, and 1 daily power
Level 1 At-Will Powers[edit]
Level 1 Encounter Powers[edit]
Level 1 Daily Powers[edit]
Level 2[edit]
You expand your repertoire of tricks. Beyond just hitting enemies head-on, you have ways of controlling the field and maneuvering pieces around.
You gain 1 Feats and 1 utility power
Level 2 Utility Powers[edit]
- Daily
Potion of Endurance[1] | Alchemical Weaponmaster Utility 2 |
You create an alchemic essence of replenishment which you then ingest and gain temporary succor. | |
Daily Arcane | |
Minor Action | Personal |
Effect: You gain temporary hit points equal to 2 + your Wisdom Modifier. | |
Unwarranted Side Effects: Gain additional temporary hit points equal to your Intelligence Modifier. |
Brew of Fortitude | Alchemical Weaponmaster Utility 2 |
By transmuting minute parts of the body and/or armor, you make your party significantly harder to damage. | |
Daily Arcane | |
Standard Action | Close Burst 1 |
Target: Allies within range | |
Effect: Targets gain a +2 power bonus to AC and a +2 to Fortitude defense until the end of the encounter. |
- Encounter
Level 3[edit]
Alchemy is all around us. As you gain expertise in your craft, you can manipulate the different substances in the environment to your advantage. You gain 1 encounter power.
Level 3 Encounter Powers[edit]
Level 4[edit]
As a hero, you have definitely made a headway in what you sought to accomplish. Your reflexive tactics in battle have gained you new skill and expertise. You gain 1 Feats and +1 to 2 ability scores.
Level 5[edit]
The elements and substances used by an alchemist are able to change in surprising ways. One growing in skill as you learns to harness their capricious natures to your advantage, taking enemies unawares with surprising effects. You gain 1 daily power.
Level 5 Daily Powers[edit]
Level 6[edit]
You gain 1 utility power and 1 Feats.
Level 6 Utility Powers[edit]
Level 7[edit]
You gain 1 encounter power
Level 7 Encounter Powers[edit]
Level 8[edit]
Nearing the first pinnacle of heroism, your mind and body are both sharpened. You gain 1 Feats and +1 to 2 ability scores
Level 9[edit]
You gain 1 daily power.
Level 9 Daily Powers[edit]
Level 10[edit]
You gain 1 Feats and 1 utility power.
Level 10 Utility Powers[edit]
Level 11[edit]
You gain +1 to all ability scores, a Feats, as well as paragon path features and a paragon encounter power from the one of the Paragon Paths you choose to fulfill your calling as a paragon of heroes.
Level 12[edit]
You gain 1 Feats and one paragon utility power
Level 13[edit]
You replace 1 encounter power
Level 13 Encounter Powers[edit]
Level 14[edit]
You gain 1 Feats and +1 to two ability scores
Level 15[edit]
You replace one daily power
Level 15 Daily Powers[edit]
Level 16[edit]
You gain a Feats, a utility power, and a paragon path feature <-link paragon paths below->
Level 16 Utility Powers[edit]
Level 17[edit]
You replace 1 encounter power
Level 17 Encounter Powers[edit]
<-need 4->
Level 18[edit]
You gain 1 Feats and +1 to 2 ability scores
Level 19[edit]
You replace 1 daily power
Level 19 Daily Powers[edit]
<-need 4->
Level 20[edit]
You gain 1 paragon daily power and 1 Feats. <-link paragon paths below->
Level 21[edit]
You gain 1 epic destiny feature, 1 Feats and +1 to all ability scores <-link epic destinies below->
Level 22[edit]
You gain 1 utility power and 1 Feats.
Level 22 Utility Powers[edit]
<-need 4 daily->
Level 23[edit]
You replace 1 encounter power
Level 23 Encounter Powers[edit]
<-need 4->
Level 24[edit]
You gain 1 Feats, 1 epic destiny feature, and +1 to 2 ability scores
Level 25[edit]
You replace 1 daily power
Level 25 Daily Powers[edit]
<-need 4->
Level 26[edit]
You gain 1 Feats and 1 epic destiny utility power <-link epic destinies below->
Level 27[edit]
You replace 1 encounter power
Level 27 Encounter Powers[edit]
<-need 4->
Level 28[edit]
You gain 1 Feats and +1 to 2 ability scores
Level 29[edit]
You replace 1 daily power
Level 29 Daily Powers[edit]
<-need 2->
Level 30: Epic Destiny Feature[edit]
It is time to prepare for your final challenge. Will you go down a legend, or rise up as a god. You gain 1 epic destiny feature and 1 Feats. <-link epic destinies below->
Class Rehabilitation[edit]
Lunar Knight[edit]
Use Moon Hunter (5e Class), Lunar Champion (3.5e Prestige Class), Lunae Divine Knight (3.5e Prestige Class), Knight of the Moon (3.5e Prestige Class)
The moon shines fully, gibbous and radiant in the sky. A lone warrior basks in its light as he confronts the hordes before himself. The light itself seems to infuse into his being, filling the fibers of his existence with energy. However, he knows the light is not forever, and the night is not young. Quickly, he descends into the camp of hobgoblins to accomplish his mission. Reaching the initial guards at the edge of the war camp, he wills the moon to lend him its power of darkness, and he becomes as invisible as the dark side of the celestial body. Under this guise, he quickly dispatches of the guard.
Under a darkened new moon, a wounded knight takes shelter from his enemies. Due to his rash planning, he had mistakenly picked a fight on a night of the lunar eclipse. On such nights, his powers are severed from their source, leaving him defenseless. Driven to this state, he holds his breath as he hears the bandits approach. Having one last trick up his sleeve, he seemingly dissolves into the darkness surrounding him itself, becoming like the dark side of the moon.
Mercy of the Moon[edit]
The lunar knight is a type of warrior who relies on the power of the lunar phases to power their own abilities. They have deep connections with the moon, probably also with the lunar goddess Selune as well. These phases primarily mirror that of the moon of Earth, so please discuss with your DM how this might change if lunar phases in a custom setting differ. Lunar knights are nigh powerless on nights were the moon is absent, like on that of a new moon. Some people can liken them to a paladin or more tanky cleric since their power set is tethered to a certain force and they have the whole knight aesthetic. While this is true, the volatility of lunar knights is meant to hearken back to that of older editions of Dungeons and Dragons, and so puts a good deal of emphasis on the player understanding the world around them. This is partially what differentiates them from paladins who follow a lunar deity, and clerics who believe in them. The ability of a lunar knight, regardless the strength of their faith or deity, ultimately relies on the moon's presence. Some have thus posited them to even be similar to a warlock.
Creating a Lunar Knight[edit]
As a knight, you have a code. Lunar knights usually have a code in devotion to that of the moon and what it symbolizes. Moons in cultures often stand in opposition to the sun. Thus, where the sun symbolizes brightness or honesty, the moon might stand for hidden natures or secrecy. The moon also is a symbol of uncanny strength, as some believe it able to move and control the oceans and even hearts of men, making them lose their minds on full moon nights. Devotion to these facets of the lunar symbol mean a lot of different codes of ethics available for lunar knights. Some devote themselves to secret societies while others believe in gentle kindness. What does your lunar knight character believe in? Are they straightforward and radiant as a full moon, or bent on crooked ways like the night which accompanies it? Some lunar knights are also very volatile, changing even moods based on the lunar phases.
- Quick Build
You can make a lunar knight quickly by following these suggestions: First, Charisma should be your highest ability score, followed by Wisdom or Constitution. Second, choose the noble background.
Class Features
As a Lunar Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Lunar Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lunar Knight level after 1st
- Proficiencies
Armor: light, medium, and heavy armors, shields
Weapons: simple and martial melee weapons, shortbows, longbows
Tools: One instrument of your choice
Saving Throws: Charisma and Wisdom
Skills: Choose two from Arcana, Religion, Perception, Intimidation, Athletics, and Nature
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and 30 arrows or (b) any simple melee weapon
- a shield with a lunar motif
- (a) an explorer’s pack or (b) a dungeoneer’s Pack
- a lunar trinket
Level | Proficiency Bonus |
Features | Lunar Phases Cantrips Known | Edens |
---|---|---|---|---|
1st | +2 | Phase Warrior, Night Watcher | Crescent | - |
2nd | +2 | Lunacy | Crescent | 1 |
3rd | +2 | Lunar Aspect feature, Moon Blast | Crescent | 3 |
4th | +2 | Ability Score Improvement | Crescent | 3 |
5th | +3 | New Moon | Half | 6 |
6th | +3 | Edens upgrade | Half | 6 |
7th | +3 | Lunar Aspect feature | Half | 6 |
8th | +3 | Ability Score Improvement | Half | 9 |
9th | +4 | — | Gibbous | 9 |
10th | +4 | Lunar Aspect feature | Gibbous | 9 |
11th | +4 | The Lunar Celestial | Gibbous | 12 |
12th | +4 | Ability Score Improvement | Gibbous | 12 |
13th | +5 | Lunar Blast upgrade | Full | 15 |
14th | +5 | Edens upgrade | Full | 15 |
15th | +5 | Lunar Aspect feature | Full | 18 |
16th | +5 | Ability Score Improvement | Full | 18 |
17th | +6 | — | New | 21 |
18th | +6 | Lunar Aspect feature | New | 21 |
19th | +6 | Ability Score Improvement, Lunar Blast upgrade | New | 25 |
20th | +6 | True Power | Eclipse | 30 |
Phase Warrior[edit]
Beginning at 1st level, you have access to certain powers of the moon whilst it is in a certain phase. As your power waxes and wanes with it, you incur different benefits and penalties according to the table below. As you gain additional levels in this class, you gain access to additional powers locked behind each phase of the moon.
d3 | Result |
---|---|
1 | Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. |
2 | Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. |
3 | Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum |
Lunar Protection[edit]
Beginning at 1st level, while you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier
Night Watcher[edit]
Starting at 1st level, your eyes are accustomed to the dark and the night. You have darkvision of 60 feet. If you already have darkvision, your's grow further 60 feet.
In addition, while outdoors or in a place were the moon or the moonlight is visible, you see in dim light as if it was bright light.
Edens[edit]
At 2nd level, you store within you a fraction of celestial might. You can tap into this power to augment or supplement your spells to be more effective. As a bonus action, you may spend an Eden point to add one of the following effects to your spell:
- Double the spell's range.
- Double the duration of a spell.
- Add your Charisma modifier to the damage or healing of a spell.
Alternatively, you may spend a number of Eden points equal to the level of a spell to cast it. You may only use this feature on spells of 5th tier and below. Once you use up all your charges, you regain all charges after a long rest.
At 9th level, you may now select up to two effects of your choice to add to your spell, but you must pay the appropriate point cost as a result.
At 15th level, you may now select up to three effects of your choice.
Angel Heart[edit]
At 3rd level, your benevolence has manifested itself into a potent source of healing for your allies. You gain the ability to heal one creature of your choice within at least 60ft as an action. The amount of hit points restored is equal to 1d10 + Moonlord level + Charisma modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.
Lunar Blast[edit]
At 3rd level, as an action, you gain the ability to send out a sphere of energy up to a range of 60 feet. It then explodes and every creature within a range of a 10ft radius takes (your proficiency bonus)d10 radiant damage. You can use this feature a number of times equal to your proficiency bonus per long rest. At level 13 you can decide whether or not a creature is affected by the spell and at level 19 you can increase the radius of the sphere by 40ft (for a total of 50ft).
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
New Moon[edit]
With the coming of a new moon signals the coming of fortune. Beginning at 5th level, as a reaction to taking damage, failing a saving throw, or failing an ability check, you can instead take no damage, succeed your saving throw, or succeed your ability check.
Once you use this feature, you cannot do so again until you finish a long rest.
Full Moon[edit]
At 7th level, you now understand the true power of the Angel Heart, you can maintain this feature on somebody using concentration and add 1d4 + your charisma of non-stackable temporary hp. This bonus is doubled if the Moon is apparent at night.
The Lunar Celestial[edit]
At level 11 the celestial who accompanied you became more and more tangible, you finally get to see what "your" celestial looks like allowing you now to converse with him, in addition you can ask it to use the Scrying spell, you can use this feature a number of times equal to your proficiency bonus per long rest.
Soul Bond[edit]
At 15th level you and your Celestial have become attuned and you have gained near-immortality as a result. You age only 1 year for every 10 years. You are immune to diseases, and the poisoned condition. Additionally, so long as your current hp is below your maximum, you will regain a number of hit points equal to half of your proficiency bonus (rounded down) at the start of each of your turns. Finally, you manifest the wings of the selected celestial as a bonus action, granting a flight speed of 60ft as well as your normal movement. These wings can be dismissed as a bonus action on your subsequent turns.
Broken Chains[edit]
At 18th level you and your Celestial are permanently bonded and your connection cannot be severed by anything lesser than the wish spell. You now have the ability to explode in a wave of righteous fury. As an action, all creatures within a 30ft radius around you must make a dexterity saving throw against your spellcasting DC or take 6d12 lightning damage and 6d12 radiant damage. You can only use this ability three times per long rest.
True Power[edit]
At 20th level you and your Celestial are now one being and you have now push past the boundaries of mortality. You are now immortal. Also due to your infusion your stats boost to that of the being, if not already better. You gain knowledge and use of 2 more of each level spells from the moonlord list and can cast up to three spells per action.
Lunar Knight Subclass: Mondschild[edit]
Lunar Knight Subclass: Moonlord[edit]
= Moonlord Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- Cantrips
Fire Bolt, True Strike, Chill Touch, Message, Mage Hand, Poison Spray, Thorn Whip, Blade Ward, Acid Splash, Shocking Grasp, Mending, and Light
- 1st Level
Thunderwave, Unseen Servant, Cure Wounds, Feather Fall, Healing Word, Guiding Bolt, Charm Person, Shield of Faith, Thunderous Smite, Wrathful Smite, Searing Smite, Magic Missile, Chromatic Orb, Arms of Hadar, Sanctuary, Mage Armor, and Witch Bolt
- 2nd Level
Branding Smite, Cloud of Daggers, Crown of Madness, Invisibility, Zone of Truth, Phantasmal Force, Augury, Spiritual Weapon, Darkvision, Flame Blade, Gust of Wind, Shatter, Spider Climb, Enthrall, Moonbeam, and Darkness
- 3rd Level
Blinding Smite, Elemental Weapon, Counterspell, Gaseous Form, Fly, Fireball, Lightning Bolt, Call Lightning, Water Walk, Mass Healing Word, Revivify, Vampiric Touch, Hunger of Hadar, Water Breathing, Bestow Curse, and Animate Dead
- 4th Level
Staggering Smite, Dimension Door, Confusion, Polymorph, Greater Invisibility, Hallucinatory Terrian, Banishment, Blight, Control Water, Private Sanctum, Wall of Fire, Dominate Beast, Evard’s Black Tentacles, Mordenkainen’s Faithful Hound, and Ice Storm
- 5th Level
Banishing Smite, Awaken, Greater Restoration, Dominate Person, Mass Cure Wounds, Raise Dead, Planar Binding, Modify Memory, Contagion, Flame Strike, Hallow, Telekinesis and Reincarnate
- 6th Level
Eyebite, True Seeing, Heal, Heroes’ Feast, Sunbeam, Wall of Thorns, Disintegrate, Chain Lightning, Mass Suggestion, Move Earth, Create Undead, and Conjure Fey
- 7th Level
Etherealness, Forcecage, Regenerate, Ressurection, Symbol, Teleport, Conjure Celestial, Plane Shift, Fire Storm, Reverse Gravity, Finger of Death, and Prismatic Spray
- 8th Level
Dominate Monster, Feeblemind, Antimagic Field, Contol Weather, Holy Aura, Earthquake, Tsunami, Sunburst, Demiplane, Clone, Maze, and Incendiary Cloud
- 9th Level
Power Word Heal, Power Word Kill, Storm of Vengeance, True Resurrection, Meteor Swarm, Time Stop, True Polymorph, and Wish
Adventure Background[edit]
The Heroes have been hired by the Magocracy College of Dar-El-Saalam in the Sultanate of Quajjar. to find one of their missing Teachers who sailed down to port of Enugu in the south. Her name is Zahara and it was said that she had a secret affair with an outcast Magi.
On arrival in Enugu (Possibly on the border of Njani and Gwongo but this can also take place on almost any region neary Gwongo and also one of the various unnamed Islands of Tlaxcala), The Heroes are approached by a Council of Elder Vooduns, They said they are aware of an Quajjari Magi who came by and she headed west towards the nearby Forests of Mbara. There is rumor that a Ankole Man (their own ethnic group) lives in the forest in a great plantation and he practices forbidden magic and rules over the land with a vast sugar cane plantation toiled by undead slaves. Both Slavery and Dark Voodun is forbidden in many regions of the continent of Gondwana and by the order of the Elder councils. Players can ask about "High Voodun" also known as House Rua aka the "Serpents of the Light" dc. 12 persuasion which is considered white magic. Powerful hedge magic which is known for healing potions that cure diseases, snake poison and deal with sexual health issues. Players can learn about the other two accepted houses of spirits in Voudun, such as the wild house "Kongo" and the dark but elegant house "Ghede". They also communicate with the spirits of the dead to guide families and occasionally craft controversial "love potions". Forbidden Voodun in contrast raises the dead and uses humans as magically dominated slaves. It deals with mind control, undead, slavery and drugs with human sacrifice for attaining power and wealth. All three major houses reject the Forbidden Voudun and the magic originates only from the psychopomps of Xibalba such as Comazotz, 1 Death, 7 Death, Blood Gather and Bone scepter.
Overview[edit]
The players will first be given a notice of this quest from a magocratic scout at a Caravansari or personally. Players will then have to travel towards the Plantation of this supposed "Ivory Zombie" and from their they will have to trek through a dangerous rainforest with Twa scouts and eventually reach the great sugarcane plantation. They can choose to perform a brutal but quick frontal assualt or a much slower but safer underground expedition to ambush the "Ivory Zombie" and possibly save the two lovers.
Hook[edit]
Players can get word at any local Caravansari bulletin board, they can have a Quajjari scout personally approach them as well... if they are of Quajjari descent then they might even be childhood friends with the two lovers.
Stage[edit]
On their journey from Enugu port to Mbara, the party passes a trope of "hyena men" impoverished wanders entertaining the local people with dancing Hyenas and baboons, wearing live cobras as necklaces. when they see the Heroes.... the entire trope stops, everyone looks at them and even all the beasts stare at the heroes. This is a large congregation of villagers, wandering entertainers and their pet beasts.
If the players ask their caravan leaders what is going on they have to roll persuasion or they are given evasive answers like "oh they are simply dancers" and possibly "stop asking questions"
If players roll a Persuasion check of Dc. 18 they learn that among the impoverished ethnic people who lives in the big ports and cities, many of them practice "Grey Voodun" and dominate several beasts with magic and drugs. They generally treat these animals well but they still occasionally use them for bloody animal fights for good money. Generally "Hyena men" are technically not evil but when wronged can become extremely deadly enemies. Some cults of "Hyena men" are known to go bad and become deadly raiders in the deserts and forests of the deep continent of Moto'Jua. Tragically "Hyena men" are gangs of ethnic tribes born from poverty and are a byproduct of great wealth disparity among the kingdoms and sultanates of Moto'jua. In more Egalitarian Kingdoms like Uwanda and Axum Hyena men are rarely seen because the farmers have more wealth and live in greater comfort. These groups need the animals for survival, the make medicine from the serpent venoms and use the Hyenas and baboons as guardians of their villages. They make good money from animal fights.
The party arrives in the Mbarra Savannah which is the edge of the forest, they are greeted by a trio of Aka people who are short hunter gatherers from the Mbarra forest. These scouts will offer their services to the Heroes to find the Sugar plantation deep in the Mbarra forest but they will not go any further because the valley is cursed.
The Heroes arrive in the Valley after they have traveled through a rather hostile bamboo forest filled with aggressive stinging ants, spitting cobras and territorial tribes of baboons which is very strange even to the local Aka guide.
Eventually they come to see a vast clearing in the forested highlands, a great valley of red palm trees and sugar cane fields and thousands upon thousands of people and walking dead working in these fields at the bottom of the valley. a river flows through the bottom with several pools filled with fish. They living and dead work side by side gathering red dates, sugar cane and fish and take them back to their compounds on the opposite side of the hill... several clay brick houses made from the red clay and various crude adobe ovens to make molasses and brown sugar or to dry and salt fish. The Aka guides tell the heroes that they are leaving but there is some secret underground river in this valley that can be found in the forest somewhere... and that might be a safer way into the walled village.
If Heroes attack walled compound from the front they will face wave after wave of zombie axe wielders and Giant Zombies (turned from local giant gorillas) who in turn are supported by mercenary "Hyena men" who morph in Jibi (gnolls) or even Bouda (Were hyenas) and shoot poisoned arrows at them or ambush them with sabers coated with poison.... all the while Ivory will be raining down clouds of poison and other necromantic magic on players.
If Heroes enter the Underground river tunnel; they will encounter some zombies and ant swarms, they will also find a strange hut located deep in the underground river on an island and they will find journals written by Ivory (Mzuka Ndovu) and Ayubu. eventually they will come to a stairwell that will lead up into a sugar mill with several zombies and a few giant zombies pushing the mill to grind the sugar cane into a powder, which is then collected and taken to ovens. The local zombies are all undead in this room and can be cleared. Killing living zombies is considered an act of evil and players have an option to knock them out with subdual damage. "Jabari" can be found in the caverns and she will whisper to the players... as long as they dont kill her... She is useful. She informs players that this sugar cane mill is connected to a room where rum is being distilled and from there, there is a secret door that goes past Ivory's walls and right into his manner where Rum is delivered into his cellar.
Summary of Ivory's Jade Journal:
Ayubu's love of Zahara prompts him to meet "The Ivory Zombie" secretly in Ivory's sugar cane mill, operated entirely by zombies. Ayubu wants to convince Zahara to marry him and solicits Ivory's supernatural assistance. Ivory states that the only way to help Ayubu is to transform Zahara into a zombie with a potion. Ayubu agrees and takes the potion, and surreptitiously gives it to Zahara back at the port of Enugu. Shortly after Zahara and Ayubu's wedding ceremony, the potion takes effect on Zahara, who soon dies and is buried. Ivory and Ayubu enter Zahra's tomb at night and bring her back to life as a living zombie they the cross Enugu and go into the forest of Mbarra...not yet undead but completely dominated and controlled by Ivory himself.
The players realize that the living zombies are controlled by mind leeches which cling to the back or sides of their skulls and twin themselves around their bodies.
Summary Ayubu's Burgundy Journal:
At the walled manor, Ayubu has begun to regret Zahara's transformation and begs Ivory to return her to normal self, but Ivory refuses. Ayubu discovers he has been tainted by Ivory's (Mzuka Ndovu) dark Voodun and is also slowly transforming into a living zombie. Ayubu and Zahara are kept as hostages, fed well but not allowed outside of Ivory's personal manor and write to their wealthy aristocratic families who in turn send bags of gold coins to Ivories servants and has them brought back to his manor. Ayubu notes that the Dead zombies can only be hacked to pieces to end their suffering but living zombies can simply be knocked out and they will 'be cured' after they awaken. One female "Jabari" pretends to be a zombie but actually awoke in such a way and she quietly sneaks around Ivory's compound stealing food or bribing the Hyena men to say quiet.
Players can discover from the readings that the Ivory Zombie actually is an aristocrat who sends gold to Soumaro and there are other Ivory Zombies who have recieve zombie slaves and protection from Soumaro's forces and in turn live decadents lives of great wealth.
Ivory's Obsidian Journal:
Summary; this is the story of Ivory's life who was born "Mzuka Ndovu" a Albino child among his tribal people of the Banyamulenge. Since he was a child we was knick named Mzuka Ndovu or white ghost and treated very badly for his Albinism. This forced him and several untouchables to flee his village and work with the wandering Bouda or "Hyena men". He had a knack for Voodun and at first he was dominating beasts and making them enough money to eat well... He quickly began to climb amongst them and they worshipped him, but he began to consume the "nectar of the red poppy" and smoke it...to deal with the trauma of such an abusive life and drink heavily with the local rum... Tragically it seems like he was partially possessed by a powerful Lao spirit who gave him great magic and wealth if he would turn his Voodun dark... which he happily did. In the beginning of his career as a Voodun he would heal others and dominate beasts.... but slowly be began to dominate people and raise the dead... at first his fellow gang of Hyena men were worried but he offered them the idea of fabulous wealth and a great plantation... with all the food, drink and sinful hedonism they could ever want. This was far too tempting to a wandering group of impoverished hoodlums and beast masters who were far too happy to have these pleasures of life... even if it required a few dark sacrifices... and sacrifice they did... they returned to their previous village where they were outcast and forced them into slavery...either through necromancy or mental domination with potent drug usage.
If the party fights it's way or sneaks it's way into Ivory's (Mzuka Ndovu) personal manor from the caverns below, Ivory senses their presence and silently orders Zahaira to threaten kill herself and Ayubu if they get too close. She has a saber but the heroes can sneak up on her and grab her hand from behind, making her drop the saber and walk away. Remind players they dont get money if Zahara or Ayubu dies.
Ivory (Mzuka Ndovu) will flee to his courtyard when this happens and climb a tall tower where he commands his zombies and hyena men guardians to kill the heroes. If Ivory is knocked or killed during the attack the zombies will turn on the hyena men and or begin fighting amongst themselves... living zombies will revert to normal and simply run away. Ivory will be standing on top of a tall tower during the final confrontation surrounded by his mercenary bodyguard of "Hyena men" or Bouda... he can be knocked off the tower and knocked out, sneak attacked and or killed...Ivory is too dangerous to be left alive. once Abuyu and Zahara is freed, Abuyu can either be imprisoned for forcing Zahara into marriage through Dark Voodun and serve at least one decade in the Magocratic dungeons below Dar-El-Saalam or he apologizes to Zaharia and she forgives him if he never comes back to Quajjari, flees into the deep deserts of Talisham and lives a life of purity. He voluntarily agrees to her and she magically strips him of his power and places it in a ring. This ring in turn is called "false love" and given as a gift to the heroes.
Step or Location[edit]
Step 1: The Savannah journey Step 2: The Rainforest path Step 3a: Assault on the Plantation Walls Step 3b: the undergrounds river Step 4: the walled manor
Features[edit]
Whatever traps are found are mostly organic forest traps like bamboo ground spikes (punji traps), Log traps...etc.
Inhabitants[edit]
Zombies, Zombie Ogres, Servants, Giant Apes, Apes, Hyena Men (Bouda) (Quaggoths), Quori Ismoris (Hag/Werewolf), The Ivory Zombie (Undead Necromancer), Popobawa (cyclopean Vampiric Werebats), Molomba (Magical serpent Familiars), Giant Hyenas, Giant Serpents...etc.
Inhabitant[edit]
Savannah: basically Hyenas and some bandits Rainforest: Apes and possibly giant Apes, Giant Toads, Giant Serpents, Saifu Ant Swarms and colony
Developments[edit]
The players can chose brutal frontal assualt which can get the lovers killed or the players can be more subtle and have a higher chance of survival for lovers.
Treasure[edit]
The underground river and Plantation should have several sizeable catches of gold and gems.
Conclusion[edit]
If the lovers are freed and the Ivory zombie is slain then the players have a favorable rating with the Quajjari Sultinate and with Sundiata
Rewards[edit]
This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.
Experience[edit]
- Combat Awards
Name of Foe | XP per foe |
---|---|
Bouda | 450XP |
Qori Ismaris | 1,800XP |
Zombie Ogre | 450XP |
Zombie | 50XP |
Mind Leech | 450XP |
<-Name-> | <-XP-> |
- Non-Combat Awards
Task or Accomplishment | XP per Character |
---|---|
Free the lovers | 4000XP |
Free the Mind Controlled Slaves | 4000XP |
<-Name-> | <-XP-> |
The minimum total award for each character participating in this adventure is ? experience points.
The maximum total award for each character participating in this adventure is ? experience points.
Treasure[edit]
The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. There are plenty of gold and silver caches and chest located in the underground river and in the plantation ranging from 250gp-500gp-1000gp. There can be some masterwork arms and armor as well as the occaisonal wand and or low level enchanted item.
Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.
Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.
- Treasure Awards
Item Name | Sale Value |
---|---|
Treasure Cache | 500XP |
Large Treasure cache | 1000XP |
Unique Magic Item[edit]
Players could possibly find the "Ring of the Servant" here.
Enmity[edit]
Soumaro and the Benefactors will have a order placed to assassinate or captured these Heroes and players might encounter Assassins and mercenaries on their travels.
Renown[edit]
Sundiata and the Quajjari Magocracy will be allied to players.
Downtime[edit]
Each character receives 14 downtime days at the conclusion of this adventure.
Design Table[edit]
The Conspiracy Theorist (WIP)[edit]
Warlock Subclass
The power of knowledge and skepticism of reality in a setting of magic and intrigue can create for mind-bending possibilities. A conspiracy theorist typically is someone who thinks they know esoteric things or hidden things that no one else knows. They are also usually paranoid and gibbering about things that no one else cares about, like chemtrails and fluoride in the water. Usually, they believe in cover-ups and sources of authority beyond anyone's imagination, like the illuminati. These examples are hardly worthy of a patron, however.
The warlock patron of conspiracy theorist refers primarily to curious, powerful creatures with perceptions of reality beyond that of their warlocks. Like conspiracy theorists, they know things, or believe they know things, that are incredibly fantastic or insidious in motion. Great examples of these patrons are limited, but include Blibdoolpoolp, the paranoid goddess of the kuo-toa, and creatures like beholder, who are also known for arcane knowledge and being paranoid.
The influence of this patron on a warlock cannot be understated, as it is significant and can affect how a character acts. The warlocks of these patrons usually become paranoid themselves, talking as if someone is there, or muttering incessantly and feeling like they are being watched. They may adopt strange rituals that they believe will enhance their safety. The spell list granted by this patron similarly focuses on mental instability and prying for secrets, as well as remaining safe from the eyes of others like a mysterious "big brother" figure.
Expanded Spell List[edit]
The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | dissonant whispers, cause fear |
2nd | crown of madness, detect thoughts |
3rd | Antagonize, nondetection |
4th | greater invisibility, polymorph |
5th | contact other plane, modify memory |
Thought Protection[edit]
Starting at 1st level, you can store your thoughts and memories in a pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains.
Paranoic Affliction[edit]
Starting at 6th level, You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Red-Pilled[edit]
Starting at 10th level, immunity or something
14th-level[edit]
Starting at 14th level,
- 4e Power
- 4e Samurai Power
- Level 1
- 4e Daily Power
- 4e Attack Power
- Martial Power Source
- 4e
- User
- 4e Dragonslayer Power
- 4e At-Will Power
- 4e Utility Power
- Primal Power Source
- 4e Alchemical Weaponmaster Power
- Arcane Power Source
- 4e Alchemist Expertise Power
- Weapon Power Source
- 4e Encounter Power
- Level 2
- Level 3
- Level 5
- Level 6
- Level 7
- Level 9
- Level 10
- Level 13
- Level 15
- Level 16
- Level 17