diff options
| author | Sarah Duck <git@sarahduck.ca> | 2025-07-18 01:21:45 -0700 |
|---|---|---|
| committer | Sarah Duck <git@sarahduck.ca> | 2025-07-18 01:21:45 -0700 |
| commit | 0be957a65099a43ea437e5382a5c4c9beb0ff4d0 (patch) | |
| tree | 5a69b1a5942e65fac649f6117bca3535756b0235 /GettingInTheWay.html | |
| parent | cd153803ded8729164d972cd5f774560368642f5 (diff) | |
Buffed Dorothea and the Abomination
I ran this IRL and they were pushovers
Diffstat (limited to 'GettingInTheWay.html')
| -rw-r--r-- | GettingInTheWay.html | 23 |
1 files changed, 13 insertions, 10 deletions
diff --git a/GettingInTheWay.html b/GettingInTheWay.html index 670e581..6db9c27 100644 --- a/GettingInTheWay.html +++ b/GettingInTheWay.html @@ -64,6 +64,7 @@ *:is(.page,.monster,.note,.descriptive) { background : white !important; filter : drop-shadow(0px 0px 3px #888) !important; + font-size : 94% !important; } /* Reduce Action and Bonus Action font size */ .monster h3 { @@ -83,7 +84,7 @@ <p>The wizard <strong>Bartholomew Iscariot</strong> walks down the staircase and introduces himself, exchanging pleasantries. He exudes an air of showmanship, nobility, and goofiness. He has a minor reputation in municipal politics as an ambitious man.</p> <p>Taking on a somber tone, he explains that he’s having trouble with a stalker, an insane kobold named <strong>Dorothea</strong> who was a former assistant. For whatever reason they’ve developed a murderous grudge and regrettably must be “dealt with”. He also mentions that the maniac has stolen a precious family heirloom, a red jewel, and will pay double for it’s return. He emphasizes that this job is <em>urgent</em> and will pay <em>very</em> well.</p> -<p>After the party accepts the task, Bartholomew casts a spell to improve their odds: He snaps his fingers, and each party member gets 20 temporary HP! However, he fails to mention that the spell also curses the party to hallucinate that Dorothea is pure evil. A DC 20 Arcana check can vaguely reveal this, but otherwise the party is clueless.</p> +<p>After the party accepts the task, Bartholomew casts a spell to improve their odds: He snaps his fingers, and each party member gets 16 temporary HP! However, he fails to mention that the spell also curses the party to hallucinate that Dorothea is pure evil. A DC 20 Arcana check can vaguely reveal this, but otherwise the party is clueless.</p> <p>Finally, he introduces his new assistant, Deebee. She was briefly a member of Dorothea’s “gang”, and has useful information. He then retreats upstairs into his tower, wishing the party the best of luck.</p> <h3 id="conversation-with-deebee">Conversation with Deebee</h3> <p>Deebee is a Kobold Commoner. She seems rather shy, and looks up to Bartholomew. She will describe Dorothea as genuinely insane, and uncomfortable to be around. If asked about Dorothea’s intentions, she will just emphasize that Dorothea is delusional and makes up all sorts of crazy stories. She reveals some of Dorothea’s usual hiding spots in the city.</p> @@ -144,7 +145,7 @@ No spell? Dorothea can simply talk to the party, skip to “Dispelled.”</p> <p>Upon failing to sneak in, the party will find the orphans Tim (unless escorting the party), Jim, and <strong>Sal</strong> awkwardly standing around. If questioned, they seem to just focus on meaningless small talk, uncomfortable, waiting for something. Suddenly, Dorothea lunges down from a crate, starting a fight! If the entire party fails a DC 20 Perception check, the group is surprised.</p> <h3 id="they-fight">They Fight</h3> <p>Dorothea’s intention during this fight is to remove the parties temporary health. When a player has their temporary health removed, the spell breaks and Dorothea can talk to them normally. They’ll quickly try to recruit the player, asking for help to remove the spell from the others. If a player fights alongside Dorothea, that player’s dialogue becomes similar crazed nonsense to those still afflicted, appearing to betray their party.</p> -<div class='blank'> </div><p>If Dorothea dies at any point, they’ll give the party the jewel. Their dying wish is that they kill Bartholomew.</p> +<div class='blank'> </div><p>If Dorothea dies at any point, they’ll give the party the jewel. Their dying wish is that they kill Bartholomew. Ideally, this doesn’t happen though!</p> <h3 id="dispelled">Dispelled</h3> <p>With the spell gone, Dorothea explains their side of things. Bartholomew runs horrid experiments on species he considers “vermin,” with the goal of creating an army of monstrosities to rule the city. They, and the orphans were his “lab rats” until they managed to escape. Dorothea has spent the last couple years searching for a means to defeat him, and found a jewel that can remove his immortality. They ask the party to join them for the final battle. If financial incentive is required, they’re offered first dibs on any loot in the tower.</p> <h4 id="the-orphans">The Orphans</h4> @@ -153,7 +154,7 @@ No spell? Dorothea can simply talk to the party, skip to “Dispelled.”</p> <p><em>“The beefiest Kobold you’ve ever seen”, Medium, Chaotic Good</em></p> <hr> <dl><dt><strong>Armor Class</strong></dt><dd>12 (14 with mage armor)</dd> -<dt><strong>Hit Points</strong></dt><dd>130</dd> +<dt><strong>Hit Points</strong></dt><dd>200</dd> <dt><strong>Speed</strong></dt><dd>30ft.</dd> </dl><hr> <table><thead><tr><th align=left></th> @@ -188,7 +189,8 @@ No spell? Dorothea can simply talk to the party, skip to “Dispelled.”</p> <div class='blank'> </div><p><em><strong>Doro’s Recklessness.</strong></em> At the start of their turn, Doro can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against Doro and Thea have advantage until the start of their next turn.</p> <div class='blank'> </div><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.</p> <h3 id="actions">Actions</h3> -<p><em><strong>Doro’s Greataxe.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5ft., one target. <em>Hit</em> 9 (1d12 + 3) slashing damage.</p> +<p><em><strong>Multiattack.</strong></em> Dorothea makes two attacks: Greataxe or Chromatic Bolt. Thea can replace one attack with a use of Spellcasting.</p> +<div class='blank'> </div><p><em><strong>Doro’s Greataxe.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5ft., one target. <em>Hit</em> 9 (1d12 + 3) slashing damage.</p> <div class='blank'> </div><p><em><strong>Thea’s Chromatic Bolt.</strong></em> <em>Ranged Spell Attack:</em> +5 to hit, range 60 feet, one target. <em>Hit:</em> 9 (2d6 + 2) of a type of Thea’s choice: acid, cold, fire, lightning, poison, or thunder.</p> <div class='blank'> </div><p><em><strong>Thea’s Spellcasting.</strong></em> Thea casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13)</p> <p>At will: Mage Hand, Prestidigitation</p> @@ -236,7 +238,7 @@ Doro is a weathered barbarian with a gruff, stoic voice. He’s much more ground <p><em>Large Monstrosity, Neutral</em></p> <hr> <dl><dt><strong>Armor Class</strong></dt><dd>14</dd> -<dt><strong>Hit Points</strong></dt><dd>75 (10d10 + 20)</dd> +<dt><strong>Hit Points</strong></dt><dd>100 (4d10 + 80)</dd> <dt><strong>Speed</strong></dt><dd>40ft.</dd> </dl><hr> <table><thead><tr><th align=center>STR</th> @@ -252,16 +254,17 @@ Doro is a weathered barbarian with a gruff, stoic voice. He’s much more ground <td align=center>10 (+0)</td> <td align=center>7 (-2)</td> </tr></tbody></table><hr> -<dl><dt><strong>Skills</strong></dt><dd>Perception +5</dd> +<dl><dt><strong>Skills</strong></dt><dd>Perception +5, Initiative +10</dd> <dt><strong>Senses</strong></dt><dd>Darkvision 120 ft., Passive Perception 15</dd> <dt><strong>Challenge</strong></dt><dd>3 (700 XP)</dd> </dl><hr> -<p><strong>Headache.</strong> On each turn, the transformed abomination must roll a d6. If the result is 1, it must use Wretched Wail, no Actions, and halves it’s movement speed for this turn.</p> +<p><strong>Headache.</strong> On each turn, the transformed abomination must roll a d6. If the result is 1, it must use Wretched Wail with double damage, no Actions, and halves this turns movement speed.</p> <h3 id="actions-1">Actions</h3> -<p><em><strong>Claws.</strong></em> <em>Melee Attack Roll:</em> +6, reach 10 ft. <em>Hit:</em> 11 (2d6 + 4) slashing damage.</p> -<div class='blank'> </div><p><em><strong>Feast.</strong></em> <em>Strength Saving Throw:</em> DC 14, The transformed abomination attempts to eat a creature medium sized or less. <em>Failure:</em> The creature takes 7 (2d6) piercing damage, and becomes Grappled (escape DC 14) by its mouth. The mouth chews every turn, dealing 4 (1d6) piercing damage.</p> +<p><em><strong>Multiattack.</strong></em> The transformed abomination uses Claws twice.</p> +<div class='blank'> </div><p><em><strong>Claws.</strong></em> <em>Melee Attack Roll:</em> +6, reach 10 ft. <em>Hit:</em> 11 (2d6 + 4) slashing damage.</p> +<div class='blank'> </div><p><em><strong>Feast.</strong></em> <em>Strength Saving Throw:</em> DC 14, The transformed abomination attempts to eat a creature medium sized or less. <em>Failure:</em> The creature takes 12 (2d8 + 4) piercing damage, and becomes Grappled (escape DC 14) by its mouth. The mouth chews every turn, dealing 5 (1d8) piercing damage.</p> <h3 id="bonus-actions">Bonus Actions</h3> -<p><em><strong>Wretched Wail.</strong></em> The transformed abomination releases an agonizing scream that tortures everyone around it, including itself. It takes 3 (1d4 + 1) psychic damage. All creatures within 60 feet must succeed a DC 12 Wisdom saving throw or take the same damage.</p> +<p><em><strong>Wretched Wail.</strong></em> The transformed abomination releases an agonizing scream that tortures everyone around it, including itself. It takes 3 (1d4) psychic damage. All creatures within 60 feet must succeed a DC 12 Wisdom saving throw or take double the same damage.</p> </div><div class='columnSplit'> </div><h3 id="return-to-the-tower">Return to the Tower</h3> <p>The party returns to the tower to kill Bartholomew. Dorothea would <em>never</em> allow the orphans to tag along. Strangely, the front door is unlocked. The lower floor’s torches are all unlit, creating an unsettling vibe.</p> <p>Deebee is splayed in the middle of the entrance hall, horribly mutilated and contorted; multiple empty potion bottles strewn beside her. Even if the group is trying to be stealthy, Dorothea rushes in to aid her, deeply dismayed despite her betrayal. Deebee might be trying to apologize to them, but can only gurgle.</p> |
