Themes
Philosophic Horror
Regret transcends mere sorrow. Regret, in this context, becomes a haunting specter. An ever-present reminder of one's fallibility and the irreversible nature of time. It is a chilling contemplation of how different the world could be. How a single moment could alter the course of existence, leaving one to wrestle with the echoing question: "What if?"Structure
Exposition
Characters struck by the incoming tsunami take 8d6 bludgeoning damage (a DC 20 STR save halves this damage), is knocked prone and carried along by the wave.
Characters carried along by a tsunami can attempt to escape the wave on their turn as a standard action by making a DC 15 + relevant modifier Swim check or take another 6d6 bludgeoning damage (DC 8 + proficiency bonus STR save for half) and continues being carried along by the wave.
Tsunami
Level 10
The PCs are part of the survey team for an expeditionary force from Gaioor.
At dusk's light, they are returning from their map making assignment in the deep woods beyond the wards. The path is covered in overgrown moss and mushrooms; making for slippery ground to their campfire.
While the party is not too far away from the ruins, a continuous booming sound is heard and a tall wall of mist is coming from over the horizon. This is a giant wave.Conflict
Bargain
Level 11
Once the party crosses the folded blocks, they are able to breathe the water
as if it were air.
A strange druid woman from the the cabin in the woods appears before the party holding a lantern emiting fae light through tarot images.
She explains that it is a spell jar containing crystals swirling in a potion
around a candle and a magical item.
As an optional additional mission, the GM can send the PCs to retrieve a final ingredient - antlers of a dark unicorn to convert the relic into a spell focus to find and pass through the curtain.
Or it could already be completed and the party can use it right away.
Styrix the Moth
HP: 225 ( 30d8+90 ) Speed: 30ft Saving Throws: CON +9, INT +8, WIS +11, CHA +9 Proficiency Bonus: +6 Skills: Medicine +11, Nature +14, Perception +11, Survival +11 Abilities: |
Rising Action
Helix Room
Level 12
Once the device is complete, the party is directed to the apex of the Eeat where they see an incorporeal curtain draped over a crumbly archway.Think of it as a good luck charm. You'd intuit where the disturbance occurs and jump their immediately.
Climax
Interference
Level 13
In rewriting a fake version of history, Tlazōlli hopes to escape his fate. The PCs must interrupt this fantasy by thwarting his plans and causing him to lose.
First Room
Tlazōlli seeks to defend Eeat from its historical sacking.
Tlazōlli's Defending Army aims to kill the Battle Master
Guardian Priests [5]
Armour Class: 17
HP: 45 ( 7d8+14 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Intimidation +3, Perception +2
Abilities:Melee: d8+2 slashing damage (Recharges after a Short or Long Rest). As a bonus action, until the end of his next turn, the melee weapon deals an extra d6 fire damage on a hit
Warrior Priests [1000]
Armour Class: 15
HP: 52 ( 8d8+16 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Deception +5, Intimidation +5, Religion +2
Abilities:Dagger: d4+2 piercing damage
From his position, Tlazōlli can rain fire on the enemy army starting out in the nearby forest
PC's Attacking Army aims to kill whichever iteration of Tlazōlli leads and take Eeat.
Untrained Human Units on Kiri Mounts [100]
Armour Class: 13
HP: 13 ( 2d8+4 )
Speed: 30ft
Proficiency Bonus: +2
Abilities:Melee: d6+2 piercing damage
Armour Class: 13
HP: 22 ( 3d10+6 )
Speed: 60ft
Proficiency Bonus: +2
Abilities:Melee: 2d6+4 bludgeoning damage
Special Human Infantry [200]
Armour Class: 12
HP: 16 ( 3d8+3 )
Speed:40ft
Proficiency Bonus: +2
Skills: Stealth +4
Abilities:While in dim light or darkness, can take the Hide action as a bonus action. Melee: 2d6+2 damage and STR is reduced by d4 that lasts until a short or long rest.
Dire Dogs [50]
Armour Class: 14
HP: 37 ( 5d10+10 )
Speed: 50ft
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4
Abilities:Advantage on WIS (Perception) checks that rely on hearing or smell Advantage on an attack roll when an ally is within 5ft Bite: Target takes 2d6+3 piercing damage and must succeed on a DC 13 STR saving throw or be knocked prone
Untrained Human Fodder [400]
Armour Class: 12
HP: 104 ( 11d12+13 )
Speed: 40ft
Saving Throws: CON +5
Proficiency Bonus: +3
Abilities:Targets within 10ft must succeed on a DC 14 CON saving throw or take 2d8 poison damage and be poisoned until the start of it's next turn (Recharge 5–6). Target within 30ft must succeed on a DC 16 STR saving throw or take 3d10 bludgeoning damage. If the target is size large or smaller, it becomes entombed in the thrown mass (total cover against attacks and other outside effects and is restrained and takes 3d6 acid damage at the start of each of its turns.
The target can be freed it is destroyed. The mass is a large object with AC 10, 25 hp and immunity to poison and acid damage.
Keanian Paladin [50]
Armour Class: 20
HP: 180 ( 19d8+95 )
Speed: 30ft
Proficiency Bonus: +6
Saving Throws: DEX +6, WIS +9, CHA +10
Abilities:Allies within 60ft of it have advantage on saving throws against magical effects (1/day) Salt Fire: Choose a space within 120ft as the centerpoint for a 20-ft-radius sphere where targets must make a DC 18 DEX saving throw or take 10d6 fire damage and 10d6 necrotic damage on a fail, or half as much damage on a success. Sword: d8+5 slashing damage, or d10+5 slashing damage with two hands, plus 4d8 poision damage. Add 6 to his AC against one melee attack
Keanian Battle Chief [5]
Armour Class: 15
HP: 82 ( 11d8 )
Speed: 30ft
Proficiency Bonus: +3
Saving Throws: DEX +6, WIS +3
Skills: Perception +3, Stealth +6
Abilities:Regains 10 hp at the start of his turn if he has at least 1 hp
Keanian Battle Master and Dragon Mount [1]
Armour Class: 18
HP: 144 ( 17d8+68 )
Speed: 30ft
Saving Throws: DEX +9, WIS +7, CHA +9
Proficiency Bonus: +5
Skills: Perception +7, Stealth +9
Abilities:(3/Day). If he fails a saving throw, he can choose to succeed instead Regains 20 hp at the start of its turn if he has at least 1 hp Unarmed Melee: Targets takes d8+4 bludgeoning damage or can grapple the target (escape DC 18)
Armour Class: 18
HP: 178 ( 17d10+85 )
Speed: 40 ft., climb 40 ft., fly 80 ft.
Saving Throws: DEX +5, CON +10, WIS +5, CHA +9
Proficiency Bonus: +5
Skills: Perception +10, Stealth +10
Abilities:(Recharge 5–6). Targets within a 30-ft cone must make a DC 18 DEX saving throw or take 16d6 damage on a fail, or half as much damage on a success.
At a difficult time in the battle, (at half hp, after their first casualty, after half of their total units are lost, after their leader is killed, or after being attacked by something they fear) they must succeed a morale check by rolling equal or under the positive sum of their mental modifiers on a 2d6 . If they roll over, they rout or surrender. They may reroll a failed test once per battle if their leader passes a DC 11 CHA check.
At the GM’s discretion, fighting power can be improved or reduced by up to 50% based on their morale and positioning. Each side’s
leader may also make a DC 20 CHA check to try and improve their side’s power by another 50% . The focus is to be on the relative strength to each side.
The stronger side makes three checks using the following bonuses during the upcoming battle checks, aiming for 11 or better. If they are:Up to 50% stronger: +2 Up to 2x strong: +4 Up to 3x stronger: +6 Up to 4x stronger: +8 More than 4x stronger: +10
Each success allows the stronger side to secretly pick one result from the list below and each fail allows the weaker side to secretly pick one result. The same result can be picked multiple times. Once all picks have been made, they are revealed and resolved:
Guardian Priests [5]
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 14 (+2) | 8 (-1) | 11 (+0) | 13 (+1) |
HP: 45 ( 7d8+14 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Intimidation +3, Perception +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 14 (+2) | 10 (+0) | 11 (+0) | 16 (+3) |
HP: 52 ( 8d8+16 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Deception +5, Intimidation +5, Religion +2
Abilities:
PC's Attacking Army aims to kill whichever iteration of Tlazōlli leads and take Eeat.
Untrained Human Units on Kiri Mounts [100]
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) |
HP: 13 ( 2d8+4 )
Speed: 30ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) |
HP: 22 ( 3d10+6 )
Speed: 60ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 8 (-1) |
HP: 16 ( 3d8+3 )
Speed:40ft
Proficiency Bonus: +2
Skills: Stealth +4
Abilities:
- Stealth bonus is also improved to +6.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
HP: 37 ( 5d10+10 )
Speed: 50ft
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 10 (+0) | 16 (+3) | 3 (-4) | 8 (-1) | 10 (+0) |
HP: 104 ( 11d12+13 )
Speed: 40ft
Saving Throws: CON +5
Proficiency Bonus: +3
Abilities:
The target can be freed it is destroyed. The mass is a large object with AC 10, 25 hp and immunity to poison and acid damage.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 11 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 18 (+4) |
HP: 180 ( 19d8+95 )
Speed: 30ft
Proficiency Bonus: +6
Saving Throws: DEX +6, WIS +9, CHA +10
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
HP: 82 ( 11d8 )
Speed: 30ft
Proficiency Bonus: +3
Saving Throws: DEX +6, WIS +3
Skills: Perception +3, Stealth +6
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) |
HP: 144 ( 17d8+68 )
Speed: 30ft
Saving Throws: DEX +9, WIS +7, CHA +9
Proficiency Bonus: +5
Skills: Perception +7, Stealth +9
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 11 (+0) | 19 (+4) |
HP: 178 ( 17d10+85 )
Speed: 40 ft., climb 40 ft., fly 80 ft.
Saving Throws: DEX +5, CON +10, WIS +5, CHA +9
Proficiency Bonus: +5
Skills: Perception +10, Stealth +10
Abilities:
- Capture an enemy NPC
- Loot an enemy item
- Slay 10% of the enemy force
- Rescue a captured NPC result
- Retrieve a looted result
- Reverse a slayed unit result
Second Room
Tlazōlli seeks to convince the council in Eeat pass leadership to himself.
Oncē the Guard Captain
Armour Class: 17
HP: 93 ( 17d8+17 )
Speed: 30ft
Saving Throws: WIS +6, CHA +6
Proficiency Bonus: +3
Skills: Intimidation +6, Perception +6, Survival +6
Abilities:Advantage on saving throws against being persuaded
Epyollotli the Servant
Armour Class: 12
HP: 85 ( 19d8 )
Speed: 40ft
Saving Throws: WIS +4
Proficiency Bonus: +3
Skills: Perception +7
Abilities:Melee: 3d10+5 bludgeoning damage Melee: d6+2 piercing damage Melee: d6+3 slashing damage
Cuāmiztli the Beast Talker (retired)
Armour Class: 8
HP: 22 ( 3d8+9 )
Speed: 20ft
Saving Throws: WIS +1
Proficiency Bonus: +2
Abilities:Slam: d6+1 bludgeoning damage When at 0 hp, can make a DC 5+damage taken CON saving throw, unless from a critical hit. On a success, they drop to 1 hp instead.
Civilian Keanian Guards d6
Armour Class: 12
HP: 22 ( 5d8 )
Speed: 50ft
Saving Throws: DEX +8, WIS +7
Proficiency Bonus: +2
Skills: Insight +7, Perception +7, Stealth +8
Abilities:Blade: 2d6+4 slashing damage
Lower Civilian Keans d6
Armour Class: 11
HP: 38 ( 7d8+7 )
Speed: 40ft
Proficiency Bonus: +2
Abilities:Club: d4+1 bludgeoning damage
Regular Civilian Keans (6)
Armour Class: 12
HP: 26 ( 4d8+8 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Stealth +4
Abilities:Slam: d4+3 bludgeoning damage Hug: A large or smaller target is grappled, blinded and unable to breathe. The target must succeed on a DC 13 STR saving throw at the start of each of his turns or take d4+3 bludgeoning damage. Can detach himself by spending 5ft of his movement. The target can use their action to try to detach and force him to move into the nearest unoccupied space with a successful DC 13 STR check.
Uexcaitoa the Blue Bearded
Armour Class: 13
HP: 105 ( 10d12+40 )
Speed: 40ft
Proficiency Bonus: +3
Skills: Perception +2
Abilities:Greatclub: 3d8+5 bludgeoning damage
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 12 (+1) | 17 (+3) | 16 (+3) | 16 (+3) |
HP: 93 ( 17d8+17 )
Speed: 30ft
Saving Throws: WIS +6, CHA +6
Proficiency Bonus: +3
Skills: Intimidation +6, Perception +6, Survival +6
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 12 (+1) | 18 (+4) |
HP: 85 ( 19d8 )
Speed: 40ft
Saving Throws: WIS +4
Proficiency Bonus: +3
Skills: Perception +7
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
HP: 22 ( 3d8+9 )
Speed: 20ft
Saving Throws: WIS +1
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
HP: 22 ( 5d8 )
Speed: 50ft
Saving Throws: DEX +8, WIS +7
Proficiency Bonus: +2
Skills: Insight +7, Perception +7, Stealth +8
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) |
HP: 38 ( 7d8+7 )
Speed: 40ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 15 (+2) | 1 (-5) | 10 (+0) | 1 (-5) |
HP: 26 ( 4d8+8 )
Speed: 30ft
Proficiency Bonus: +2
Skills: Stealth +4
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 8 (-1) | 19 (+4) | 19 (-3) | 9 (-1) | 6 (-2) |
HP: 105 ( 10d12+40 )
Speed: 40ft
Proficiency Bonus: +3
Skills: Perception +2
Abilities:
The PC's have one chance per room to succeed on a relevant DC 15 check (persuade, intimidate, etc) to convince the guard 3 times to take up the mantle of leadership. PCs can further assist by heckling/arguing with Tlazōlli or reinforcing the guard's position.
If the party is unable to convince him, a player can challenge the Tlazōlli-iteration to a duel to discredit him in front his peers.
If the party is unable to convince him, a player can challenge the Tlazōlli-iteration to a duel to discredit him in front his peers.
Third Room
Tlazōlli seeks to destroy Eeat by calling a terrible sea monster via a loud bell.
Clansman 1
Armour Class: 11
HP: 32 ( 5d8+10 )
Speed: 30ft
Skills: Intimation +2
Abilities:Advantage on an attack roll against a target if at least one of the ally is within 5ft Melee: d8+2 damage
Clansman 2
Armour Class: 15
HP: 112 ( 15d8+45 )
Speed: 30ft
Saving Throws: STR +7, DEX +5, CON +6
Skills: Athletics +10, Intimidation +5
Abilities:Advantage on saving throws against being frightened Lance: 2d12+4 damage
Clansman 3
Armour Class: 13
HP: 15 ( 5d8 )
Speed: 30ft
Saving Throws: STR +7, DEX +5, CON +6
Proficiency Bonus: +1
Skills: Athletics +10, Intimidation +5
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
HP: 32 ( 5d8+10 )
Speed: 30ft
Skills: Intimation +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
HP: 112 ( 15d8+45 )
Speed: 30ft
Saving Throws: STR +7, DEX +5, CON +6
Skills: Athletics +10, Intimidation +5
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
HP: 15 ( 5d8 )
Speed: 30ft
Saving Throws: STR +7, DEX +5, CON +6
Proficiency Bonus: +1
Skills: Athletics +10, Intimidation +5
Abilities:
The wild proto-clans who live in the hills and mountains are being commanded to build a tower in a certain location from where a bell would summon a sea creature.
The PCs could defeat Tlazōlli in combat or rally the clans to resist those orders. The moment they do, the PCs have achieved their objective.
The PCs could defeat Tlazōlli in combat or rally the clans to resist those orders. The moment they do, the PCs have achieved their objective.
Falling Action
Back
Level 14
PCs return to the original timeline just as the light of dawn peaks over the distant mountain. A butterfly swarm flying overhead.Components
Goals
The party is informed by Styrix that Tlazōlli, the last Keanian, is aiming to rewrite history to save his people from a calamitous event set eons ago. Doing so, however, would destroy the PCs, all who they love and their entire reality. The PCs must stop him and set things to right.
Stakes
Extinction
The sorcerer's goal is to reverse his species' annihilation through time manipulation. Consequently, his success would mean the displacement of humans in the current timeline. To do this, he aims to intercede in one of three critical moments. However, the magic is such that the original incarnation is destroyed and replaced by several reincarnations who are for and against the party, in every attempt. In one iteration, Tlazōlli may be a king. In others, a cleric or a ranger or a sword-wielder. GM decides.Moral Quandaries
Poaching
Optional
If taking up Styrix's offers, the PCs float up to the surface to see the night sky. The stars and moonlight illuminate a lone kiri, lost from its herd.
Lone Kiri
Armour Class: 14
HP: 90 ( 12d10+24 )
Speed: 50 ft., fly 50 ft.
Saving Throws: INT +3, WIS +6, CHA +6
Proficiency Bonus: +3
Abilities:Hooves: 8d6+4 bludgeoning damage Ram: Target takes 8d6+4 damage and must succeed on a DC 13 DEX saving throw or be knocked prone (3/Day). If it fails a saving throw, it can choose to succeed instead Regains 10 hp at the start of its turn if it has at least 1 hp
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
HP: 90 ( 12d10+24 )
Speed: 50 ft., fly 50 ft.
Saving Throws: INT +3, WIS +6, CHA +6
Proficiency Bonus: +3
Abilities:
Relations
Competitors
Veli 19
Armour Class: 17
HP: 270 ( 18d8+54 )
Speed: 30ft
Saving Throws: DEX +9, CON +9, INT +11, WIS +8
Skills: Magic +17, History +11, Insight +8, Perception +8
Abilities:(3/Day). If he fails a saving throw, he can choose to succeed instead. Targets take 3d6 cold damage and must succeed on a DC 18 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of their turns Target within 10ft must succeed a DC 18 WIS saving throw or become frightened and suffer one level of exhaustion for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns. On a success or the effect ends, the target becomes immune for the next 24 hours Target takes 4d8+5 cold damage and speed is reduced to 10ft until the end of Azalin's next turn
Ungulia 15
Armour Class: 16
HP: 153 ( 18d8+72 )
Speed: 40 ft., climb 30 ft.
Saving Throws: DEX +10, CON +10, WIS +8
Proficiency Bonus: +5
Skills: Magic +8, Athletics +11, Deception +10, Persuasion +10, Perception +13, Stealth +15
Abilities:Deals an extra 5 damage with a melee weapon Regains 20 hp at the start of her turn if she has at least 1 hp Advantage on saving throws to resist being incapacitated, paralayzed, petrified or stunned d6+10 bludgeoning damage from unarmed strike. If the target is large or smaller, they must make a DC 18 STR saving throw or be grappled (escape DC 18) In dim light or darker, she can take the Hide action
King Draq 7
Armour Class: 12
HP: 97 ( 13d8+39 )
Speed: 20 ft., climb 20 ft.
Saving Throws: CON +6, INT +6, WIS +4
Proficiency Bonus: +3
Skills: Magic +9, Stealth +5
Abilities:(2/Day). If Draq fails a saving throw, he can choose to succeed instead Can add 5 to AC against ranged attacks from 30ft or more, until the start of his next turn
Trive Chaos ¼
Armour Class: 13
HP: 13 ( 3d8 )
Speed: 30ft
Saving Throws: Wis +4, Cha +5
Proficiency Bonus: +2
Skills: Deception +5, Insight +4, Persuasion +5
Abilities:Must succeed on a DC 15 WIS (Insight) check to realize she is a disguise. If they succeed by 5 or more, and they know who Talisveri is, they recognize her. When making a CHA (Persuasion or Deception) check, she treats any d20 roll of 9 or lower as a 10. An ally within 60ft can gain a d6 bonus to one ability check, attack roll or saving throw within the next 10 minutes. Enemies within 60ft suffer a d6 penalty for the next saving throw before the start of Trive's next turn Add 2 to AC against one melee attack
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) |
HP: 270 ( 18d8+54 )
Speed: 30ft
Saving Throws: DEX +9, CON +9, INT +11, WIS +8
Skills: Magic +17, History +11, Insight +8, Perception +8
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 20 (+5) | 19 (+4) | 18 (+4) | 17 (+3) | 20 (+5) |
HP: 153 ( 18d8+72 )
Speed: 40 ft., climb 30 ft.
Saving Throws: DEX +10, CON +10, WIS +8
Proficiency Bonus: +5
Skills: Magic +8, Athletics +11, Deception +10, Persuasion +10, Perception +13, Stealth +15
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 17 (+3) | 17 (+3) | 13 (+1) | 10 (+0) |
HP: 97 ( 13d8+39 )
Speed: 20 ft., climb 20 ft.
Saving Throws: CON +6, INT +6, WIS +4
Proficiency Bonus: +3
Skills: Magic +9, Stealth +5
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 11 (+0) | 15 (+2) | 14 (+2) | 16 (+3) |
HP: 13 ( 3d8 )
Speed: 30ft
Saving Throws: Wis +4, Cha +5
Proficiency Bonus: +2
Skills: Deception +5, Insight +4, Persuasion +5
Abilities:
When Tlazōlli pass through the incorporeal curtain, he is - in a sense - destroyed; and granted a new place in his people's history.
Everytime he travels to a different moment in time, he acquires wildly different stats and abilities like he/she was truly born to them.
These iterations of Tlazōlli do know that he/she was followed and will solemnly endeavour to help the PCs for the sake of preserving the metaphysical boundaries of spacetime. Even if it means his/her society's destruction.
Adversaries
Cotton Sky
Armour Class: 17
HP: 136 ( 16d8 )
Speed: 30ft
Saving Throws: WIS +9, CHA +9
Proficiency Bonus: +4
Skills: Insight +9, Perception +9
Abilities:Advantage on saving throws against other magical effects Target regains 20 4d8+2 hp and is cured from any curse, disease, poison, blindness or deafness
Flare Mind
Armour Class: 16
HP: 77 ( 14d8 )
Speed: 30ft
Saving Throws: INT +6, WIS +6, CHA +7
Proficiency Bonus: +3
Skills: Insight +6, Perception +6
Abilities:Targets within 120ft must succeed a DC 15 INT saving throw or take 4 INT damage and be stunned until the start of the next turn (Recharge 5–6). Targets within 60ft must succeed on a DC 15 WIS saving throw or be charmed until the start of his next turn. On the charmed target's turn, he controls the target's move, action, or both; and can take only the Attack or Dash action.
Rainbow Rain
Armour Class: 12
HP: 99 ( 18d8 )
Speed: 30ft
Saving Throws: INT +9, WIS +6
Proficiency Bonus: +4
Skills: Magic +13, History +13
Abilities:Advantage on saving throws against magical effects
Muddy Lich
Armour Class: 17
HP: 135 ( 18d8 )
Speed: 30ft
Saving Throws: CON +10, INT +12, WIS +9
Proficiency Bonus: +7
Skills: Magic +19, History +12, Insight +9, Perception +9
Abilities:(3/Day). If he fails a saving throw, he can choose to succeed instead. (1/Turn) at the end of another's turn:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) |
HP: 136 ( 16d8 )
Speed: 30ft
Saving Throws: WIS +9, CHA +9
Proficiency Bonus: +4
Skills: Insight +9, Perception +9
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 17 (+3) | 16 (+3) | 19 (+4) |
HP: 77 ( 14d8 )
Speed: 30ft
Saving Throws: INT +6, WIS +6, CHA +7
Proficiency Bonus: +3
Skills: Insight +6, Perception +6
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
HP: 99 ( 18d8 )
Speed: 30ft
Saving Throws: INT +9, WIS +6
Proficiency Bonus: +4
Skills: Magic +13, History +13
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) |
HP: 135 ( 18d8 )
Speed: 30ft
Saving Throws: CON +10, INT +12, WIS +9
Proficiency Bonus: +7
Skills: Magic +19, History +12, Insight +9, Perception +9
Abilities:
- Targets within 20ft must make a DC 18 CON saving throw or take 6d6 damage on a fail, or half as much damage on a success
- Melee: Target takes 3d6 cold damage and must succeed on a DC 18 CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of his turns.
- A target within 10ft must succeed a DC 18 WIS saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns. On a success, or when the effect ends, the target becomes immune for the next 24 hours.
When Tlazōlli pass through the incorporeal curtain, he is - in a sense - destroyed; and granted a new place in his people's history.
Everytime he travels to a different moment in time, he acquires wildly different stats and abilities like he/she was truly born to them.
These iterations of Tlazōlli do not know that he/she was followed and will never have a moment to speak with the PCs. For this reason, the PCs can only really refer to them by the conventions of scholarly guesswork from their time, rather than what Tlazōlli would now call himself/herself.
Everytime he travels to a different moment in time, he acquires wildly different stats and abilities like he/she was truly born to them.
These iterations of Tlazōlli do not know that he/she was followed and will never have a moment to speak with the PCs. For this reason, the PCs can only really refer to them by the conventions of scholarly guesswork from their time, rather than what Tlazōlli would now call himself/herself.
Backdrops
Locations
Time Destinations
Golden Age
Silver Age
Dark Age
Near the end of their height, rival clans conspired to conquer Eeat; utilizing a mix of keanian warriors and human conscripts.
During this period, an important debate had taken place on the nature of destiny, the role of the gods and the balance between individual and societal power; as a measure of future leadership.
Political fragmentation and widespread ecological disasters had collapsed any centralized civilization. Human survivors reorganized themselves into fragmented primitive tribes who give nominal subservience to keanian remnants.
All three loops end up at the same monolith at different stages of it own life and death.
Encounters
d6 Cloud Soldier
Armour Class: 12
HP: 85 ( 19d8 )
Speed: 0ft; swim 40ft
Saving Throws: WIS +4
Proficiency Bonus: +3
Skills: Perception +7
Abilities:Melee: Targets takes 2d10+4 damage and must subtract d4 from the next attack roll or saving throw before the start of the soldier's next turn
Painted Swimmers
Armour Class: 13
HP: 67 ( 9d8 )
Speed: 0ft; swim 60ft
Proficiency Bonus: +3
Abilities:Disadvantage on attack rolls, as well as on WIS (Perception) checks that rely on sight
Gaioor Expeditionary Escort
Armour Class: 12
HP: 22 ( 5d8 )
Speed: 0ft; swim 50ft
Proficiency Bonus: +2
Abilities:Disadvantage on attack rolls, as well as on WIS (Perception) checks that rely on sight.
Kean Cultist (5)
Armour Class: 14
HP: 110 ( 20d8 )
Speed: 0ft; swim 30ft
Saving Throws: INT +7, WIS +8
Proficiency Bonus: +3
Skills: Insight +8, Perception +8
Abilities:(1/Day). Can choose to succeed a failed saving throw
The Floodlands, especially Eeat, is a highly contested territory between the legions of Cloud Country, the cults of the Painted Beaches and High Command of Yates in Gaioor.
Blind cultists from the Foggy Hills have historically and intermittently interfered in the operations of all three of the main belligerents.
These encounters are just meant to be introductory to the adventure.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 12 (+1) | 18 (+4) |
HP: 85 ( 19d8 )
Speed: 0ft; swim 40ft
Saving Throws: WIS +4
Proficiency Bonus: +3
Skills: Perception +7
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6(-2) | 16(+3) | 16(+3) | 12(+1) | 14(+2) | 15(+2) |
HP: 67 ( 9d8 )
Speed: 0ft; swim 60ft
Proficiency Bonus: +3
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
HP: 22 ( 5d8 )
Speed: 0ft; swim 50ft
Proficiency Bonus: +2
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 13 (+1) | 18 (+4) | 20 (+5) | 17 (+3) |
HP: 110 ( 20d8 )
Speed: 0ft; swim 30ft
Saving Throws: INT +7, WIS +8
Proficiency Bonus: +3
Skills: Insight +8, Perception +8
Abilities:
Plot type
Time Travel Adventure
Related Characters
Related Locations
Comments
Author's Notes
DaeniDraws Challenge!