10-10-2023, 05:51 PM
(This post was last modified: 01-30-2024, 07:20 AM by OneBrainCell.)
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Let's Make a Deal
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DM Key: OneBrainCellDM
Event: Let's Make a Deal
Attendees [Redacted for Witch Privacy]
Specific Request: Tome to develop Law Magic under Denath's dealmaking.
Synopsis: Members of the Denath coven go to find a long forgotten temple to the Marquis overrun with Nethradin who will make their lives living Hel.
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The Marshes
To reach the temple, the party has to travel through the marshes that surround the area. There is a thick fog that makes navigation difficult. (Players must attempt to navigate via d20 roll or creativity. The leader of the party must successfully roll three 15/20. After the first success the first encounter will trigger. Every other encounter is optional based on success of rolls.)
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First Encounter
In the fog the party will find a child asking for help because they're lost and hurt. If the party agrees, they will take an advantage on all their rolls as long as the child is with them.
The child is a Gamemaster in disguise seeking to mislead them and get them lost in the marsh.
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Optional Encounters
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1. The trees grow dense and seem to lean over the party. Distorted whispers travel in the air. Players may roll to decipher the whispers (5/20). The whispers murmur about [redacted] and her failures at growing the Hel Tree. Her failure to build enough the keep Na'Ria safe. The failure of the Crimson Keep and the loss of her purpose.
([Redacted] roll mental injury facing phobia.)
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2. The party wades through the water and find what appears to be a botched surgery of someone who was injured after getting lost in the marshes. (Described in all the gory detail of a brutalized medical procedure)
([Redacted] roll mental injury facing phobia.)
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3. The party begins to travel deeper into the haze, rolling a d20 save against the fog that permeates their mind. Failure results in memory loss of those around them and their loved ones at home.
([Redacted] roll mental injury facing phobia.)
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4. The party finds themselves in a graveyard deep in the marsh, each headstone is engraved with the details of deceased witches persecuted and violently executed by those of faith.
([Redacted] roll mental injury facing phobia.)
5. The party finds themselves in a darkened part of the marsh. It has grown so dark that they cannot see one another. In the depths of it, it feels like they're lost and alone in the abyss.
([Redacted] roll mental injury facing phobia.)
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Temple Entrance
Either the party will roll successfully three times or run out of encounters and arrive at the temple. The doors of the temple are locked with two large statues on either side. Each statue has a riddle at their base.
(Each wrong answer will result in an injury roll.)
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Riddle 1: It cannot be seen whenever it's there. It fills up a room, and is much like the air. It cannot be touched, and there's nothing to hear. It is quite harmless - there's nothing to fear. What is it?
Answer: The darkness
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Riddle 2: A woman is walking through the woods when a thief comes and kills her, takes her pocket watch, her coin purse, and her jewelry. What did the thief take first?
Answer: Her life
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Once the riddles are answered the doors will unlock and the party will be allowed inside.
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The Temple of Palus
Upon entering the temple, the party finds themselves in an opulent entry room. Treasures litter the room and it appears well lit compared to the outside. Opposing the entrance is a hallway to another room.
Allow the party to explore the room. Stealing treasure is optional.
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(Those who steal will roll 1-100.
1-40 the participants find 1,000 each.
41-70 the participants find 2,000 coin each.
71-80 a treasure chest with 3,000 coin each.
81-90 a treasure chest with 4,000 coin each.
91-100 a dungeon key is found (Roll 1-4 to determine the type of key.)
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If the party steals from the temple the child in their company will transform into a full Nethradin and attack the party for disrespecting Denath's temple.
(If the party did not bring the child, the Gamemaster will be waiting in the temple in hiding.)
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Gamemaster
3 Rounds
If the party doesn't steal (unlikely with [Redacted] in the party), the Gamemaster will continue to follow and nerf the party.
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The Deal Room
Traveling down the hallway the party will find themselves in a formal room filled with different desks. The majority of the desks are dusty and aged except for one where a Nethradin sits doing what appears to be paperwork.
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Veteran witches will recognize a Dealmaker.
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The Dealmaker will set out to make deals with the party. This will be the point the party can make deals. [Redacted members] can trade for their items here.
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[Redacted] will be asked for a significant memory of his family.
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[Redacted] will be asked to give up a memory of [Redacted].
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[Redacted] will be asked to give up information on their life-goal project forcing him to relearn the knowledge.
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[Redacted] will be asked to give up one of her emotional connections to a friend, leaving her one step closer to being alone.
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The Dealmaker will accept negotiations, however, if the party refuses to make any deals the Dealmaker will grow enraged and attack.
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The Dealmaker (+Gamemaster if it is still with the party.)
3 Rounds
(The Dealmaker will drop Transformative Sap.)
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Players may explore the room for information on Denath, Dealmakers, and hints of the law magic to come.
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The Altar of the Forgotten
Further into the temple, the party will find an altar made of gold with an offering bowl before a massive statue of Denath. There appears to be no exit to this room.
The party will have to make sufficient offerings to Denath to unlock a hidden door that will allow the party to ascend up stairs higher into the temple.
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Temple Tower
Ascending the tower, the party will find another Dealmaker, but this one seems in frantic study over pages that float in the air around it.
The Dealmaker speaks of a lost form of dealmaking that only the eldest Dealmakers remember but do not teach or share. This Dealmaker has deciphered different texts of the tower and compiled the beginning secrets of Law Magic.
The party can ask as many questions as they want but when they try and take the information the Dealmaker will grow violent and attack the party.
The Lawful Dealmaker (+Gamemaster if applicable)
5 Rounds
Upon defeat the manuscript of the Dealmaker will be left behind. All unclaimed rewards can be scavenged in this room where it appears the Dealmaker conjured them from.
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Rewards
Meranthe Den Map (Grade C Dev Item)
A strange map of Meranthe that has creases across the paper from being folded over and over again. Across the map are a number of colorful X's marking different locations both high and low in the continent. In the margin of the map is a guide designating each as a different elemental dragon to be tracked and hunted.
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Mulch of the Mire (Grade B Dev Item)
In the harrowed marshes where Denath's influence permeated the ground itself, this strange mulch was found on the banks of Palus. Helish energy is engrained in this potent fertilizer that can feed even the most potent and demanding flora.
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Transformative Sap (Grade B Dev Item)
True transformation comes with a cost, a cost laid to the cunning Dealmaker of Mornith. Collected from a damaged and oozing cypress tree, the sap is promised to contain a degree of transmutation properties. Applying this sap or mixing it into alchemic concoction will leave the item or subject weakened, their forms susceptible to change.
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The Dealmaker's Reprise (Staff)
Crafted in the image of a long lost weapon, this bow is an expertly crafted blend of eternite and austereia. The onyx coloring of the limbs of the bow are warm to the touch, the ore itself intertwined with the occultic energy of Hel. The ivory hued grip remained cool, shadows dancing from the piece whenever contact was made by the wielder.
Despite the trials, tribulations, and cost this bow appears to have been left within the depths of the Temple of Palus with a purpose. Almost as though it were left for a mortal Dealmaker who had long lost her weapon.
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210 Req. 32 pow, 2 shadow pow, 2 occult pow. (Inspired power wise by the austereia / eternite staffs.)
Shard of the Stolen Star (Grade B Resource)
This sharp shard appears to be almost like a crystal at initial glance, a broken and diamond shaped piece of crimson energy. When picking up the piece, however, the inherent energy of the ether rushes through the holder.
Strong and passionate emotions bound to the crimson stars empowers the wielder, the crystal not a crystal at all, but a shard of a crimson star long stored and hidden away in the temple of Palus.
(+2 cosmic pow)
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Forgotten Manuscript of Abiding Law (Grade A Dev Item)
A dusty manuscript loosely bound in blackened leather and faded golden threading. A potent energy emits from the old text, an authority pulsing off the pages.
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Reminiscent of the Wishgranting abilities of the Dealmakers of Denath a new set of runes are haphazardly sketched within the pages. Vague instructions that appear incomplete expose a new, or perhaps long forgotten, form of dealmaking.
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Written in the final pages the words 'theories of lawful contracts' are written. Potential residing inside to rediscover this foreign form of contract magic.
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HCOD Injury Table
(Puzzles and rpbs stack on the same table. Multiple incorrect answers on puzzle will count as downs on the 3 Round table.)
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[3 Rounds]
Down 1:
2 or Below: 4 Day Temp
4 or Below: 1 day temp
5 or Higher: No Injury
Down 2:
1: -5 Day Perm
4 or Below: 12 Day Temp
5: 1 Day Temp
6 or Higher: No Injury
Down 3:
2 or Below: -10 Vit Perm
3: -5 vit Perm
5-4: 12 Day Temp
6: 4 day Temp
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[5 Rounds]
Down 1:
2 or Below: 12 Day Temp
4 or below: 4 day Injury
6 or below: 1 day injury
Down 2:
1: -5 vit perm
4 or Below: 12 Day Temp
6 or Below: 4 Day Temp
Down 3:
1: -10 Vit Perm
2: -5 Vit Perm
3 or Below: 12 Day Temp
6 or Below: 4 Day Temp
Down 4:
1: -20 Vit Perm
2: -10 vit perm
5 or below: -5 vit Perm
6: 12 Day Temp
Down 5:
1: Death
2: 40 Vit Perm
3: 20 vit Perm
4-6: 10 Vit Perm