Fleshmaker's Folly backup
Stuff for my first campaign ever
Korranberg Chronicle
BB Benison running his own fanchiese of the Korranberg Chronicles as the crew go about collecting stories for it. The paper is barely with BB's focus on Pide Man and trying to tare Pide Man down. Either by discrediting him or by any means possible. Snickle Sox done their best to keep it afloat. Sent off the crew in hopes of finding a story big enough to bost sales or a fluff piece to keep the paper afloat. Along the electric rail to a small town out of the way in hopes story of house being damaged or destroyed without Guards having a clue as to what.
mission x someone wants something by a specific time having difficulty using y because of z
who what when how theme establish different
Tiferet (4=1)
Netzach
https://en.wikipedia.org/wiki/Netzach barbarian Gin
Hod
https://en.wikipedia.org/wiki/Hod_(Kabbalah)
Binah
https://en.wikipedia.org/wiki/Binah_(Kabbalah)
Chokhmah
https://en.wikipedia.org/wiki/Chokhmah
sul-khatesh wish to find vessles to work around the seal to disrupt blood queen's power
sul-khatesh are trapped without form shadow creatures near the moor has knightmare servant.
been experimenting with things for controlable vessles trapped because something relating to the mourning
theme bad deals expect honest people establish places of dreams or desire needs to do this before blood queen gains control of dragon shards.
Blood queen takes control over dragon shard been goal of lifetime wild magic gives clue to this
Getting stuff
Phase one cake creatures
two orphan putting souls in construct
three forest with acid shadows eldeen reaches
https://eberron.fandom.com/wiki/King%27s_Forest
four fight club greenheart
https://eberron.fandom.com/wiki/The_Eldeen_Reaches
Building stuff
Phase one
two
three
four
Testing stuff
Phase one
two
three
four
Realizing goal Storm city
https://eberron.fandom.com/wiki/Stormreach
Phase one
two
three
four
Aberrant Dragonmarks for BB
Rouge Pide Man is Speed Mask (102p from Retroverse)
Laser. Deals radiant damage Volley. A rapid barrage of ranged
attacks aimed at a 15 ft. square within
60 feet. Targets must make a
Dexterity saving throw, taking 2 SMD( [roll]3d12[/roll] )
on a failed save or half as much on a
successful one. of the Spider. If hit and/or fails the
saving throw, the target must then
succeed on a Constitution saving
throw or suffer the Stunned condition
until the start of your next turn.
Empowered Punch
When you choose this mask type at 1st
level, your fists become deadly
weapons. Your unarmed strikes deal
1d4 bludgeoning damage.
This increases to 1d6 at 7th level, 1d8 at
15th level, and 1d10 at 20th level. By 11th
level, these attacks are considered
magical for the purposes of
overcoming resistances.
Summons
Garurumon
a possible adventure
A pair of night hags fight over their mother’s inheritance: a polymorphed,
petrified, unicorn. Can the adventurers free the prisoner, or will they just give
him a change of scenery?
This adventure is optimized for 5 4th-level characters.
Content warnings: abducti on & imprisonment, paralysis
ADVENTURE BACKGROUND
Ragged Soula was a powerful hag. So naturally, her daughters killed
her, cooked her and gnawed the power from her bones. The two sisters
subsequently parted ways after a dispute involving a halfling, a talisman, and
several gallons of swampwater. Drizzling Mertha kept their mother’s house
and most of her possessions; Black-Eye Bethel can accept most of her losses…
but she cannot stand to be deprived of Ademar. Ademar was their mother’s
unicorn, kept paralysed and in demi-human form after he tried (and failed)
to persuade Soula to break a curse. The details of the curse, and Ademar’s
capture, are long lost. What matters is that now Mertha has a frozen unicorn
in a case, and Bethel is about to manipulate some adventurers into stealing
him back.
HOOK
Black-Eye Bethel has been watching the party from afar and has decided
they’re the right people for the job. She waits until they are in dire need, and
then approaches them with a bargain.
PART 1: BETHEL(hag with bee cough)
Black-Eye Bethel offers the characters a way out of a predicament, in
exchange for a small favour
Generous Assistance
Bethel (see Appendix A Unbridal night hang with coughing swarm) appears to the characters in their hour of need:
when the odds are against them, and their chances of survival are slim. This
is best tied into your campaign, but for a ‘quick and dirty’ introduction, have
the party blunder into the path of some deadly beast while travelling:
something that could kill them in a heartbeat. A dire troll (MToF) or
remorhaz (MM) should do the trick. Go ahead and throw in a
tarrasque (MM) if your players are a bit too cocky.
If you are running this adventure as part of a campaign,
Bethel visits the characters the night before some decisive
battle; in the ‘quick and dirty’ version, she appears during
the fight, safely out of harm’s way. She offers her assistance
in “pulling your fat out of the fire,” promising she can even
the odds and help the characters achieve victory. All she
asks is their help with a problem of her own. If pressed, she
tells them the problem is her sister.
If the characters refuse her help, Bethel hangs around, waits
until they are near defeat, then repeats her offer. She uses
her Weird Magic (see Appendix A unbridal) to assist them. For the
sake of this encounter, assume monsters automatically fail
saving throws against Bethel’s magic.
Repayment
After the immediate danger is past, Bethel conjures a
campfire with a few rabbits cooking over it, and some
strong-smelling tea brewing. She explains her terms:
● Her sister, Drizzling Mertha, got something in
their mother’s inheritance that Bethel wants back.
Something Bethel played with as a child, and always
liked more than Mertha.
● It’s a full-sized unicorn, in humanoid form. “You’ll
know it when you see it. He’s six feet tall and pretty
as a forest fire.”
● She insists that Mertha is only keeping it to spite her
(absolutely true).
● She can provide detailed directions to Mertha’s
home (“which should also be mine. I’m the oldest.
Snot-nosed brat, she is”

, but doesn’t know what
protections her sister may have put in place.
● She advises against negotiating with Mertha (“she’s
a surly old cow, not sweet like I am.”
PART 2: MERTHA
How the characters go about retrieving Ademar the unicorn
is entirely up to them. Some suggestions are listed below.
Negotiate with Mertha. This is unlikely to go well. She
doesn’t want to part with Ademar, and whatever the
characters say she assumes they’re working for Bethel… she
really doesn’t want to give the unicorn to her sister. If the
characters attempt to bargain, she offers them terms such
as “ten first-born children,” “your capacity to love,” “your
greatest victory in battle.” She refuses to clarify what such
terms mean, but will honour any deal the characters agree
to.
Fight Mertha. Fighting Mertha is a viable solution, though a
challenging one: her lair is well-protected.
Steal the unicorn. See above.
BREAKING A PROMISE
If the characters accept Bethel’s help, then refuse to
retrieve the unicorn, she concedes immediately, and
leaves. Then she follows them around (stealthily) and
uses her Nightmare Haunting to slowly kill the party
member who seems most fragile. When that party
member is close to death, Bethel appears to them and
asks again for their help. If the characters attack her at
any point, she uses her Heartstone to become ethereal
and flee.
If the characters really don’t want to do what she asks,
that’s fine: they now have a night hag with a grudge
working to thwart their every endeavour. She will never
stop, get bored, or die of natural causes. ..
MERTHA’S LAIR
Mertha dwells in the middle of a foul-smelling swamp a few
days’ travel away. Her domain covers twenty square miles.
The swamp is putrid and miserable. Narrow tracks of semisolid
ground weave between pools of black, stagnant water
crowded with cat-tails and overhung by willow trees. Frogs
croak and birds cry, mournful and vaguely threatening.
Features of the Area
Slow Going: The swamp is difficult terrain for creatures
without a fly or swim speed.
Mertha’s Eyes and Ears: Mertha can ‘ride’ any Tiny living
creature of CR ¼ or lower within her domain, borrowing its
senses and directing its movement. She does this frequently:
unless the characters are invisible, use pass without trace,
or have some other means of completely concealing their
presence, Mertha becomes aware of their presence after
1d4-1 hours. After this point, she watches them through
birds, frogs, and the like. Characters with a passive
Perception of 14 or higher notice animals paying suspiciously
close attention: suspicious squirrels surveying them over
half-eaten nuts, and unblinking toads half-submerged in
murky water.
The Drowned: The swamp used to be home to a population
of bullywugs, but they annoyed Ragged Soula, so she
drowned them. This required a baffling amount of effort,
and was possibly the most inefficient way to dispose of a
population of frog people, but Soula was powerful, not
blessed with common sense. The swamp is infested with
bloated, maggoty, zombies and skeletons of drowned
amphibians, who crawl up out of the waterways to attack.
Characters have a cumulative 25% chance per hour of
encountering 1d8+1d6 undead bullywugs. If the characters
take a short or long rest in the swamp, the undead find them
at the most inconvenient moment imaginable.
Undead bullywugs use the bullywug stat block, with the
following changes:
• Change creature type to Undead
• Add immunity to poison damage and the poisoned
condition
• Undead bullywugs cannot speak any languages
• Add Undead Fortitude. If damage reduces the undead
bullywug to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On a success,
the undead bullywug drops to 1 hit point
Shifting Paths: If Mertha learns that the characters mean
to hurt her or steal Ademar, she causes the swamp paths
to twist and lead them out of her domain. Characters can
overcome this by re-entering and either avoiding Mertha’s
notice or succeeding on a DC 15 Wisdom (Survival) check to
avoid being led astray a second time. She uses the time she
gains this way to prepare for the characters’ arrival by riling
up the snakes in her pot and laying out a rug of smothering.
MERTHA’S HOME
Mertha’s stone hut is small and round, with a crooked,
pointy roof. Smoke belches from a listing chimney, and
the many windows are so caked in grime that they’re
impossible to see into.
Drizzling Mertha does not like visitors. Not one bit. Her little
hut is practically a fortress.
The welcome mat: if Mertha is forewarned of the
characters’ arrival, she will set out a dirty rug of smothering as
a doormat. The words “wipe your feet” are stitched into it.
Doing so is unwise.
The front door: Mertha has several pet mimics, which she
inherited from her mother. The front door is one of these
mimics. If the characters hide and observe the hut for a
few hours, they’ll see Mertha come out to feed the door a
couple of thick, brown, snakes, and hear her chatting away
about ‘feeding time’ to another creature inside.
Ground floor: The part of the hut above ground is a
fifteen-foot radius circle. The ceiling is twelve feet high.
It’s cluttered with old clothing, rotting furniture, and
waterlogged needlework (not one single piece is finished). A
narrow, winding, set of stairs in the middle of the hut leads
up to the balcony.
Pot of snakes: Next to the fire is a large wooden barrel.
The lid is held down by a large iron weight, but it’s not
sealed shut. Characters who succeed on a DC 13
Wisdom (Perception) check hear things moving
around inside. It’s full of thick, brown flying
snakes. Mertha uses them to feed the mimics.
~
When the barrel is opened by someone other than Mertha,
four snakes launch themselves out and attack immediately.
There are many, many more in the barrel.
Stairs: The stairs are also a mimic.
Balcony: The balcony is five feet wide, and is where Mertha
displays all of her most precious things: a mosaic made
entirely of children’s teeth, a glass case full of shadow
puppets (but nothing that casts a shadow), a three foot tall
jade urn that feels like flesh and smells like wet dog (it’s
cursed: once you own it, you feel compelled to display it as
prominently as possible, refusing to sell it)... an assortment
of trapped, paralysed woodland creatures such as sprites
and blink dogs, and Ademar.
Ademar: Ademar is impossible to miss. He assumed a
humanoid form when he originally visited Ragged Soula,
and is still trapped in it. He’s a muscular, wide-eyed, pretty
creature with pointed ears and shining rainbow hair and tail.
His legs end in hooves - partially hidden by more rainbow
fur - and a pearlescent horn spirals out of his forehead. He’s
been draped in a length of iridescent silk, for decency’s
sake. Ademar’s eyes move, but no other part of him, and
characters who can read his thoughts hear him pleading to
be set free. Ademar weighs 175 lbs (80kg) and is extremely
inconvenient to carry.
Drizzling Mertha
When the characters arrive, Drizzling Mertha is up on her
balcony, dusting her precious treasures. As soon as one of
her defenses attacks the characters, she uses her heartstone
to slip into the ethereal plane. She returns if one of the
characters persuades her they wish to negotiate, or when
they try to move Ademar. In the latter case, she attacks
immediately.
See ‘negotiating with Mertha’ for roleplaying tips.
Mertha summons creatures to fight alongside her, and she
fights to kill.
CONCLUDING THE ADVENTURE
The characters have a unicorn, and some options.
Return Ademar to Bethel: she is grateful, and their debt is
paid. She invites them to call on her for a future favour, “not
quite free of charge… but a price you’ll like this time.”
Cure him: restoring Ademar requires a remove curse spell
cast at fifth level. Characters will likely have to call in a
favour, pay steeply, or go on a quest (their next adventure!)
to procure the service. No good deed goes unpunished.
Sell him: unicorn parts are worth a bundle on the potions
market.
Keep him: he does make a very pretty decoration, and he
doesn’t need to eat or drink.
Agatha
Agatha is a plump old lady who wears a patchwork dress that has been
repaired so many times that little of the original fabric remains. Her hair
is usually tied down the side of her head and it looks like it hasn’t been
washed in ages, there are bits of moss and twigs sticking out from various
places.
Personality Trait: I tend to get along with animals and nature better than
other humanoids.
Bond: I’ll live free, without constraints.
Ideal: There’s evil in me, I can feel it. It must never be set free.
Flaw: Lives of people are worthless compared to the sanctity of nature.
Agatha uses the green hag statblock with the following changes:
Spellcasting: Agatha can cast the following spells once per long rest: Barkskin, Entangle
Vine Shield (Recharges 6). As a reaction, when a creature attacks Agatha she can grow a shield out of vine. Agatha gains
+3 to her AC until the end of her next turn. If the creature that attacked the hag is within 5 feet of her, they take 2d4 piercing
damage.
Weird Magic: Exposure to the unicorn and its damaged horn has allowed Agatha access to new magic. Once per day,
Agatha can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second
living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must
be Large or bigger. She can also take one willing creature with her.
BB Benison will be the guy you are sending stories to, they don't care if you get the story by A)beating up people to get the story B)are apart of the story c)watching from the sidelines C)paying for the story or D) got it purely to make a faction look bad
how the story is gotten doesn't matter with an extra reward if it makes the Rouge Pide Man in particular look bad.
sent to a small town city via the train where there have been some building being destroyed and someone suspected as The Great Piton might be involved
[each character will have a role, those that prefer rp maybe something that something like a writer or a photographer for example with those hankering for combat maybe build a character that focus on either protecting them or destroying the threats. Snickle Sox who looks like a very nervous Elf will be your main contact
The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you’re a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.
In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
After getting off train will be meeting up with a guard in the town of No Where
Greenblade
Existing as a nearby town that acts as a way of commerce for Greenheart. It not being in Greenheart meant that it did not violate the law of no commerce in Greenheart.
It is at least(possibly more) two days walk distance from Greenheart with natural barriers making it quite easily for someone wanting visit Greenheart to become lost. Greenblade allows for anyone getting lost trying to access have a place to return to before heading home. Also for those to have a work around for those who want to interact in commerce without violating the laws of Greenheart.
Primary a couple of buildings made to co-exist with the wildlife. With a street market between them. Its primarily exist as a way to give those who might have good interest in finding a way to contact Greenheart without actually being able to find Greenheart.
Every couple of seasons will have fighting tournament to see who has the best druidic transformation. Often can see Two bears or weirder fights like a wolverine vs a vulture. It is in reality just two druids fighting each other to see who has the best transformation. Often before the fall harvest someone from the Korranberg Chronicle stops by for interviews about the tournaments or artist getting art of the changing leaves.