To-do:
1. Finish the profile basically
2. Go through and properly write/balance quest rewards
3. Add deliciousness and danger scores to each companion
4. Then it's done!
This is a fairly ambitious Player_Bella alt which I'm putting together because I just can't stop myself from making more alts! Make sure you check the prefs and do feel free to approach but generally only one player will be playing through the game at a time. I'll be picky because it's got a very specific vibe be don't be afraid to ask questions!
Character Creation - Your character is from The Church of Endless Light and has come of age there. The Church of Endless Light stand against infernal and abyssal influences you can choose your age and background with the church they are aesthetic and will be used to flavour relationships with other characters.
I would recommend either making a character for the setting OR not holding a characters backstory or vibe too tightly during character creation.
Stats - We are going to use Social, Athletics, Intellect/Subterfuge. You have 12 points to assign to these then numbers go from -10 to +10 they modify non-combat rolls or rolls to do certain things in combat that aren't attack (They don't improve damage or spell casting that's what skills do it's semantic sorry). You can bring something to a (-X) for extra points
+10 means the best it is possible to be at something you almost never get things wrong using this skill.
+5 means very good you're way better than the average person with it and don't make silly mistakes.
0 means you have heard of the skill maybe have some small experience with it but it's not your specialty you might do really well you might fuck up
-5 means your very bad at this skill and fuck it up alot
-10 means your the worst it is possible to be at this skill.
Combat: Combat is very simple in this setting. There are a few key rules.
1. Only one character can attack any other character per turn. No ganging up on foes.
2. The character who is attacking a foe is counted as engaged with that foe. Disengaging from a foe or using an action to engage with a foe is a contested athletics check against the enemy and requires the ability to move.
3. You the player have 1 attack action and 1 secondary action. You can replace your attack for a second extra action if needed. You use this action to activate allies abilities.
4. In a combat with multiple foes each enemy will engage with one of your allies and extra characters will remain unengaged on the sidelines engaging where there is a new engagement space.
Hopefully this doesn't seem too complicated engagement is the only confusing part other than that it's just roll to attack and take another action to try and influence the situation if needed.
(Key rule, you get to attack and make another action of your choice like going for cover or trying to reduce and enemies effecacy or aiding an ally)
Your basic stats come from one of these arrays below.
- Health Focus: 18HP 1PD/1MD 1D6 Damage
- Combat Focus: 10 HP 1PD/1MD 1D6+4 Damage
- Physical Defense Focus: 10 HP 4PD/1MD 1D6 Damage
- Magical Defense Focus: 10 HP 1PD/4MD 1D6 Damage
- Well-Rounded: 13 HP 2PD/2MD 1D6+1 Damage
HP is health points when this hits 0 you are down
PD is physcial defense you subtract this from enemies attacks with physical damage
MD is magical defense you subtract this from enemies attacks with magical damage
Damage is damage you roll this and add modifiers to deal damage (You can choose how you fight and what that looks like certain items will buff this)
Class - All characters are clerics in some sense with a focus on martial abilities and spell-casting this means you character has access to healing magic and combat skills. You can choose your custom abilities that reflect your characters specific style as well as what form your healing magic takes. To flavour your class you
get to pick from the skills list below.
You also get to choose if your damage type is magical or physical.
Something to note - The player character in this is very strong even basically. All skills are very good but if you are fighting a large group of people you can still be overpowered.
Skills: Choose 2 or less
Great Vitality: +10 to Health
Great Defense: Increase PD by +1
Great Magical Defense: Increase MD by +1
Exceptional Combatant: Increase your attack dice from a D6 to a D10
Light Infusion: You have 3 uses of a healing spell that heals someone of 8HP per use. These reset after a rest at a shrine.
Blessing of Lightblood: You have a healing factor that heals you by 1 HP per turn.
Athletic Superiority: You automatically can succeed on 3 athletic checks you take. These reset after a rest at a shrine.
Intellectual Superiority: You automatically can succeed on 3 Intellect/Subterfuge checks you take. These reset after a rest at a shrine.
Social Superiority: You automatically can succeed on 3 Social checks you take. These reset after a rest at a shrine. (Romantic checks or charater wooing can't always be auto succeeded. E.G. If you eat a companion infront of the others for no reason and they are good aligned talking them down might be impossible)
Surprise Attack: If you attack from stealth or the shadows your first strike rolls double dice and ignores PD or MD.
Sexual Surprise: If you attack a foe immediately after having sex with them your first strike rolls double dice and ignores PD or MD.
Overcoming Blows: Every turn you add a +1 to your attack roll to a maximum of +5 as you overwhelm your foe.
Group Engagement: You can take the engagement of multiple foes preventing them from attacking your allies.
Flight: You are blessed with the ability to fly. This allows you overcome many obsticles.
Incredible Retreat: You and your allies have advantage to escape rolls when fleeing from combat.
Voracious Healing: When you eat an enemy after combat and digest them you heal to full health.
Unbreakable: Once per rest at a shrine when you would go down to 0 HP you can instead choose not to
Speed of Lightning: Three times per rest at a shrine you can choose to make two attacks instead of one against a foe.
Magic Knight: You deal magic or physical damage based on what your opponent has a lower resistance in.
Any Other Ideas: There are loads of possible skills that could go here and I just wrote down the first few I could think of. If you want a powerful support skill to have your allies do most of the fighting we can do that. Ask me about it and describe what you want and I'll put something together.
Customization:
1. You can choose if companions are M/F or all F.
2. You can choose if gore/blood is on or off.
3. You can choose if disposal is on or off.
4. You can choose if darker themes around sex are on oroff (Unwilling).
5.ETC: basically we'll just preference match. If you check the prefs at the bottom of the profile and think: I don't like any of this stuff then the profile probably isn't for you though!
Artifact: You have been chosen by a specific holy artifact that you have brought on your adventure this is an item of considerable power which is used to aid onyour quest.
Over the course of your quest you will find other magic items on top of your Artifact you can have 3 Magic Items Equipped at any one time. Companions can have 1 Magic Item.
1. Angelic Timepiece: A small golden watch that hangs around the neck. Over the course of your adventure you can use this to reset to the start of a chapter once before it will go a dull grey colour.
2. Ring of Companions: This ring makes you more capable of exerting social energy you can use this ring to bring a non-companion character along as a companion as well as choose 1 companion at the end of the game to have an ending with without completing their prerequesites. The ring also makes a companion you choose fall in love with you. Finally once per arc the ring counts as a Soul Catcher
3. Everlight Home: The Everlight Home means that you don't have to find different places to rest this small demi-plane can be placed in a clear space and form a beautiful house. (There is no shrine within this house).
4. Everlight Arrow: Once in the entire campaign deal a flat 50 damage to a single foe.
5. Sexy Armour: This just increases the likelyhood of random events. (Makes things harder)
Companions: You have 3 companion slots over the game and there are up to three possible companions who have abilities and skills who can travel with you in each
arc. Companions have their own needs and drives and most have side-quests that are either completed in their chapter or later on. Next to their details it will say.
Companion Synergy: Some companions won't like each other and during travel or rests this can cause fights or if they like each other alot fun.
In the worst case scenario a companion might try to eat another one while the player is occupied.
Player Type: This profile as with most of mine works it's absolute best for switches. But below I will detail how it works for each character type.
Prey: You can be pure prey. And you can win this whole game without ever fighting yourself just using charisma, stealth and fleeing from random combats. But if you're prey I'd recommend grabbing strong fighting companions and being smart about it. If you're just looking for a quick get churned this probably isn't the profile for you.
Switch: I'm a super switch this profile is perfect for switches.
Preds: Also works well for predators but you don't get better stats. You're vore capable and if you don't want to be eaten that's fine but you can still be killed and can still lose the game.
Healing & Shrines:
In this setting many abilities recharge when you rest at a Shrine. A shrine is a location where there is a shrine to the Eternal Light.
When you or any ally who is also a worshipper of the Eternal Light dies they can be revived at a Shrine within the next day if you have a Golden Incense if an ally escape a combat you die in you may be revived by them at a shrine.
If your ally does not worship the Eternal Light a Soul-Catcher is needed there are very rare quest rewards.
A rest of 8 hours at a Shrine fully heals you and recharges your abilities.
A rest of 8 hours at an inn heals you fully.
A rest in a tent or bed-roll heals 1/2 of your health.
A rest in a prison cell or something uncomfortable heals 1/4 health.
SPOILERS (For me to run the profile I have to put all the information about enemy types etc onto the profile it is okay to look ahead if you want to and looking at refs is always fun! However if you want to avoid spoliers just try not to look at the key information or chapter information in too much depth)
Introduction
In the world of Clarenta there are a great many magical beings. This is a world that is populated with greatly high magic and low magic kingdoms and filled with a variety of different creatures. (There is no world map cause it isn't needed sorry if you wanted on :(). Our quest is based in the Kingdom of Light where the Church have overseen the safety of the civilians for many years. Sadly in the last 8 years the Infernal War has been raging and was finally lost leaving only the Bastion of Light a Convent of great power and the people who trained you standing. Now you have been chosen to head out into this dangerous corrupted kingdom to defeated the Devilish Queen Daerna by assembling a The Sword of Light that can defeat her and striking her down. (Or eating her. Probably eating her depends if your a switch or pure prey).
Vore Within the Setting: All monsters, demi's, monster girls as well as around 10% of humans can perform vore. But reformation is very rare. This means it is stigmatised in lots of places although this kingdom is dominated by monsters. (If you're not sure what your companions think about vore ask them~)
ACT ONE: The Bastion of Light
Here you will meet you allies and if you decide to betray your order you'll find yourself returning here to strike down the key characters. In this area you will have just
been given your quest and the opportunity to prepare, buy some items, gather some reasources choose if your bringing a companion with you. This part will start with a
few questions about the character so we can weave them into the world and see if they have pre-existing companions and allies.
Key Figures: (These are vital characters with useful information, items and skills)
Head Priestess Liisa The Light Within: (The Everlit Church)
Liisa is a kind and loving woman who feels great sorrow at what is happening to the kingdom. She hates sending the chosen out to fight the devils but she has no other choice. She will do almost anytthing to make her people feel better.
HP: 6 PD: 3 MD: 5 Attack: 1D4
Skills: Heal*3 - Three time per long rest she can heal someone by 5 HP. Summon - As an action she can summon any character in the Bastion who is a sworn defender.
The Keeper of Secrets: The Graveyard
The Keeper is a cryptic woman who keeps to herself and tends to the graveyard. She knows almost everything about the Fort of Bastion however and if you want to know more about it she is the one to ask.
HP: 3 PD: 0 MD: 3 Damage: 1D4
Silvija, The Head of The Blind Order: Everlight Church
Silvija runs the blind order who are focused on magical power and the blind love of their allies. (Blessing: All companions gain +3 health).
HP: 4 PD: 5 MD: 5 Damage: 1D6+2 (Blind: her enemies roll damage twice and take the lowest result).
Sastre, Head of The Scholar's Order: Everlight Church
Sastre runs the Scholar's order focussed on magical excellence and skill. (Blessing: Your allies receive +1 magical defence)
HP: 4 PD: 4 MD: 6 Damage: 1D8+4 (Skill: Magical Lance - once per combat he can choose to ignore magical defence)
Morello, Head of the Solar Order: Everlight Church
Morello is the head of the Solar Order who are focussed on religious excellence and understanding. (Blessing: Grant a use of a Everlight Blossom which heals one ally 10 HP. Recharges at a shrine on a rest)
HP: 4 PD: 4 MD: 6 Damage: 1D4+1 (Skill: While supporting allies she can choose to fully heal all within a scene once per long rest at a shrine)
Dionne, Head of the Unbroken Order: Everlight Church
Dionne runs the unbroken order and is an hugely capable fighter and the strongest defender of Bastion. (Blessing: +1 to personal PD to a maximum of +5)
HP: 20 PD: 3 MD: 2 Damage: 1D4+4 (Unbreakable: she can choose to block 1 attack per combat completely)
Matron
The Matron is the woman who raises and trains all acolytes she is loving and cares deeply for each of her children.
HP: 3 PD: 2 MD: 2 Damage: 1
Janie Draganov, The Captain of the Guard: Bastion Town
Janie is the captain of the guard a stalwart defender of the town.
HP: 14 PD: 2 MD: 0 Damage: 1D6+2
Lesha Roy, The Bastion Merchant: The Marketplace
Lesha Roy is the Bastion Merchant. She travels the land when she can to collect odds and ends.
Items for sale: Golden Incense*3 (50 GP each), Soul-Catcher*1 (200GP), Healing Potion*2 (20GP each), Tent + Bedroll (25 GP), Ghost-Bane*1 (25 GP), Diluting Lotion*2 (50GP), A silver weapon*4 (30 GP).
Rozaire Sauter, The Princess's Bodyguard: The Everlight Church
Rozaire is fiercely protective of the princess treating her like a younger sister. Is you have the priness in the party Rozaire will likely come after you to try and bring her home.
HP: 16 PD: 4 MD: 2 Damage: 1D8+4 (Skills; Riposte, if you roll your lowest possible damage she ca riposte dealing her lowest damage back to you as well.)
Lower Angel of Light
A bound lower angel of light found up the mountain out the back gate.
HP: 20 PD: 5 MD: 5 Damage: 1D10 (Bound and weak to Dark Sap)
Key Locations:
The Acolyte Rooms: The rooms for acolyte's of the order. Your characters room will be here along with the rooms of the other acolytes. A basic chest containing your items and gear can be found here.
The Prison: A prison guarded by regular guards and a couple of Paladins. Set in the basement of the castle near to the catacombs. The Prisoner Companion is here.
The Graveyard: The graveyard is round the back of the Bastion and is well tended too by the Keeper of Secrets. This is a good place to ask questions or get information about the trials ahead.
The Catacombs: The Catacombs are placed at the bottom of the castle. Rumours say that people who venture into there late at night go missing and recently strange noises have been heard deep inside. Many people saying that it must be ghosts. These noises can be investigated. The Heretic makes their home here as well.
The Everlit Church: The main building of the fortress where many of the key characters are located. The Princess lives here along with The Priest/Priestess. It is a place of worship where The Head Priestess can be found and where our story will begin. There are many powerful and notable figures who can be found here including The heads of each of the Sub-Everlight orders and The Matron who will have raised the player. Shrine.
The Bastion Town: The main town area people have been disappearing from here without a trace and the guards are trying to investigate this. The Captain of the Guard can be found here.
The Market-Place: Where goods can be bought The Saleswoman is based here and will sell different goods to the player.
The Thousand Stars Inn: Where travellers can stay the night. A few rumours can be heard from here.
The Guarded Gate: The guards and The Paladin are found here. It is also the Main Quest objective to leave through here.
Companions:
Princess Brava - Heir of Light: The Everlit Church
Princess Brava is the heir to the realm and daughter of The Warrior Queen Malrissa who is captive in the capital city. She has wanted to go on a quest to defeat the demon Queen but she is watched over carefully by her body-guard.
She is an adventurous noble woman who carries herself with grace. She specialises in religious knowledge and general combat with very basic healing magic. Her armour is treated to give her good PD and MD.
Bringing her in a party means the church may send hunters after you to bring her back. These could be unsavoury folk. She will repond poorly to random voring of innocents or actions that would be considered dishonourable.
HP: 8 PD: 2/MD: 2 Attack: 1D6+1 (Regeneration: 1)
Skills: Religious Questions, Fighting, Blending in with Nobility/Fancy People.
Traits: Driven, Courageous, Romantic.
Companion Quests:
1. To unlock as a travel companion you have to sneak her away from her bodyguard.
Every new area roll a D4 on a 4 her body-guard catches up. Then roll a D2 on a 1 she tries to take her home on a 2 she is captured by the area boss. Additionally if you eat Brava or she is eaten she will try and avenge her once she catches up.
2. Princess Brava is recognised in the Orchish town.
(https://imgur.com/BZ4pXR1) - An Orc willing to buy her for 500 GP or Fight for her will proposition the player.
3. Princess Brava wants to find her fathers armour in the Dragon's Horde.
Unlocks alternative form see Appendix for details.
4. Princess Brava's Mother is captured in the Demonic City she wishes to free her as well as kill the demon Queen.
Priestess Ernestine Acconchi/Priest Ernest Acconchi: The Everlit Church
This companion is a kind character who has recently been annointed as a full priest/priestess. They are able to follow a new chosen into the world on their quest.
Their parents died many years ago in the war and they have since devoted themselves to the church.
Bringing her/him into your party doesn't cause any negatives. And they respond well to kind actions and poorly to unkind ones.
HP: 6 PD: 0 MD: 2 Damage: 1D4 (Healing: 4 times between shrine rests you can be healed by them for 5 HP. In combat you can use your non-attack action to receive a heal from them. Everlight Shield: For 3 turns in combat they cannot be harmed as they have the shield up).
Skills: Religious Questions, Tending to wounds, Talented Chef.
Traits: Kind, Softly-Spoken and Devout
Companion Quests:
1. This companion starts unlocked.
2. They want to visit their parents grave in Bastion before they leave.
3. They are looking for their sibling sister/brother in the city of Swanstolo.
Sibling - Male (https://imgur.com/PNDFFFA), Female (https://imgur.com/tPxrgZz)
The Hungry Succubus (https://imgur.com/Eez9CC3) HP: 8 MD: 4 PD: 4 Damage: 1D8+3 Regeneration: 1 (Ambush Predator, after sex or from surprise this creature deals maximum damage on her first attack)
Reward: Alternate form for the Priest/Priestess see Appendix.
Lolonta Tarr - The Prisoner: The Prison
Lolonta Tarr is a Witch who was captured in the city by the guards. She was found with a number of captives herself and based on the bones in her yard she'd eaten a few civlians as well. She has been imprisoned and will be put to trial.
She isn't invested in the quest but is a total hedonist she'll follow a character who indulges from time to time and loves voracious and lewd characters.
HP: 10 PD: 3 MD: 3 Damage: 2D2+2 (Shroud of Shadows: While she is in the party she can shroud the party in shadows which allows for success on stealth. Doesn't work in situations where darkness might actually be more conspicious)
Skills: Arcane Knowledge, Lying and Lewd Acts/Seduction.
Traits: Seductive, Playful and Dangerous.
Companion Quests:
1. Freeing her from the prison will have her follow you.
2. She'd like to eat at least one cute nun before she leaves.
3. In every location she'll have her eye on a tasty treat.
4. Witch Hunters from the city may track her down 1D6 before every location on a 6 they arrive.
5. She was mentored by Mother Darkness and can allow entery into every location, she would like to speak to her mentor.
Drake Bellamy/Daphne Bellamy: The Catacombs
The Heretic was a member of the Everlight church in the past but has since found their methods to not be enough. They have turned their talents towards violence. They are still good aligned by don't believe in ever provided the benefit of the doubt and feel that power should be seized from the devils no matter the cost.
They are devoted to the quest but don't like when mercy is shown. They hate travelling with evil companions and can cause trouble if they have to.
HP: 10 PD: 0 MD: 0 Damage: 1D4 (Knock-Out Punch: Before going down they deal a flat 10 damage to whatever they were fighting if that reduces them both to 0 they both collapse).
Skills: Infernal Knowledge, Information Extraction, Deception.
Traits: Upbeat, Threatening and Fun-Loving.
Companion Quests:
1. To Unlock help them investigate the strange noises from the catacombs.
2. They want to steal from the Armoury in the Orchish town.
Increases Damage to 1D8
3. They want to kill the Mother Darkness.
Increases MD and PD by 2
4. They want to slay the dragon and use it's horde.
Increases HP by 10
5. They want to Bind the Devil Queen instead of kill her.
To do this you must speak with them in the final area and help them locate a Book of Binding before following the ritual. (This quest requires more detail in the final stages)
Kaisa/Kaladin of The Burning Order: The Guarded Gate
They are the final member of the Burning Order a once powerful group of paladins who were brutally slaughtered by a wave of orchsh allies of the Devil Queen.
She is fairly jaded but is a very strong combatant and intensely loyal. She isn't vore capable herself but is not against it agreeing that the ends will jutify their means.
HP: 14 PD: 3 MD: 2 Damage: 1D7+2 (Covered Retreat: She can stay behind to ensure allies all escape a dire situation)
Skills: Fighting, Survival in the Wild, Medicine
Traits: Jaded, Angry and Emotional
Companion Quests:
1. Help them solve the disappearances that are occuring within the town.
2. Kill the leader of the Orc army.
Unlocks Alternate form check Appendix one.
Main Quest: Start your Journey (Leave through the main gate)
Side Quests: (Companion Quests will be written in the Companion Section)
1. The 4 Orders: Speak to the different Order Heads and swear to an order. (You can only swear to one order throughout the game)
Reward: A Blessing (Refer to the Sub-Heads)
2. The Communion Summit: Out of the back gate and up the mountain it is possible to commune with an Angel of Light who might provied guidance and a blessing. There are bandits on this path however who could prove dangerous.
Rewards: 20 GP
Bandit's Blade - A blade wielded by the bandit leader (Can be sold for 50GP)
Blessing of the Bound Angel - Grants the spell Angelic Shield (Once per Shrine rest you can use your secondary action to disengage and put an ally into engagement without rolling a contested Althletics check)
(Optional) - Darklight Halo - Grants +1 MD/+ 1 PD (Maximum of 5), Flight and allows the wielder to see through all darkness.
3. The Disappearing People: In the town people have been disappearing for an unknown reason. Speak to the Captain of the Guard or The Paladin to learn more.
Reward: 100 GP, 2*Diluting Fluid
4. Noises Below: The Catacomb's said to be haunted have been making noise. Speak to The Heretic or investigate alone to do this quest.
Reward: 75 GP
The Crimson Ring - This ring can be used at any time to betray a companion. When pointed at them they become completely incapacitated but the ring is destroyed.
Possible Enemies: (These will be links so that they are hidden unless checked. Stats will be under them however)
Catacombs Spirit: https://imgur.com/vzlss8o - HP: 4 PD: Infinate MD: 1 Damage: 1D4
Anglerfish: https://imgur.com/kwLtRUm - HP: 8 Damage: 1D6 (Skills - Ambush if a character walks into their range without realising what they are deal max damage on the first attack)
Catacombs Vampire: https://imgur.com/sIgmx8S - HP: 18 PD: 2 MD: 2 Damage: 1D6+2 Regeneration: 1
Slime: https://imgur.com/8rQuNRJ HP: 6 Damage: 1D5+2 (Immune to all damage without key item or creative thinking)
Bandits: https://imgur.com/t4EUxwd HP: 5 PD: 1 MD: 0 Damage: 1D4
BL M/F: https://imgur.com/AtAjcni / https://imgur.com/c9hyVl1 HP: 15 PD: 3 MD: 0 Damage: 1D6+1 (Skill: Crippling strike, you have disadvantage on escape rolls)
FA: https://imgur.com/iV7E54o HP: 20 PD: 5 MD: 5 Damage: 1D10+3 (Hungry)
ACT ONE COMPLETE
ACT TWO: The Orchish Town
Here you will be attempting to find the hit of the Sword of Light that is somewhere within this Orc run town. This is a hive of villany and deeply voracious enemies ifyour character or companions look tasty expect to have alot of random events and possible combat encounters. There aren't proper guards however just orchish enforcersso no risk of jail or serious searching for you.
Travel/Random Encounters on the Road:
1. Pocket Succubus: You wake in the night to find a Pocket Succubus in the middle to trying to very very slowly steal your soul. Reward: 1 Pocket Succubus/Snack
2. Family Dinner: You run across a Drider mother and her daughter travelling on the road they seem very nice. Reward: Nothing OR Spider Silk*1.
Spider-Silk: Can be applied to a weapon as a secondary action in combat to add the Webbing property to your attacks.
HP: 16 PD: 3 MD: 0 Damage: 1D7+2 (Skills - Silk Webbing, the drider's attacks web up her opponents giving them a -2 to damage each time she hits if their damage hits 0 they are bound)
3. Sky Snacks: Harpies descend on the party trying to drag the weakest members away to their nest so that they can enjoy their meal.
HP: 12 PD: 1 MD:0 Damage: 1D6+2 (Skills: Drag away - they can replace their attacks with a drag away attack. This is a contested strength check and on a success they are able to move an engaged enemy from the current battlefield to their nest)
4. Silly Slimes: Two slimes approach the party and ask if they can eat one or two of you in exchange for a powerful magical charm that they have!
HP: 6 Damage: 1D5+2 (Immune to all damage without key item or creative thinking)
Charm of Clone: When worn this item occupies one of your magic item slots and cannot be removed until all charges have been used. During combat you can create a 10 HP clone of yourself when you disengage this clone lasts for 3 turns or until it is destroyed.
5. Dinner for Three: You and your companions pass by a house with a delicious smell coming from inside. Looking in you can see a defiant pig-girl being basted by three werewolves.
HP: 8 Damage: 1D8+3 - (Skill: Immune to all non-silvered attacks). Reward: 75GP, Shield Trinket
Shield Charm: Equippable magical item. While equipped once per shrine rest you can take no damage from an enemy attack.
6. A Giantess Problem: You and your companions run across a giantess who has overturned a carrage and is leasurely eating those inside.
HP: 40 PD: 0 MD: 0 Damage: 1D12 (Skill, Grabber. When she is engaged with a target and hits them for more than 6 damage they are fully restrained by her. Vore Champion, she can take the consume action inside of combat by forgoing an attack. Aka in combat if a companion has been downed instead of attacking she can eat them). Reward: Golden Incense*3, Soul-Catcher*1, 200 Gold.
Key Figures:
Maakhima, General of The Orchish Army: Army Camp
Maakhima is an incredibly powerful orchish foe who is almost overwhelmingly strong. She wields twin spears but stands around 10 foot tall allowing her to do so with ease. She is ruthless and her army has been amassing to take Bastion in the near future. She loves eating religious characters and can be bartered with.
HP: 28 PD: 1 MD: 0 Damage: 1D10+3 Regeneration: 3 (Skills: Brutal Critical, if Maakhima rolls maximam damage she rolls another D10 damage immediately)
Mathilda, Right Hand of Maakhima: Army Camp
Mathilda runs the magical orchish contingent of the army and trained Mage. She is ruthless and cunning and very careful of her surroundings.
HP: 8 PD: 4 MD: 4 Damage: 1D7+1 (Skill - Lightning bolt can hit all companions and characters of the same alignment. Yellow, Red or Purple. 2D6+2 Damage. Recharge after combat)
Conmara, The Left Hand of Maakhima: Army Camp
Conmara is also known as the chef. She is a relentless glutton who loves to eat. There is a risk of catching her eyes when you enter the Army Camp or leave it.
She is a strong character who can attempt to swallow her foes incredibly quickly to overwhelm them.
HP: 18 PD: 4 MD: 0 Damage: 1D8+1 (Skill, Swallow: instead of attacking roll a contested athletics check. On a success swallow your foe. They take 2 damage every turn inside of the stomach and have to roll against a DC.25 to escape if they can't hit the DC they need a nat 20. She can only have one character in her stomach at any time and spits them up if she is downed.)
Pacifica Gagnon, Theives Guild Leader: The Hive
Pacifica Gagnon is the human leader of the thieves guild. She is a ruthless calculating woman who excells in stealth and trickery. There are rumours that she has a base outside of the Town where she stores her most valulable possessions and prisoners.
HP: 12 PD: 1 MD: Damage: 1D8+1 (Surprise Attack - if she attacks from the shadows she ignores PD)
Erika, Twin Blade of The Theives Guild: The Hive/Distant Cave
Erika is one of the Theives Guild enforces who fights side by side with her sister of battle the other Twin Blade. She is highly skilled in what she does.
HP: 10 PD: 3 MD: 0 Damage: 1D6+2 (Skill - Twin Fighting, she can group up with her Battle Sister in combat combining their stats)
Sara, Twin Blade of the Thieves Guild: The Hive
Sara is the second Twin Blade a dark elf trained in duel-wielding.
HP: 10 PD: 3 MD: 0 Damage: 1D6+2 (Skill - Twin Fighting, she can group up with her Battle Sister in combat combining their stats)
Berta, The Bloody Innkeeper: The Bloody Inn
Berta runs the Bloody Inn she loves to seduce meals into rooms with her and is fairly dangerous.
HP: 15 PD: 2 MD: 1 Damage: 1D6+2 (Sexual Surprise - after sex her first attack ignores all PD or MD and she deals max damage)
Grinflack's, The Merchant: The Slave Market
Grinflack is a seedy merchant who has a doting elven slave in his possession. He is one of the main slavers in town but also sells a number of useful items.
Transportation Feather*1 used to go to any previously visited location and return once you are done (200GP), Golden Incense*1 (80GP), Soul-Catcher*1 (200GP), Mirror Shield (350 GP)
Key Locations:
The Army Camp: The army camp is where the Sword of Light Hilt is thought to be located. As well as where General Maakhima resides with her Right and Left hand women.
The Slave Market/Pens: Where slaves are sold as well as where the main market is.
The Bloody Bar: The inn within the city. It is a fairly safe place to rest although a little expensive and there is a small risk of being drugged or attacked in the night. (1/8 Chance)
The Arena: The Arena is a massive area where fighters can choose to battle against foes. There are 5 possible arena fights here against different possible foes.
1. Tunga/Trevor (Refer to the Companions Section for Stats)
2. Gwenllian Vela: The Elven Boxer (Solo Fight) Reward: 25 GP
HP: 12 PD: 1 MD: 0 Damage: 1D6+1
3. Dieu: The Snake Mage (Solo Fight) Reward: 50GP
HP: 8 PD: 2 MD: 2 Damage: 2D3+1 (Skill - Snake Lunge - when she goes down a HP: 3 PD: 3 MD; 0 Damage: 3 per turn snake attacks in her place)
4. Monica: The Hungry Serpant (Solo Fight) Reward: 75GP
HP: 16 PD: 1 MD: 0 Damage: 1D6+2 (Skill - Crushing, at the start of combat roll a contested Athletics check. If she wins every turn she deals an additional 2 damage to you as she is coiled around your body)
5. The Arena Boss: Fyokla, Gut-Crusher (Trio Fight) Reward:
HP: 22 PD: 2 MD: 0 Damage: 1D12 (Skills - Sweeping blows her attacks deal half damage to non-engaged characters)
The Ruins: The ruins are just outside of the city and fairly safe. They contain an old Shrine to Everlight where the party can rest to re-charge their abilities. The building is delapidated and seems to lead downstairs to a dungeon of some kind. Shrine
GP: https://imgur.com/o1CGYKj HP: 30 PD: 3 MD: 5 Damage: 1D15+2 (Skill, Swallow)
The Distant Cave: The Distant Cave is only unlocked when the player learns about it from an NPC. It is apparently where the theives guild hide their prisoners and most precious gear and located outside of the city. (Dangerous Foes, Possible Boss Monsters (1D4 if they are still alive when the player enters), Traps)
ME: https://imgur.com/EXJWFD9 HP: 18 PD: 3 MD: 2 Damage:1D8+4 (Skills, Immune to any attack at the lowest damage and prevents any abilities triggered by these rolls)
MCap: https://imgur.com/odddMKt
The Hive (Thieves Guild): This underground structure is where the thieves guild are located and they can be approached for a job by the player.
Companions:
Dorothee Mancini, The Thief: The Bloody Bar
Dorothee Mancini is an elven woman who is fairly young only around 80 years of age. She used to be part of the elven ambassadors in the kingdom but has since had to take up theiving. She's generally very good at what she does but being an elf attracts alot of predatory attention.
HP: 8 PD: 1 MD: 2 Damage: 1D5 (Skills, Evader, odd number rolls don't hit her, Thief: At the start of a new area she provides an additional 100GP)
Skills: Stealth, Information Gathering and Perception/Trap Spotting.
Traits: Nihilistic, Hedonistic and Selfish.
Companion Quests:
1. To Unlock save her from the Orchish Warrior in the Bloody Bar.
Orchish Warrior https://imgur.com/cRrXGkO
2. In the Witch's City she wishes to steal a powerful spell book and a few other artifacts of power for money.
Reward: 800GP
3. In the capital she wishes to visit the old ambassador's residence
Unlocks Alternate Form check Appendix for details
Tunga/Trevor Stomachstew, The Fighter: The Arena
The Fighter is an orc who fights in the arena and has done so for quite some time. They are a branded slave currently but have a positive outlook on life. They are not invested in defeating the Infernal Queen but will follow the person who saves them or buys their slave debt.
They are upbeat in the face of danger and fairly lewd looking for easy lays and easy meals.
HP: 16 PD: 2 MD: 0 Damage: 1D8+2 (Skills, Relentless Endurance - when they would go down instead stay up once)
Companion Quests:
1. To unlock either defeat them in the arena fight OR buy their debt with 350GP.
2. They want to defeat the arena champion in a duo fight.
Improves their damage up to 1D10+2
3. They want to have over 500GP to retire with.
Tot, The Assassin: The Hive
Tot is an orchish assassin who has been preparing to inflitrate Bastion to eliminate some of their elites. She is stoic and driven and will work for her employer no matter the cost. There are a few ways to unlock her.
HP: 12 PD: 1 MD: 2 Damage: 1D6+2 (Skill, Bleeding blade if she attacks an enemy from surprise they take 2 extra damage every round from the blow)
Skills: Stealth, Torture and Information Gathering
Traits: Stoic, Lustful and Loyal
Companion Quest:
1. Unlock her by either feeding her The Princess OR buying her service for 400GP
2. Wants to weaken Bastion's defences ahead of the Orchish invasion. (Kill all 4 of the Order Heads and the Head Priestess)
Unlocks Alternate form check appendix for details.
Shikoba, The Mage: The Ruins
Shikoba is an orchish mage who specialises in hypnotic magic. She has grown tired of the war effort and wants to desert although isn't really all that against the Infernal Queen. She generally prefers willing prey but is more than happy to hypnotise that prey.
Personality wise she is intensely curious and loves investigating the Arcane.
HP: 6 PD: 3 MD: 3 Damage: 1D12 (Skill: Hypnotic Pattern, she can cause a foe you are fighting to hesitate for a round once per shrine rest. Spend your non-attack action to activate this)
Companion Quests:
1. Unlocked by speaking to at the ruins and convincing to come along.
2. Wishes to see Mother Darkness's Library, The Bastion Library and the Captial City's Library.
Unlocks alternate form check appendix for details
3. Wants to eat you and your companions but only if you're willing.
Feed at least one companion to unlock her ending. Or alternatively feed yourself to her at the end of the game.
Eulalia Varley, The Monk: The Arena
Eulalia is a monk who stands against the infernal order although she is currently an arena fighter trying to earn enough money to buy a new horse so that she can finish her travel to Bastion.
She is a kind and flirty figure who is always willing to help. She is predatory but only eats willing prey and won't trick them into it. She is a follower of the Eternal Light and a highly skilled fighter.
HP: 12 PD: 2 MD: 1 Damage: 1D3+2 (Skills: Flurry of Blows, she can make two more attacks against a foe when she rolls her lowest damage)
Skills: Performance, Cooking and Stealth
Traits: Flirty, Fun-Loving and In the Moment
Companion Quests:
1. To unlock speak to her at the arena.
2. She wishes to find what is left of her order who were last seen moving against the theives guild. (Start by Investigating the Hive or Asking around the Bloody Bar)
Main Quest: Acquire the Hilt of the Sword of Light. (Optional: Defeat the Orchish General)
Reward: The Hilt of the Sword of Light.
Reward: Maakhima's Spear: When wielding this weapon deal an additional +1 damage. (Only applies to characters who use physical damage)
Side Quest:
1. Structural Damage: Defeat the General's Lietenants to cause chaos in the army.
Reward: Right Hand - Ring of Lightning Bolt (Item dealing a flat 5 damage to a single foe deflected by MD as an action once per shrine rest)
Reward: Gluttonous Ring: This ring allows foes to be swallowed during group combat once down as a secondary action.
2. The Gladiator: There are 5 possible Arena fights listed below the arena location that you can take part in.
3. An Underhand Job: The Thieves Guild have work for those who are interested. They are looking for someone to steal a few very valuable potions from a Witch in Swanstolo.
4. The Everlight Ruins: There is a passage in the ruins that runs deep underground there could be a relic of somekind down there.
Reward: The Everlight Helm
5. Free the Slaves: In the slave market a number of humans and elves as well as a few demi-human's are in cages to be sold as food, slaves or arena fighters. Saving them has no reward but might be the right thing to do although failure might land you and your party in collars.
Possible Enemies:
Orc Soldier: HP: 10 PD: 3 MD: 0 Damage: 1D6
Orc Elite: HP: 15 PD: 3 MD: 0 Damage: 1D6+2
Ogre: HP: 18 PD: 2 MD: 0 Damage: 1D8+2
Bandit: HP: 8 PD: 1 MD: 0 Damage: 1D4+1
Theif: HP: 4 PD: 0 MD: 0 Damage: 1D2+1 (Skill - Steal, swipes an item from the player)
Act Three: The Witches Den
Here you will enter Swanstolo the city of witches and their queen. This is a very dangerous place to be especially if you are not great against magic. You are looking for the cross-guard of the sword of light here and it is also a great place to find magical items or learn new skills.
Travel Events:
1. The Dragon Thief: On the road your party will come across a woman travelling towards Bastion. She seems to be an adventurer and smiles as you approach. She has in her possession a Wolfsbane Amulat. She will part with it in exchange for a fair trade. (A good charisma check or Social Superiority check can make her part with this for very little but not for free)
Wolfsbane Amulat: While the player has this equipped they have a +1 to damage (max of +5) and deal full damage to all were-wolf foes.
2. Nature's Judge: Heading through the deep swamp the trees suddenly draw in around you and you are pinned on the road by a stunningly beautiful spirit of nature. If your party has no PURPLE Companions in it she will allow you to pass and bestow a blessing of health (+2 HP to you and one of your companions). If you have a PURPLE companion in your party she will treat you as hostile and try to purge you and leave your remains to fertilize the trees.
3. The Barbarian Bandits: On the road your group will be set upon by these two Barbarian Sisters. They will let you pass for either 150 GP, eating one of your tasty companions. Alternatively you can fight them OR if you have the Bandit Sword from Bastion they will approach non-hostily and allow you to pass out of respect. (You don't receive a reward for this)
Juggernaut Axe: A +2 Weapon that can be wielded by character who use Physical damage. (Max +5)
Grapplers Ring: A ring that allows you to as a secondary action grapple a foe putting them in a compromising position. This is a contested athletics check that you can only try once per combat. If you roll higher your foe is grappled and must spend actions to escape until either they break free or lose. (Usable once per Shrine rest)
4. The Swamp Siren: As you head deeper into the swamps around Swanstolo you and your party will find themselves surrounded by more and more danger. But as you walk you start to hear a song. (Intelligence/Subterfuge Saving Throw DC: 15) If over-taken by the song enraptured you will head to dine with The Swamp Siren (Those influenced by the song can only take 1 action per round and deal half damage in combat). She adores playing with her food and can be befriended/convinced to spare her treats as she loves art and music.
Reward:
Charm of The Poison Swamp: When equipped affords immunity to poison.
5. A Damsel in Distress: Travelling through the swamp the party will see a woman running through the muck. She is looking behind herself frantically and will wave them down for help her sisters have been captured by a witch who lives outside the city deep in some nearby caves she will implore them for help.
Reward:
150GP
The Bat Witches Charm: A powerful charm that allows the user to use Echolocation to hear while in total darkness. Also gives those wearing it the ability to heal 2 HP when they defeat a foe.
6. The Wyrm Witch's Lair: You're party stray into the region ruled by the Wyrm Witch a powerful witch who challenged Mother Darkness long ago. You will have to make stealth checks to avoid her gaze and avoid tremors on the floor as much as possible. This is a dangerous region but catching the Wyrm Witches' attention can have its own consequences.
The Wyrm Witch can be reasoned with but leaving with all your companions alive and and undigested is unlikely if you meet her.
HP: 20 PD: 3 MD: 5 Damage: 1D12+4 (Swallower, Digestive Healing - each swallowed ally gives her a +1 regen)
Reward:
300 Gold
Wyrm Witches Charm - This grey charm of jagged stone from her Wyrm Familiar provides the user with incredible protection allowing them to negate 3 attacks or win 3 contested checks ever. It crumbles to dust when the final charge is used and occupies a magic slot until removed or destroyed.
Soul-Catcher*1
Golden Incense*3
Key Figures:
Mother Darkness, Leader of the Nonogram: The Mother's Den
Mother Darkness is the witch leader of the coven of the Nonogram. She's an intensely powerful character who was instrumental in causing the church to fall across the kingdom. However she is arbritrary and happy to listen to people petitions for aid. As a combatant she is incredibly powerful and best to avoid a direct confrontation with where possible.
HP: 10 PD: 5 MD: 5 Regen: 10 Damage: 2D5+5 (Skill: Darkness Swallows - she can create and AOE blanket that plunges an area into magical darkness. While in this area all attacks have disadvantage unless the player has a magical light source)
Reward Item: Witch's Hat - Increase magical damage by +3 and increase maximum magical damage to +6. Allows the player to use the Darkness spell and see through it as though it wasn't there once per shrine rest. Companions will not be able to see)
The Bone Witch, Carnissa 2nd of the Nonogram: The Ivory Manor
Carnissa is an incredibly dangerous member of the Nonogram and the favorite of Mother Darkness her magic works around the manipulation of bones her own and other peoples. She can fashion her body into weapons of ivory that tear through her skin and if she lands a hit and tears skin enough to see bone she can warp your bones or paralyse you with ease.
She makes her home in a terrifying mansion contructed of mostly ivory and staffed by skeletons. If she has the key she is likely keeping it here but attacking her in her home is a terrible idea. To defeat her it is recommended you work out a way to lure her from her home as well as finding a way to stop her from being able to see the bones of others.
HP: 12 PD: 3 MD: 2 Regen: 3 Damage: 1D7 (Skill - Bone-Breaker: once she has been in 1 round of combat and landed a hit on a foe that foe becomes marked and she deals a flat 20 damage to them next round as her action breaking the bones that she has seen)
Reward: Bone-Shatter (Doesn't work on foes with MD's of 4+) - Deal a flat 20 damage to a single foe that has bones.
The Death Witch, Daliah 3rd of the Nonogram: The Opulant Manor
Daliah hates that she is only the 3rd favorite of Mother Darkness always planning to become a lich and take her place as leader of the coven but while she is more versitile than Carnissa she isn't nearly as strong in a fight nor as sadistic. She lives in a beautiful manor staffed by undead.
She is fairly reasonable although very prideful and loves to take what she wants. If approaching her for a conversation think about the companions you are bringing as she might want to eat them up. To defeat her it is recommended you bring her away from her lair or at least don't fight her when she is near to her minions.
HP: 8 PD: 3 MD: 3 Damage: 1D6+1 Regen: 2 Skill: Summoner - if she is in a location that she is familiar with or an area of her power she can summon a number of undead minions to aid her. Disengaged - If Daliah is in a fight with allies she cannot be engaged until those allies have been defeated.
Reward: Soul-Earring a magic item that is worn on the ear in the shape of a skull. If you are killed while wearing it you'll reform from the earring 12 hours later. Hopefully after the earring has been passed if you were eaten.
The Potion Witch, Arabella 4th of the Nonogram: The Bubbling Cauldron (The Area Merchant)
Arabella is one of the nicer witches who tends to only eat prey when it is shrunken although she isn't averse to making a shrinking potion. Her shop is one of the safe places in town and she sells a number of other goods alongside an assortment of different potions. If she has the sword piece likely it will be on sale for an extreme sum of money.
She is incredibly reasonable, upbeat and fun but at the end of the day still an ally of the demon queen. Don't assume just because she's nice she wants to help you free the kingdom from the infernal influences that govern it.
HP: 12 PD: 1 MD; 4 Damage: 1D4 Skill: Potion - she rolls a D12 and throws a potion at the floor some of these potions will instantly defeat a foe or buff her others might actually weaken her. If you decide to fight prepare for randomness and possibly unfair potion effects.
Reward: 1* Random Potion (A potion from her 12 that you roll for)
The Flame Witch, Ezra 5th of the Nonogram, The Baths
Ezra is an incredibly powerful witch but she doesn't really get invested in the nature of witching or arcane magic. While she has a natural talent for fire magic she didn't choose to become magical and has spent her time in Swanstolo making one of the safer areas in the form of the baths.
She is unlikely to have the sword part but if she does she'll likely only be withholding it due to threats against her. She is very powerful and willing to help people who want to bring down the demon queen and Mother Darkness.
HP: 12 PD: 2 MD: 3 Damage: 2D12+4 Regen: 1
Reward: Ring of Flame: Immunity to fire damage + the ability to attack with an AOE. While this ring is equipped deal your first damage roll to all foes instead of just the engaged one.
The Love Witch, Camilla 6th of the Nonogram: The Broken Heart Brothel
Camilla is a deceptively kind witch. Her magic revolves around making everything far too pleasurable. All pain, all submission. She loves to break adventurers and keep them around for a while teasing them with pleasure until she coaxes them into her belly letting her stomach break them down listening to them moan and orgasm as they break apart. If she has the sword part it is likely well hidden.
She does also run a functional brothel where you can sell companions in exchange for large sums of gold if you need to. She can be very dangerous to fight but it does depend on the situation and if you know her weakness.
HP: 14 PD: 3 MD: 3 Damage: 1D8+3 Skill: Love-Struck - roll a D4 at the start of your turn. You can only attack her on a 4 by overpowering the feelings of overwhelming pleasure that addle your mind.
Reward: Love Potion: Bring a companion to their Love state without wooing them OR doing their quest. This does unlock their ending and special abilities.
The Poison Witch, Lilliana 7th of the Nonogram: The Serpants Tongue Inn
Lilliana is a powerful witch who is one of the lower members of the nonogram much like the other less respected members she isn't quite as invested with ruling the world although she does support the coven wholly. She also runs the Serpents Tongue Inn a place whose back rooms are filled with traps.
If she has the cross-guard she will likely hide it in her inn. A direct confrontation is therefore likely unnecessary but having a method of detecting traps or at least something to help with poison is key.
HP: 14 PD: 1 MD: 3 Damage: 1D6+1 Regen: 1 (Skill: Poisoning +1 every attack against a foe to a max of 5)
Reward: Acrid Tome - you become immune to poison or effects that are similar to it. You deal +1 damage that is poison type and once per shrine rest you can release a cloud of poison causing all creatures except you in a combat scene to take 2 damage every turn.
The Spider Witch, Ariadne 8th of the Nonogram: The Undercity Maze
Ariadne is an very powerful and dangerous witch who specializes in the magic of the Spider Queen Lolth her webs can be as strong as steel and she can see through the eyes of spiders. Her extra arms are wickedly sharp and she excels at traps and combat. Stepping into her parlour is very dangerous if one doesn't have a way to handle webbing.
If she has the cross-guard it will likely be in the centre of her lair/web.
HP: 16 PD: 3 MD: 3 Damage: 1D6+2 (Skills: Magical Snare - every turn the engaged character takes -2 to attack as webbing covers them as strong as steel. It takes a DC.25 strength check to break or an item that could break it down)
Reward: Spider Shaped Key: ???
The Broken Witch, Last of the Nonogram: The Graveyard
The Broken witch was the original leader of the Nonogram before Mother Darkness arrived swallowing up her second in command dragging her into a hot steaming gut and having The Broken Witch watch as her stomach worked over her moaning and panting before she cast a hex upon her turning her into an undead who stalks the Graveyard.
She isn't attentive and is best avoided as alerting her in her lair will cause her to summon an undead ally every round.
HP: 18 PD: 5 MD: 2 Damage: 2D8+1 Regen: 2 (Summoner: every turn she summons an undead ally to fight with her and they remain after she is defeated).
Reward: Soul-Catcher, Dark-Sight Ring: Allows the user to see through magical darkness when worn.
Key Locations
The Mother's Den: A large home that is styled like a cottage there are dangerous creatures and apprentice witches that roam the halls and the Mother is inside of this building somewhere. She likely has marked the location of the Cross-Guard somewhere. Entry is forbidden to outsiders.
The Ivory Manor: A massive structure made from bones it is populated by skeletons and other bone like creatures. Entry is forbidden to outsiders.
The Opulant Manor: A beautiful mansion with undead servents that roam the halls. Entry is allowed to outsiders so long as they are scantly clad and prepared to be food or sacrifices.
The Bubbling Cauldron: A quaint store where one of the Nonogram sells useful potions and items. Entry Allowed to all.
The Baths: A beautiful bath house where people go to relax. Entry Allowed to all.
The Broken Heart Brothel: A brothel where the player or companions can indulge with some of the possible prostitutes.
The Blonde Brothel Worker (https://imgur.com/veAz75g)
HP: 15 PD: Immune MD: 0 Damage: 1D6+1 (Skills - Climax assult, if you orgasm due to sex with her you take an flat 10 damage and your PD and MD turn off).
Brothel Workers - (Image gallery required)
The Serpants Tongue Inn: A pretty inn open to all travellers who are willing to follow the rules and happy to stay. Threaded through with traps and worked by a number of helpful staff members it is probably the safest place in the city. And as Shrines are hard to access here is a great place to rest and fully heal.
The Undercity Maze: A dangerous area populated by traps and the occasional Drider it is easy to get lost in here and the Spider Witch roams these halls however with the right allies navigating this area can be simple and there are treasures to be found.
The Graveyard: The Graveyard contains a few different gravesites to old heroes and villains and there is loot to be found or taken from this area but it is also populated by a number of dangerous foes. There is also a shrine here but it is important to sneak to it or risk attracting the Broken Witches attention. Shrine
The Misty Manor: The Misty Manor is a large beautiful house that is manned by a number of servents who work for the three vampiric sisters who live inside. This house is opulant and filled with a number of different rooms. Ground Floor (Atrium, Dining Room, Kitchen, Servent Quaters), Second Floor (Bedrooms, Bathrooms, Play Chamber), Basement (Food Storage, Prison, Vault). This is a great location to go if you want to try and get some loot without necessarily having to fight or eat some cute maids and butlers/feed your companions.
Serena, (https://imgur.com/L0dALI6) - Flirty, Fun-Loving Vampire
HP: 15 PD: 2 MD: 2 Damage: 1D6+2 Regeneration: 3
Maylin, (https://imgur.com/11FCbtN) - Noble, Proper Vampire
HP: 15 PD: 2 MD: 2 Damage: 1D8+2 Regeneration: 2
Elanor, (https://imgur.com/P1rjEOE) - Scholarly, Curious Vampire
HP: 14 PD: 2 MD: 4 Damage: 1D6+2 Regeneration: 1
Ariella, (https://imgur.com/2GeIQkz) - Head Maid, Shy and Helpful.
HP: 16 PD: 3 MD: 0 Damage: 1D6+2 (Skills - Silk Webbing, the drider's attacks web up her opponents giving them a -2 to damage each time she hits if their damage hits 0 they are bound)
Servants of the Manor (https://imgur.com/a/63sLN5Y)
The Ruins for Forgotton Gods: This massive temple sits in a deep sunken pit on the edges of town as far away from the light or sun as possible. Heading inside you will see four different doors one with the image of a large spider, one sitting ajar with a circle carve into the front that seems to be dripping, one with an image of a serpant and one with the door smashed inwards.
Gooella, Forgotton God of Oozing Pleasure - (https://imgur.com/7xCukm9) - responses well to everyone she's pretty nice.
HP: 25 PD: Immune MD: 4 Damage: 1D10+2 (Swallow)
Blessing of Ooze: Resistance to all physical damage.
Arabella, Forgotton God of Corruption - (https://imgur.com/NFB7y6t / https://imgur.com/kwVxOAj) - response well to those who encourage others to indulge in there desires.
HP: 25 PD: 4 MD: 3 Damage: 1D8+3 (Webbing - -1 per hit, Demi-Plane - DC: 20 wisdom saves for each companion)
Blessing of Corruption: Monsterous foes will never attack you without first trying diplomacy.
Melissa, Forgotton God of Indulgence- (https://imgur.com/cbwD0Hz) - responds well to those who have indulged in their desires.
HP: 35 PD: 3 MD: 3 Damage: 1D10+2 (Constricting, no disengage, Swallow, can swallow companions when they are downed.)
Blessing of the Serpant: No foe can disengage from you.
The Dark Swamp (Outskirts): The swamp around the City is populated by a number of dangerous creatures. It is possible while exploring this region to be set upon by many different kinds of dangerous foe especially if your party looks tasty.
The Dark Swamp (Depths): Entering the depths of the swamp is extremely dangerous large prints can be seen heading out into the Depths and trees are disturbed by movement from time to time. Something huge lurks out there. Shrine
The Great Wolf (https://imgur.com/jxd9g40) - A powerful demi-god who recently escaped her tomb. Is willing to bless the player if convinced or bribed with food or a demonstration of hunting prowess. (Reminder you can survey areas and try and approach combat with an advantage looking to set up traps and similar)
HP: 60 PD: 0 MD: 0 Damage: 1D12+5 (Swallow: she can swallow companions she downs immediately and gains 10 HP from doing so and Wolf-Howl she can summon an ally to assist her instead of attacking on a turn)
Blessing of The Great Wolf: +1 to PD to a maximum of 5, +2 to damage to a maximum of 5 and gain the Pack Tactics blessing granting all allies +1 to attack.
Companions:
Photina Metzger, The Monster-Lover: The Serpants Tongue Inn
Photina is a travelling maid who has been looking for a Monster to own her and possibly eat her. Super lewd and a total gut-slut she's been trying to find the perfect predator to make her a meal.
She is kind, upbeat and super slutty (if you're a monster) but travelling with her in your party will greatly increase your chance of attracting random events.
Skills: Seduction, Cleaning and Cooking
Traits: Kind, Slutty and Helpful
HP: 4 PD: 1 MD: 1 Damage: 1D2 (Skills: Monster Seduction - can be given to any monsterous foe to distract them. Roll a D4 on a 1-3 the foe is exhausted and can no longer fight on a 4 the goe isn't exhausted and will try and eat her or keep her. Monster Buffer any monsterous ally (Anything non-human) gains +1 damage, +1 PD and +1 MD (To a maximum of 5).
Companion Quest:
1. Unlock by being a non-human character OR by having a non-human character in your party and visiting the City.
2. Either find her a predator to fuck and eat her OR try and prevent her from being fucked or eaten.
Cemile Nagarkar, The Spruned Vampire: The Misty Manor
Cemile is a powerful vampire who was recently turned by the denizens of the Misty Manour. She was originally an adventurer and is furious about what has happened to her. While she is good alinged and wants to bring down the infernal Queen she is also now filled with vampiric hunger.
Having Cemile in the party forces you to travel at night more often than not unless you have an item that can allow her to move through the day-light. She is a sullen person but if told she's upseting people will always apologise and try and do better. In combat she is incredibly violent.
Skills: Stealth, Perception and Athletics.
Traits: Sullen, Emotional and Violent
HP: 18 PD: 2 MD:2 Regen: 2 Damage: 1D6+1 (Vampiric Drain - for 24 hours after she has defeated a foe and been allowed to drink or eat them she deals an additonal 3 damage every attack)
Companion Quest:
1. Unlock by freeing her from the Basement of the Misty Manor.
2. Find a way to release her from her vampiric curse. (Can be done either at Bastion or in the Corrupted City)
Unlocks alternate form see in the appendix below (warning she is weaker in this form)
Andrea, The Serpant: The Dark Swamp
Andrea is a Lamia who lurks in the outer edges of the dark swamp who attacks travellers who enter their. She is therefore fairly hard to unlock. As a travel companion she is constantly hungry and loves to taste her companions. She doesn't know much about the infernal queen but does make most predators less likely to attack and is very strong.
Skills: Perception, Survival and Athletics.
Traits: Hungry, Curious and Savage
HP: 12 PD: 3 MD: 0 Damage: 1D8+2 (Skill: Restrain - she can start combat by rolling a contested athletics check with her foe and attempt to restrain them. This gives them a -3 to damage if she succeeds, Swallow - if a foe is restrained she can forgo an attack to make another athletics contest to swallow them (if they are medium or smaller) if she succeeds this check they are trapped inside her taking 2 damage a turn and have to use their action to try and escape.)
Companion Quests:
1. Unlocked by entering the Dark Swamp with the Great Serpant's blessing OR feeding her a companion.
2. Feed her at least three humans over the course of the adventure.
Lagana, The Slime: The Ruins for Forgotton Gods
Lagana is a slime girl who if you meet will have only just been created. She is happy to serve you as her master although doesn't understand anything about the world and is always hungry. She doesn't understand why consuming people is bad when it feels so nice and is important to keep a watchful eye on.
Skills: None
Traits: Happy, Lewd and Hungry
HP: 5 PD: - MD: - Damage: 1D5+1 (Skills: Immune to foes who don't have methods of damaging slimes (Those with totally physical attacks or no magical attacks. Distracted: in combat every turn roll a D6 on a 6 she wanders off distracted).
Companion Quest:
1. Unlocked by feeding a companion to the Progenetor Slime.
Ariella, The Spider: The Ruins of Forgotton Gods
Ariella is a Drider who lurks in the ruins of Forgotton Gods. She will approach a character who enters so long as the party don't look to delicious (There will be ratings for tastyness) and ask for help.
She is a sultry creature who is often hungry and only somewhat loyal. She is a hugely strong follower and happy to return a favour so long as she isn't in too much danger.
Skills: Trap-Setting, Intimidation and Bondage
Traits: Sultry, Betrayer and Femme-Fatale
HP: 16 PD: 2 MD: 0 Damage: 1D6+2 (Skills - Webber, every attack she makes reduces an enemies attack by two they have to forgo an action to tear this webbing free on their turn)
Companion Quests:
1. Unlock her by stealing the Spider Shaped Key from the Spider Witch.
2. Feed her 5 humans over the course of the quest.
Madrick/Maggie, The Abomination
The abomination is a demi-werewolf who was transformed by the great wolf who has escaped from their tomb deep into the Dark Swamp.
They are an angry person who didn't want to become a demi-human but have no method of turning back. They wish to stop the Great Wolf if they can as well as avoid falling prey to their new nature.
Skills: Survival, Perception and Intimidation
Traits: Angry, Wolf Instincts and Reckless
HP: 12 PD: 2 MD: 3 Damage: 1D8+1 (Skill: Resistant to non-silvered weapons. Weaknes: double damage from silvered weapons)
Companion Quest:
1. Unlock by entering the Great Wolf's tomb in the Ruins of the Forgotton Gods.
2. Defeat the Great Wolf in the Deep Region of the Dark Swamp.
Great Wolf's Claw: A curved short-sword that vibrates with incredible power this weapon increases your attack dice by 2 so if you are on a D10 up to a D12 as well as allows the user to overcome all damage resistances (not immunities).
3. Prevent them from eating anyone over the course of the campaign OR allow them to eat people over the course of the campaign.
If they eat 3 people they can unlock their secondary form detailed in the appendix
MAIN QUEST: Locate the Cross-Guard of the Sword of Light, Retrieve the Cross-Guard of the Sword of Light. (Optional: Defeat Mother Darkness)
SIDE QUESTS:
A Coven of Nine: Defeat members of the Nonogram or sneak into their homes to find items of power to aid you on your quest. Some of them can also be convinced to give their rewards away again this isn't easy to do.
Vampiric Sisters: Three vampires live together inside a beautiful Manour shrouded by mist on the edge of the city. They always allow visitors but those visitors don't always leave. Find their treasures or free their thralls but beware these are powerful foes.
Rewards: 500 Gold, 4*Golden Inscense, 1* Soul-Catcher, Vial of Dragon Blood: A vial of dragon blood, when drunk it increases the users HP by 5 and gives them +1 regeneration as well.
Howls in the Darkness: Something massive has been sighted in the Dark Swamp's Depths the townsfolk want someone to investigate.
ACT FOUR: A Dragons Horde
Heading towards the capital city you will need to collect the blade of the sword of light as well as forge it back together. The blade is in the horde of a deadly dragon and the settlements around
it live in fear. You'll also need to visit the Light-Smith so that the weapon can be created.
Travel Events
1. Monster Girl Friends
A group of different monster girls are travelling the land greeting different people. They will let the player know that they only eat willing prey so they aren't in any danger although the whole group don't seem to be in total alignment. They will ask the party if they want to spend the night with them. This grants Party Blessing - giving +3 to damage in the next fight the party engage in. But in this time they might manage to seduce members of the party into their stomachs.
Key Figures
Eika, The Defiler (30 feet tall): The Dungeon (Any location)
Eika the Defiler is named as such because she is the black dragon who first sided with The Demon Queen turning on the other dragons and defeating many of them. She now resides inside the ruins of a great temple populated with monster servents and filled with treasures languishing within her riches and plotting how to bring down the only other true remaining true dragon.
Eika can be reasoned with she is more than willing to part with the cross-guard for the right price. While it is important to show her deverance and respect as well as potentually not bring your tastiest looking companions to a conversation with her this is not a foe you have to fight and one that is considered incredibly dangerous.
HP: 40 PD: 4 MD: 2 Dmg: (1D8+3 Physical + 1D6+2 Magical) Skills: Fire-Breath (Her first attack consists of 4D6 and hits all allies this counts as a magical attack), Death-Blow (When a companion not the player character is reduced to 0 HP she devours them).
Reward: The Defiler Dragon's Heart - +8 HP, +2 to damage (can go over the cap of 5), +1 to PD and MD. Gain Flaming Surge (Deal 3D6 once per shrine rest. This attack damages all foes in a group with magical damage).
Kvnetha, The Runt (16 Feet Tall): The Forge Depths
While Eika & Ovneth are both full dragons Kvnetha is infact a runt. Born from a full dragon who was close to death she has no wings. Whilst she is very powerful she is generally less intelligent and more impulsive she's fairly animalistic. She also isn't quite as large as the other two.
Generally she is upbeat and impulsive and can definately be reasoned with but if she is hungry or just bored she is likely to attack and a good social skill is recommended to haev a chat with her.
HP: 20 PD: 4 MD:2 Damage: (1D8+) - Skills: Spreading Lava - every turn her damage increases by 1. Quick Swallower - she automatically eats those she defeats and regains 5 HP for doing so.
Ovneth, The Sanctury (24 Feet Tall): Sanctuary
Ovneth is a widely loved figure in the town of Sanctuary the large dragon living by the Oasis Lake in the centre. This beautiful figure is a protective guardian of the town and the only other true dragon. Much like the Deflier she wished to kill the other member of her race in order to avenge them.
She is motherly and sweet but must be spoken to with respect and often asks those she is talking to if they want to take a trip into her hot-springs. Apprently her digestive system isn't painful at all instead a euphoric experience although no one who has been in has left alive so it's impossible to know the truth.
HP: 30 PD: 3 MD: 3 Dmg: (1D8+3 Physical + 1D6+2 Magical) Skills: Freezing-Breath (Her first attack consists of 3D6 and hits all allies this counts as a magical attack), Death-Blow (When a companion not the player character is reduced to 0 HP she devours them).
Reward: The Sanctuary Dragon's Heart - +6 HP, +2 to damage (can go over the cap of 5), +1 to PD and MD. Gain Addled Mind - you can use this to turn one of your companions or any character who trusts you into a willing meal.
Wendlyne, The Blacksmith: Forge Dungeon
Wendlyne is a famed demi-dragon blacksmith who forges in the fires of the runt dragon and has made many magical weapons in her time. She is a sweet woman who is unlikely to eat unwilling prey but does adore cooking.
While she might make it seem like she'll require someone to eat as payment for her services she'll likely help in exchange for other favours as well. Most notably in exchange for someone finding her daughter for her.
HP: 14 PD: 2 MD; 2 Damage: 1D7+2 Skills: Flight
Wendy, The Blacksmiths Daughter: The Defiler Dungeon
Wendy is an upbeat curious girl who has only ever lived in Sanctuary striking out against her mothers wishes she went exploring into the Defiler dungeon and is currently in grave danger.
If Wendy is eaten it can become very tricky to convince her mother to make the Everlight sword.
Maria Vlcek - The Teacher's Assistant: Sanctuary
Maria is a teaching assistant for Melanija. She is sweet and helpful and secretly a total gut-slut something she hasn't been able to bring herself to confess to Melanija yet but she fantasises about the manticore woman eating her frequently.
HP: 4 PD: 0 MD: 0 Damage: 1D4
Key Locations:
The Sanctuary - Safe hub location outside of the dungeons.
The Defilers Horde (Appendix for Dungeon Map) - Entrance to the Defilers dungeon.
The Forge - Entrance to the Forge Dungeon.
Companions (Champion Tier)
The companions in the below list are all classed as Champions, they have abilities and assists that go above that of regular companions are a very powerful. Each of them involves a mini-quest and dangerous foes and challenges. You can only have a single Champion as a companion active in your party at one time. All champions will add an additional quest during the final arc and involve challenging combats to have in the party.
Warning: Champion companions are not required and will affect your ending a little if you work with them. (But they are also alot of fun and make the final boss a little easier).
Melanija Nogueira- The Teacher: The Sanctuary
Melanija is a Manticore a monster hybrid whose race is commonly known to be in alignment with the Demon Queen after assiting her throughout the invasion. They are very powerful and a serious force to be reckoned with.
However, Melanija defected from this force very early into the war and tried her best to assist the humans and holy warriors of the kingdom. When things started to turn sour she was forced to flee and since then has been set up in Sanctuary teaching anyone who will listen about monsters and how to co-exist with them.
She tends to only eat willing prey and is a kind, loving person who prefers mercy and rehabilitation over any other form of punishment.
Skills: History, Monster-Handling and Diplomacy
HP: 18 PD: 3 MD: 2 DMG: 2D4+2 Skills: (Flight, Poison Darts - (foes she is fighting take 1 extra point of damage a turn), Healing Magic - 3 times per shrine rest as an action she can heal an ally or herself for 5 HP, Tail Swallow - if in a group fight when she downs her for she can as a free reaction swallow them with her tail)
Companion Quest:
1. Melanija first wants to defeat her sisters who are camped as bandits on the Demon's road attacking travellers who head to the old capital either to petition the demon queen or in the hopes of trading their soul and life for moments of pleasure. She would prefer they were not killed and they are powerful foes in and of themselves so a careful and measured approach is key.
The Manticore Bandits:
Manticore Stat Block: HP: 15 PD: 3 MD: 0 Damage: 1D8+1 Skills (Poison Darts - their foes take an extra point of unblockable damage ever round)
Crimson - HP: 16 PD: 4 MD: 0 Damage: 1D8+1 Skills - Poison Darts
Noelle - HP: 14 PD: 2 MD: 3 Damage: 1D8+1 Skills - Poison Darts
Nyte - HP: 15 PD: 1 MD: 4 Damage: 1D8+1 Skills - Poison Darts
Sasha - HP: 16 PD: 3 MD: 1 Damage: 1D8+1 Skills - Poison Darts + Double Attack (1 Per Combat)
2. Once her sisters have been safetly locked away she will let the player know of her plans for co-habitation after the Demon Queen is defeated. She wants to speak to each of the Bastion leaders and the Princess if she is still alive and get their thoughts.
3. After convincing them the party may find themselves under attack by the Forgotten Order a group from the Church who are camped near to the city and sworn defenders of the ideals of the region. They are a fierce and dangerous group. They will fuck with the party as much as possible and try and kill Melanija although are more forgiving to human companions than monsterous ones. Once they have been defeated Melanija will be a full companion. (Warning, they can be driven off but this will affect Melanija's ending and the after-credits of the game)
The Forgotten Order
Azrelia, The Betrayed Angel (https://imgur.com/0uNrRZ2) HP: PD: MD: Skills
Marianna, The Executioner (https://imgur.com/tOG51oH) HP: PD: MD: Skills
Julianna, The Hateful Cleric (https://imgur.com/WLyDFBR) HP: PD: MD: Skills
Gabriella, The Shadow Monk (https://imgur.com/O3E4R1H) HP: PD: MD: Skills
4. Finally Melanija will just wish to defeat the Demon Queen in order to aid the party.
Rosielle Ishikawa - The Spirit of Vengence: The Sanctuary
Rosielle was a member of a mercenary band named The Rising Suns who were feared by the infernal army but were betrayed by one of their key members now known as the Shadow Blade.
Rosielle since has been less concerned with the Demon Queen's invasion and more concerned with revenge. She stalks the land looking for the woman who betrayed her and has arrived at the Sanctuary in search of an information broker who she has heard works here.
Skills:
HP: 18 PD: 3 MD: 2 Damage: 1D10+2 Skills: (Double Attack - once per shrine rest she can attack twice in the same turn. Vengance Strike - if she is fighting a foe who has already downed an ally she only has to bring them to below 5 HP before defeating them.)
Companion Quest:
1. Retrieve Information Broker in the Defiler Dungeon for Rosielle
HP: 10 PD: 1 MD: 0 Damage: 1D6 Skills (Surprise Attack - from stealth she deals 2* her max damage)
2. Use the information from the Broker to track down the Betrayer
3. Defeat the Betrayer
Lilli Frasier, The Betrayer (https://imgur.com/smZWDhi) -
Wilberth Ojeda, The Summoner (https://imgur.com/NfoFVgy) -
Trudie Waller, The Gladiator (https://imgur.com/KNt2TOZ) -
Madhu Bjorkman, The Sniper (https://imgur.com/GAZWShu) -
Reward:
The Betrayer's Mask -
Sniper's Bow -
200GP
Ionela Stack - The Champion: The Sanctuary
Ionela Stack is an incredibly powerful fighter an Amazonian woman standing around 8 feet tall she is almost on par with foes like Maakima. A brutal physical fighter who was famous before the country collapsed now she is a roaming adventurer who generally helps people but also isn't afraid to take what she wants. Her passion is to defeat every foe and she is in Sanctuary in order to kill the Defiler Dragon.
She is brave, courageous and hedonistic and respects strength above all. If you have companions who she would consider weak it is important to keep an eye on them so that she doesn't eat them when she gets peckish.
Skills:
HP: PD: MD: Damage: Skills:
Companion Quest:
1. Kill the Defiler Dragon (Tip explore the Defiler Dragon's dungeon OR talk to the Sanctuary Dragon about a plan)
2. Defeat the City Champion in Chapter 5
Reward:
3. Defeat the Demon Queen
Flore Martinsene - The Liar: The Sanctuary
Flore Martinsene is a renowned warrior of some skill as well as a semi-famous thief. She has done very well out of the country collapsing into ruin and now is working on schemes of her own. She has a plan to defeat the Demon Queen in her city without even fighting her and will petition the player to work alongside her.
She is a sexual character who isn't afraid to do whatever she has to in order to get what she wants. She has a few dark secrets and is selfishly motivated.
Skills:
HP: PD: MD: Damage: Skills:
Companion Quest:
1. Flore wishes to retrive something from the Dragon's Horde that is known as the Book of Estoria and old tome that speaks of an ancient kingdom.
2. In the City of Dreams she wishes to steal four keys from each of the Succubi Nobles.
3. Once the keys have been retrieved she wants to head into the bowels of the city in order to perform a ritual.
4.???
Carmen Olvirssen - The Chosen: The Sanctuary
Carmen is a figure who your character may recognise. The last chosen to be sent on this quest has clearly grown substantually in power although she has not assembled any of the Everlight Sword. Instead she speaks of a way to defeat the Demon Queen that she has found in her travels. Her party of allies however have betrayed her and made off with many of the key components she needs for a spell.
She is serious,stern and more than willing to take charge of you. She's got an incredible grasp of magic and a drive to succeed.
Skills:
HP: PD: MD: DMG: Skills:
Companion Quest:
1. Hunt down Carmen's old party
2. Bring the components of the spell to the City of Dreams
3. Deal with the palace basement guardian
4. Cast Carmen's Spell
5. ???
Drousilla - The Demonic Princess: The Sanctuary
Drousilla is a very powerful companion she is a full succubus and the daugther of Desmodia the Demon Queen. She is incredibly intelligent and wishes to overthrown her mother. She will offer the player whatever they want in exchange for their aid in this.
She is whatever you want her to be. When you meet her I will ask you what your character would want and expect from her and she will mold herself to your desires. With her you might find your companions disappearing and yourself forgetting about them if you leave her alone with them.
Skills:
HP: PD: MD: DMG:
Companion Quest:
1. Assemble the Everlight Sword
2. Defeat the Demon Queen
3. Allow Drousilla to adopt the throne
4. Serve her eternally.
Main Quest:
The Everlight Blade: Find the Cross-Guard of the Everlight Blade and bring it to the Blacksmith so she can reforge it.
Reward: The Everlight Blade - (Need to decide stats for this but it is going to be strong)
Side Quests:
Champions: Choose a Champion companion to work with if you so wish.
Final Act: The Demon Queen
You'll be in the city with a weapon that can banish the queen but you'll still have to get to her in a region that is filled with deadly succubui and other serious danger.
Key Figures:
Desmodia, The Demon Queen: The Palace of Living Dreams
KEY LOCATIONS:
COMPANIONS:
MAIN QUEST:
SIDE QUESTS:
Appendix
Companion Alternate Forms
The Defiler Dragon's Dungeon (Spoilers)
Floor 0 - The Dragon's Floor
Entrance: A large cave entrance blown into the side of a mountain a strange structure almost like a castle is open inside of it a strange combination of different architectures containing a myriad of bound and loyal creatures for the dragon.
Room 1: This room is a typical dungeon room the walls are made of old-stone and an Orchish woman who seems to be mostly unarmed stands in the centre of it. A cute woman is chained to the wall on the side of the room. The orchish woman is clearly not desperate for a fight and will be easy to reason with. There is also a single chest against the back wall of the room. Loot: 50 GP
Orchish Woman (https://imgur.com/VBFA2SE) - HP: 15 PD: 3 MD: 0 Damage: 1D6+2 (Sucker-Punch: When she hits 0 HP she deals a flat 6 physical damage to the foe who downed her)
Damsel in Distress (https://imgur.com/iCEucOS)
False-Life (https://imgur.com/UVYzXEk): HP 14 PD: 3 MD: 2 Damage: 3D4+2 (Ambush - if someone touches the False-Life without knowing its intentions it immediately wraps around them. If this is the player deal 6D4+4 damage to them. If it is a companion they are immediately downed)
Room 2: A heat like that of a forge can be felt from outside of this door and the sound of humming can be heard within. Entering this room a woman can be seen standing around 9 feet tall made of metal although seeming a little softer than one would expect. She has a few meals tied up in a corner and is working at an anvil. Loot: Golem's Whetstone - This item can be used 3 times in combat as a bonus action. When touched against a weapon it makes it wickedly sharp reducing a foes PD by 1.
Iron Golem (https://imgur.com/vmaur5H) - HP: 25 PD: 8 MD: 3 Damage: 3D3+3 (Stunning - if two of her dice are threes when she rolls her engaged opponent becomes stunned chosing to either not act next turn OR to take 6D3+3 damage from her next attack)
Damsels in Distress: (https://imgur.com/CTfjox6) (https://imgur.com/WfTqyVO)
Room 3: Faint blue flames flicker from inside of this room and the smell of cooking meat can be scented. Entering this room it seems to be styled after a kitchen and a couple of weak adventurers are tied up inside of a stew pot. A cute blue imp will turn surprised to see the party and will attempt to offer them a meal in order to spare her life. Loot: Delicious Meal - A tasty meal - heals 2 HP
Environment Effect - Everyone who isn't immune to fire takes 1 extra damage every turn
Blue Imp: (https://imgur.com/q01Cjio) HP: 8 PD: 1 MD: 4 Damage: 1D8+2 (Flame Burst - when she dies deal 5 damage to all foes)
Damsel's in Distress: (https://imgur.com/ukrqFAi) (https://imgur.com/hbxborZ)
Room 4: This room as a frigid wind blowing from it and the sound of soft crunching as if feet on snow can be heard within. A large yeti lives in this room toying with her meals and fighting those who challenge her.
Yeti: (https://imgur.com/hOlTo4s) HP: 22 PD: 3 MD: 1 Damage: 1D8+2 (Frigid Aura - you only have 1 action in combat)
Damsel in Distress: (https://imgur.com/P6Y66oE)
Room 5: This room has sand pooling by the door and the ground is warm and arid. Looking inside the player will see one Lamia coiled tightly around her prey teasing and taunting while another anthro lamia watches. Room Trap: Quicksand - on entry of the room roll a DC.15 Athletics save to avoid becoming immobile and restrained for 3 turns.
Lamia: (https://imgur.com/NFnE7AN)(https://imgur.com/WamPm75)
HP: 18 PD: 2 MD: 1 Damage: 1D6+3 (Skill - Crushing, at the start of combat roll a contested Athletics check. If she wins every turn she deals an additional 2 damage to you as she is coiled around your body)
Room 6: This room seems to be relatively safe except a succubus sits in the centre within a large circle that fills most of the room. Two women sit either side of her and she has her arms draped around them. She'll notice the party as they come in and smile sweetly. She knows of the chosen and loves eating religious followers. She is however stuck within the circle while she heals rapidly and can block projectiles she is a totally optional encounter.
Chained Succubus: (https://imgur.com/lIHWO7L)
HP: 10 PD: 4 MD: 5 Damage: 2D6+2 Regen: 3(Skill - Alluring: swinging and attacking a succubus is hard the mind starts to fill with sexy thoughts and this is most effective at bringing down defenses each turn you fight her PD and MD drop by one)
Room 7: This room is a flat plane of water that is somewhat dark no light sources within except from shimmering blue moving lights. There is a single bridge path that leads across the room to the exit.
Ambush - A DC.18 Athletics Save is needed to avoid the Kraken's grapple.
Kraken: (https://imgur.com/sBGaurs)
HP: 26 PD: 3 MD: 1 Damage: 4D2+4 (Skills - Grapple if the Kraken rolls 2 or more 4's you become grappled and are pulled under the water. If held like this under the water for 3 turns you drop to 0 HP unless you can breath underwater.)
Room 8: This dark room is populated with a set of stone pillars which jut from the ceiling to the floor. Marks of green sit across each of them fashioned like claws slashes and noise can be heard from time to time moving through-out the room.
Ambush - DC.18 Subterfuge Save is need to avoid 1 member of the pary excluding the player having their HP reduced by 15 ignoring PD or MD.
Drake: (https://imgur.com/O3wUUlr)
HP: 25 PD: 5 MD: 2 Damage: 2D8+3 (Acid - her attacks reduce physical defence by 1 with each blow)
Room 9: This sweet smelling tea room has a sense of calm and safety about it there is a soft soothing sensation that washes over the party as they walk inside.
Enchantment - DC.18 Subterfuge Save to avoid being charmed (disadvantage on attack rolls)
In this room is a Vulpa Enchantress who is bound by Endbringer. She loves to speak with newcomers and adores sex as well but to pass from her room you either have to give her one of your companions or fight your way past her due to the nature of her binding.
Vulpa Enchantress: (https://imgur.com/3XB1P5A)
HP: 15 PD: 5 MD: 10 Damage: 1D7+3 (Enchanter - the first time she attacks a foe they must make a DC.14 Subterfuge save or fall enchanted to their knees. Charmed Danger: if she is attacking a charmed foe she deals 2D7+3 damage)
Room 10: ENDBRINGER (Refer back to the arc summary)