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May 4th, 2018
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  1. Domain of Daidoch
  2.  
  3. Upon entering the portal, it closes behind them. An eye-shaped gem at the top was glowing, then winks out when the portal closes.
  4.  
  5. >>>> Entering the domain
  6. The inky black portal stands before you, pulsating and wavering. Faint screams and a pulsing heartbeat can be heard emanating from the portal and it radiates heat. Stepping through the inky black-ness, you are plunged into darkness for a moment before you find yourselves hurling through a twisting and turning tunnel of fire, velvet darkness, and agonizing screams. After what feels like an eternity, but must have been but a few seconds, you are standing on solid ground dizzy and off balance. You take a moment for your senses to return and you look around to find yourself standing on ancient, cracked, and crumbling stone brickwork. The circular portal of stone stands behind you with a large eye-shaped onyx gemstone at the top that is glowing a soft red. The portal wavers then winks out and the onyx eye stops glowing.
  7.  
  8. The crumbling, ancient stonework beneath you appears to be a pedestal of sorts with stairs leading down which are flanked on either side by large blackened iron bowls of unnatural roaring fire reaching nearly fifteen feet high. Beyond the stairs is a walkway lined with broken and crumbled pillars and divided by a slowly pouring translucent cyan goop that hisses, and glows, as it flows through the stonework and cascades over the edges. The walkway ends in a large octogonal stucture with a pyramid-like top and massive double-doors carved with depictions of the dead, chained and writhing. Surrounding you, and this entire structure, is nothing but velvety black-ness and distant agonizing screams with seemingly no source. The entire walkway is dimly lit by the glowing goop, and the pedestal only faintly lit but the roaring fires.
  9.  
  10. >>>> Opening the doors
  11. The massive stone doors tower over 60 feet, and as you approach, despite the distant screams, there is an unncanny silence. Working together you push to doors open enough for you all to fit through, and the strange silence is broken by the sound of grinding stone that echoes within the octogonal structure. The building stretches nearly 200 feet tall, and the center of the ceiling has a large opening which is mirrored on the floor directly below it. Opposite of the doors there is a large onyx throne on a stone pedestal. A hulking figure sits in the throne, shadowed by a strange darkness and unmoving. The inside of this building is dimly lit by a blue-grey light shining from the hole in the ceiling above. The inner walls of the building above are lined with figures of all races, both dead and alive, coporeal and incorporeal, slumped and hanging from chained wrists. Some sit still while others writhe, and moans of discomfort and pain echo from overhead. Danging from chains held aloft by nothing but thin air are several cages of blackened iron with more figures within. One cage in particular stands out: a stark white unicorn lying down hangs aloft just before the throne.
  12.  
  13. >>>> Approaching the throne
  14. You approach the throne and the hulking figure stands then steps forward into view. Standing before you is a broad, muscular creature with scaled charcoal skin. It stands fifteen feet tall with four arms. Two of the arms are massive, ending in crab-like pincers and the other two are smaller with humanoid hands and heavy blackened iron chains hanging from the wrists that drag on the stone behind it, clinking and scraping. It has a horned canine head, penetrating violet eyes, and a muzzle filled with rows of sharp teeth.
  15.  
  16.  
  17. > Daidoch speaks when the party approaches
  18. "Welcome to my domain, mortals."
  19.  
  20. Daidoch stands from his throne
  21.  
  22. "I see you have found your way past the guards... It is no matter, they were expendable - surely no match for your exploits, Free Company. I trust you have come seeking one of Cirothe's prisoners, unless, of course, you are seeking a deal."
  23.  
  24. Who are you?
  25. > "I am Chain-Keeper Daidoch."
  26.  
  27. What is a Chain-Keeper?
  28. > "Prisons, slaves, and imprisonment are my trade. Mortals and Immortals alike seek Chain-Keepers when dealing in such matters, particularly when looking to imprison powerful beings."
  29.  
  30. We have come for Lorand
  31. > "I can not give you Lorand, I am bound by my contract to hold him prisoner until the day comes that Cirothe desires his release."
  32.  
  33. How do you know who we are?
  34. > "Cirothe is displeased with your interference in her business. She has called for your deaths by any who cross your path, but I am only bound by the terms of our deal, I share no love or loyalty for Cirothe... If you have no business here you are free to go."
  35.  
  36. What kind of deal are you talking about?
  37. > "One of mutual benefit, one which benefits each of you greatly. I am willing to ignore Cirothe's orders if you were to aid me in replacing my lost slaves and rush the inevitable. Whispers in the cursed-wood say you were in the Gnome village, so you know its location. The village is doomed to fall, I will continue to spread the corruption and eventually my forces will locate it. If you lead my forces to the village, join them in capturing it, and bring back the surviving gnomes as slaves then I will grant each one of you a wish."
  38.  
  39. Daidoch reaches out, and a small parchment materializes from flame floating in the hand before you. The parchment has a small paragraph of writing, but it is indiscernible. Next to the parchment is a blackened steel, ritualistic dagger.
  40.  
  41. "All you must do is sign with your blood."
  42.  
  43. Who is your boss?
  44. > "I answer to none."
  45.  
  46. You work for Cirothe?
  47. > "The deal I made with Cirothe is one of mutual benefit. She does not command me nor does she hold my loyalty."
  48.  
  49. What is your deal with Cirothe?
  50. > "It is no secret, Cirothe provides me with slaves and souls. In exchange I hold her prisoners."
  51.  
  52. Where is this?
  53. > "My domain is deep in the abyss of the Underworld, far from prying eyes. No one can protect you here."
  54.  
  55. How do we leave?
  56. > "By my command, unless you seek to leave by the River of Souls. Either way, I can I make it so."
  57.  
  58. Why is the portal closed?
  59. > "The portal only opens by my hand."
  60.  
  61. How do you know Professor Squib?
  62. > "That scheming rodent was responsible for the loss of my last prison. The rodent is not to be trusted. He deals in knowledge, but he is a demon of deceit. I despise his kind."
  63.  
  64. How is Professor Squib responsible for the loss of your last prison?
  65. > "The runt made a deal with a mortal wizard decades ago, promising knowledge in exchange for the destruction of the prison while I was lured away by Squib's games."
  66.  
  67. Why did Professor Squib want your prison destoyed?
  68. > "That is not a question I can answer. There is no telling what game he was playing."
  69.  
  70. Who was the wizard that Professor Squib made a deal with?
  71. > "A petty creature named Arkenius. I have laid claim on him for when he inevitably travels the River of Souls, in exchange I allowed the rodent Squib to continue his pitiful existence until he crosses my path once more."
  72.  
  73. * If the party talks to much, begins asking too many questions, waits to long, etc.
  74. > "I find no value in idle conversation. If you have no business here then I have no need for your presence. Decide now whether you have business or you wish to leave, while you still can."
  75.  
  76. Daidoch is a Glabrezu
  77. He has a chain attack which can replace a single fist attack per turn.
  78. Chain. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
  79.  
  80. Laid Actions (one activates at the start of each round):
  81. A 20-foot radius sphere of ground within 120 feet of Daidoch becomes covered by low, rolling, inky black mist with grasping misty appendages; the area is difficult terrain until the start of the next round.
  82.  
  83. Massive black tentacles sprout across the entire lair, rising from the void and erupting from walls until the start of the round after next. Each creature of Daidoch's choice that starts its turn within 30 feet of a tentacle must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. The tentacles rapidly regenerate any harm done to them and can only die if cut down. If a tentacle takes 25 slashing damage or more from a single source in a single turn it dies. A tentacle has AC 10.
  84.  
  85. Manacled chains along the walls of the prison animate and reach out to each creature of Daidoch's choice that is within 10 feet of a wall. A creature must succeed a DC 15 Dexterity saving throw or be restrained and moved next to the wall. Escaping requires a successful DC 20 Strength (Athletics) check, DC 15 Dexterity (Sleight of Hand) check, or DC 10 Thieves Tools check. Alternatively a chain or manacle can be broken. They have AC 19 and 20 HP.
  86.  
  87. > He made a deal with Cirothe, but owes her no loyalty. He is only interested in business.
  88. > If the party doesn't do anything to provoke, he wont attack.
  89. > If the party doesn't bore him too much, or take up too much of his time nor provoke him, he will allow them to leave by teleporting them out.
  90.  
  91. Daidoch Critical Hits:
  92. Fist:
  93. as per Lingering Injuries pdf
  94.  
  95. Pincer (not grappled by pincer) or Chain:
  96. d20
  97. 1-2 Fractured Skull
  98. 3-6 Crushed Chest
  99. 7-10 Broken Ribs
  100. 11-14 Shattered Arm
  101. 15-16 Broken Hand
  102. 17-20 Shattered Leg
  103.  
  104. Pincer (grappled by pincer):
  105. Dependent on how they are grappled:
  106. Beheaded
  107. Lose an Arm
  108. Lose a Hand
  109. Lose a Foot
  110. Lose a Leg
  111. Split in Two
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