Documente Academic
Documente Profesional
Documente Cultură
The Soda Shower: The character feels a little sticky, but is What's Really Happening: Ryle is a fat demon which
not immediately perceived as a meal for Ryle. The shower constantly shoves refuse in his mouth when not capable of
acts as a kind of camouflage. The showered character is eating the clean. He sweats excrement and has stains of
invisible to Ryle until taking an action. He or she is then vomit down the front of his body from constant overeating.
treated as having three-quarters cover against Ryle's attacks
until taking another action. He or she is then treaded as Rewards
having partial cover against Ryle's attacks until taking If the characters thoroughly search the trash heap, they
another action. He is she no longer benefits from the soda won't find much after all, it is a heap of trash, even to
shower after this. their hallucinating eyes. They will find 20 wrapped red
candies strewn throughout that appear unique. They are
The Devil's Dessert: A character that partakes of the bulbs of Blood Garlic worth 20 gold pieces each.
Devil's Dessert gains advantage on all saving throws
against Ryle's stench for 1 hour. Upon returning to town, the heroes are hailed for their
success, but celebration is quickly put on hold for what
What's Really Happening: The room contains a magically will ultimately take a nearly 3 hour bathing session using
circulating shower of filth and a table of grotesque and the town's entire soap supply to clean them of the filth that
rotten meats. The spread is enchanted to fortify acolytes are likely to be covered in. Afterwards, a celebration is
before appearing before Ryle, who's stench can easily harm held and the town magistrate will give awards to the
even them. characters this can be money, magic items, or both.
Monsters
Demonspawn Centipede Possession Demonspawn Centipede
Medium Fiend (Demon), Chaotic Evil Small Fiend (Demon), Chaotic Evil
AC 18 (natural), HP: 127 (15d10+45) AC 15 (natural), HP: 33 (6d8+6)
Speed 30 ft. Speed 30 ft., Climb 30 ft.
Str 19, Dex 14, Con 17, Int 12, Wis 11, Cha 15 Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 10
Saves: Dex +7, Constitution +8 Damage Immunities: Acid, Poison
Damage Immunities: Acid, Poison Condition Immunities: Poisoned
Condition Immunities: Poisoned Senses: Blindsight 30 ft., Passive Perception 10
Senses: Blindsight 30 ft., Passive Perception 14 Challenge: 1 (200 XP)
Challenge: 7 (2,900 XP)
Grappler. The centipede has advantage on attacks against
Small Vulnerabilities. When a weapon attack against the targets it has grappled.
possession would be a critical hit, the attacker makes a DC
10 Intelligence saving throw. On a success, the attack deals Acid Sweat. Any target engaged in a grapple with the
quadruple damage instead of double. On a failure, the centipede or which makes an unarmed attack against it
critical hit is instead treated as a normal hit. receives 1d4 acid damage at the end of its turn.
Acid Sweat. Any target engaged in a grapple with the Maddening Chittering. A character within 10 feet of the
centipede or which makes an unarmed attack against it centipede has disadvantage on all intelligence, wisdom,
receives 2d6 acid damage at the end of its turn. and charisma ability checks and saving throws.
Decaying Stench. When starting a turn within 10 feet of Death Burst. When the centipede dies, it explodes in a
the Possession, a character must make a DC 5 Constitution burst of acid. Each creature within 5 feet of it must make a
saving throw versus poison. On a failure, the character DC 11 Dexterity saving throw, taking 2d6 acid damage on
vomits, cannot take any actions, and can only move half a failed save or half as much damage on a successful one.
her speed.
Actions
Actions Barbed Legs. Melee Weapon Attack: +3 to hit, reach 5ft.,
Barbed Legs. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 1d4+1 piercing damage and 1d4 acid
one creature. Hit: 2d6+4 piercing damage and 1d8 acid damage and the target is grappled.
damage and the target is grappled.
Body Burrow. Melee Weapon Attack versus grappled
Acidic Bile Spit. A target within 15 feet must make a DC target, +3 to hit, Hit: 4d8 slashing damage. If this kills the
15 Dexterity saving throw or be covered in sticky, acidic target, the body becomes permanently bonded to the
bile. A character covered in the bile receives 6d6 acid centipede. It is reanimated 5 minutes later possessed
damage at the end of every turn until it is removed. A entirely by the centipede which becomes sentient and gains
character may use an action and make a DC 15 Strength 1d6 Intelligence.
saving throw to remove the bulk of the bile. If successful,
the character receives 3d6 acid damage and the effect ends. Appearance: A centipede with demonic features, barbed
legs. When active, its joints leak a green acid and it makes
Vomit Shower (Rechage 5-6). A grappled target receives a loud chittering noise.
10d8 acid damage.
Str 16, Dex 12, Con 17, Int 9, Wis 11, Cha 9 Str 17, Dex 11, Con 13, Int 1, Wis 13, Cha 6
Senses: Passive Perception 10 Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive
Challenge: 2 (450 XP) Perception 11
Challenge: 2 (450 XP)
Reckless. As Barbarian ability.
Actions
Actions Multiattack. The lobster makes two claw attacks.
Lollypop Mace. Melee Weapon Attack: +5 to hit, reach
5ft., one creature. Hit: 2d6+3 bludgeoning damage. Broken Pretzel Claws. Melee Weapon Attack: +5 to hit,
reach 5ft., one creature. Hit: 2d6+3 bludgeoning damage.
Appearance: A burly humanoid that appears to be made of
swirled frozen yogurt wearing armor made of beef jerky. Appearance: An ant-like creature made of large, lightly
salted soft pretzel pieces.
Str 14, Dex 3, Con 16, Int 1, Wis 6, Cha 1 Str 8, Dex 16, Con 11, Int 1, Wis 10, Cha 3
Damage Resistance: Bludgeoning Senses: Passive Perception 10
Condition Immunities: Blinded, Charmed, Deafened, Challenge: 1/8 (25 XP)
Exhaustion, Frightened, Prone
Senses: Blindsight 60 ft. (blind beyond this radius), Passive Sticky. Candy Critters have advantage on checks made to
Perception 8 maintain or resist losing a grapple.
Challenge: 1/2 (100 XP)
Hive Mind. Candy Critters may perform the help action to
Actions aid an attack of an adjacent Critter even if the target of the
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one aided attack is not adjacent.
creature. Hit: 1d6+2 bludgeoning damage.
Clumsy. Candy Critters suffer disadvantage on all
Engulf. The dessert moves into the space of an adjacent dexterity saving throws and Strength (Athletics) checks.
large or smaller target. The creature must make a DC 12
Dexterity saving throw. On a successful save, the creature Actions
can choose to be pushed 5 feet back or to the side of the Chomp. Melee Weapon Attack: +5 to hit, reach 5ft., one
dessert. A creature that chooses not to be pushed suffers the creature. Hit: 1 piercing damage, and the target must make
consequences of a failed saving throw. On a failed save, a DC 10 Strength saving throw or become grappled except
the dessert enters the creature's space, and the creature is that the target's speed is not reduced to zero and the Critter
engulfed. The engulfed creature can't breathe, is restrained. moves automatically with the target while the grapple is
When the dessert moves, the engulfed creature moves with maintained. A grappled target suffers a cumulative -5 speed
it. An engulfed creature can try to escape by taking an and a -2 penalty to Dexterity ability checks and saving
action to make a DC 12 Strength check. On a success, the throws for each Candy Critter grappling the target.
creature escapes and enters a space of its choice within 5
feet of the dessert. Chew. A grappled target receives 1 piercing damage.
Appearance: Various ooze-like creatures made of ice Appearance: Small hard candies the size of a house cat
cream, flan, pudding, or jello. with gaping mouths and slim licorice legs.
Ryle, The Chocolate God Additional Thoughts and Suggestions
Huge Fiend (Chocolate), chaotic evil
AC 16 (Natural), HP: 136 (13d12+52) The DM should add as much or a little detail to
Speed 25 ft. the grotesque environments as suits the enjoyment
of the group.
Str 25, Dex 10, Con 19, Int 10, Wis 10, Cha 10 Gertrude is likely "sampling" a bit of the elixir
Damage Resistance: Nonmagical Piercing and Slashing. and interaction with her that reflects that can be
Vulnerabilities: Radiant Damage and Silvered Weapons. fun and revealing.
Skills: Perception +4 It is possible for the characters to take a long rest
Senses: Passive Perception 14 during this adventure even after taking the elixir
Languages: Common, Abyssal (as it lasts 24 hours). If they do, consider throwing
Challenge: 8 (3,900 XP) in a random encounter with some lollipop enemies
(see chapter 7) if they aren't out of the way or
Stench. Any creature that starts its turn within 20 feet of hidden.
Ryle must succeed on a DC 14 Constitution saving throw Additional dungeon levels and rooms can easily
or be poisoned until the start of its next turn. If the be added between chapters 6 and 7 to make for a
creature's saving throw is not more than 7, the creature longer delve.
retches violently and is stunned as well. If the characters interrogate a lollipop enemy, they
might receive some valuable information about
Unbalanced. Ryle has disadvantage on checks and saves how to deal with him (like his trouble standing,
against falling prone. An action is required for Ryle to get his vulnerability to silver and radiant attacks, or
up from prone. the effects of the soda shower).
Ryle is basically just a spoiled demon infant not
Actions above eating his own followers.
Multiattack. Ryle makes two slam attacks. If both hit a Suggestions for Blood Garlic:
large or smaller creature, the target is grappled (escape DC Cooking: Requires a DC 15 Intelligence
20). Until this grapple ends, the target is restrained, and (Cooking) check to incorporate into a dish
Ryle can't use Multiattack. (one bulb will effect 6 servings). After
consuming a Blood Garlic dish, a character
Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one gains advantage on the first saving throw
target. Hit: 4d8 + 7 bludgeoning damage. made within the next 8 hours against an effect
caused by a fiend.
Engulf. Ryle engulfs a Large or smaller creature grappled Spellcasting: A bulb may be consumed as an
by it. The engulfed target is blinded, restrained, and unable additional material component when casting
to breathe, and it must succeed on a DC 14 Constitution Magic Circle and choosing to effect Fiends.
saving throw at the start of each of Ryle's turns or take 2d8 When doing so, the spell's duration is
+ 4 acid damage (half as much on a successful saving doubled.
throw). If Ryle moves, the engulfed target moves with him. Upon returning victoriously, one hopes
Ryle can have only one living creature engulfed at a time. Gertrude could indicate that Ryle was only the
If Ryle receives a critical hit from a bludgeoning weapon first of a series of new Archdemons entering the
while a creature is engulfed, he vomits up said creature and world. Her elixir may help in defeating the rest.
loses his next action. This could easily become a theme to a much
larger and longer series of adventures.
Appearance: A huge rotund baby made of chocolate with a
massive stomach and small legs and arms. Walks clumsily
like an infant.
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
The following text is the property of Wizards of the Coast, Inc. and is COPYRIGHT NOTICE of any Open Game Content You are copying,
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights modifying or distributing, and You must add the title, the copyright date,
Reserved. and the copyright holder's name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
1. Definitions: (a)"Contributors" means the copyright and/or trademark
owners who have contributed Open Game Content; (b)"Derivative 7. Use of Product Identity: You agree not to Use any Product Identity,
Material" means copyrighted material including derivative works and including as an indication as to compatibility, except as expressly licensed
translations (including into other computer languages), potation, in another, independent Agreement with the owner of each element of that
modification, correction, addition, extension, upgrade, improvement, Product Identity. You agree not to indicate compatibility or co-adaptability
compilation, abridgment or other form in which an existing work may be with any Trademark or Registered Trademark in conjunction with a work
recast, transformed or adapted; (c) "Distribute" means to reproduce, containing Open Game Content except as expressly licensed in another,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise independent Agreement with the owner of such Trademark or Registered
distribute; (d)"Open Game Content" means the game mechanic and Trademark. The use of any Product Identity in Open Game Content does
includes the methods, procedures, processes and routines to the extent such not constitute a challenge to the ownership of that Product Identity. The
content does not embody the Product Identity and is an enhancement over owner of any Product Identity used in Open Game Content shall retain all
the prior art and any additional content clearly identified as Open Game rights, title and interest in and to that Product Identity.
Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but 8. Identification: If you distribute Open Game Content You must clearly
specifically excludes Product Identity. (e) "Product Identity" means indicate which portions of the work that you are distributing are Open
product and product line names, logos and identifying marks including Game Content.
trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, 9. Updating the License: Wizards or its designated Agents may publish
designs, depictions, likenesses, formats, poses, concepts, themes and updated versions of this License. You may use any authorized version of
graphic, photographic and other visual or audio representations; names and this License to copy, modify and distribute any Open Game Content
descriptions of characters, spells, enchantments, personalities, teams, originally distributed under any version of this License.
personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, 10. Copy of this License: You MUST include a copy of this License with
symbols, or graphic designs; and any other trademark or registered every copy of the Open Game Content You Distribute.
trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) 11. Use of Contributor Credits: You may not market or advertise the Open
"Trademark" means the logos, names, mark, sign, motto, designs that are Game Content using the name of any Contributor unless You have written
used by a Contributor to identify itself or its products or the associated permission from the Contributor to do so.
products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, 12. Inability to Comply: If it is impossible for You to comply with any of
modify, translate and otherwise create Derivative Material of Open Game the terms of this License with respect to some or all of the Open Game
Content. (h) "You" Not for resale. Permission granted to print or photocopy Content due to statute, judicial order, or governmental regulation then You
this document for personal use only. System Reference Document 5.1 2 or may not Use any Open Game Material so affected.
"Your" means the licensee in terms of this agreement.
13. Termination: This License will terminate automatically if You fail to
2. The License: This License applies to any Open Game Content that comply with all terms herein and fail to cure such breach within 30 days of
contains a notice indicating that the Open Game Content may only be Used becoming aware of the breach. All sublicenses shall survive the termination
under and in terms of this License. You must affix such a notice to any of this License.
Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms 14. Reformation: If any provision of this License is held to be
or conditions may be applied to any Open Game Content distributed using unenforceable, such provision shall be reformed only to the extent
this License. necessary to make it enforceable.
3.Offer and Acceptance: By Using the Open Game Content You indicate 15. COPYRIGHT NOTICE
Your acceptance of the terms of this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
4. Grant and Consideration: In consideration for agreeing to use this System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
License, the Contributors grant You a perpetual, worldwide, royalty-free, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
nonexclusive license with the exact terms of this License to Use, the Open Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Game Content. Chris Sims, and Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.
5.Representation of Authority to Contribute: If You are contributing END OF LICENSE
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.