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oman wearing ornate leather armour and armed with a rapier and pistol is being digested by the trees roots and branches slowly sucking her blood she slips in and out of consciousness murmuring in diabolic she carries a leather satchel the adventurer is luxuria houghing a cambion half demon fighter and wizardess and member of the gehenna girls an adventuring company who previously discovered the apocalypse archive entrance she is the sixth daughter of the houghing family a precariously prosperous cambion dynasty with lands in the hexwold and in the outer circles of hell unlikely to inherit and lacking the necessary reverence for a career in the diabolic church luxuria signed up with the sisterhood in hopes of securing her fortune and restoring the prospects of her family she is highly suspicious of other adventurers perceiving them as rivals and will likely betray them at the first chance luxuria houghing cambion pandemoniac fighter 1 wizard 1 hd 2 1d10 1d6 hit points 13 armour 1d2 studded leather pistol dex 2d6 piercing or rapier dex 1d8 piercing cambion infravision 60 feet reduces fire damage by half advantage on saves vs fire str 8 dex 13 con 12 int 16 wis 6 cha 12 charm as a pandemoniac cambion luxuria can cast charm once per day spells conjure cacodemon hovering head magic shield omen puissant projectile time spasm currently prepared weapon specialization pistols luxuria rolls all attack and damage rolls with pistols twice and takes the higher result equipment bandolier 22 shots powder remaining pistol rapier spellbook with above spells studded leather armour purse with 42 gp the rites of the first darkness the rites of the first darkness is written in aklo and has pages of voidskin bound in nightflesh the skin of an elder atramental it appears as a menacing slab of leather so black it seems to absorb light brought near it it describes a series of rituals pertaining to the enigmatic first darkness or shrouded lord these include instructions for sacrifices to the first darkness upon the altar in area 10 and others like it as well as the spells annihilate blind conjure tenebral crepusculate darken shadow jump and voidmouth reading the text itself is hazardous dealing 1d4 cold damage ignoring armour and producing an intense feeling of primordial humiliation before the ineffable immensity of the supreme darkness that preceded all creation this cures any radiation equal to the amount of cold damage sustained reading the book also delivers dreams of an endless black void purging all dreams of a dead empire or other intrusive nightmares for 24 hours 21c captured celebrant a disturbing series of cooing groaning sounds issues from this grove trapped by two of the pallid trees and being slowly torn apart by competing tendrils of the bloodsucking plants is a voluptuous humanoid with skin covered in ritualistic scars the creature s body is a disturbing patchwork what look at first to be clothes are revealed on closer inspection to be garments of skin sewn into the being s flesh it glistens and spurts bleeding black blood the trees draining it look somewhat unhealthy this celebrant is called destruda they are enjoying their captivity enormously experiencing the sensation of being torn apart with all the rapturous aesthetic bliss one would expect from a member of the frolic destruda hd 4 hit points 18 armour 1d2 spiked chains dex 2d6 reach speed 30 ft celebrant infravision 120 ft advantage on saves versus poisons and disease str 10 dex 14 con 14 int 11 wis 13 cha 16 regenerating destruda heals 1d4 hit points every round unless damaged by holy water or a cultist s smite or exorcism although native to the pocket dimension of excessus they are distant kindred of demons and can be considered fiends for the purposes of spells and magic items spells destruda can cast the following spells using charisma rolling to remember them as a witch and eschewing reagents blood boil execrate horrify time spasm wound if freed from captivity destruda will admonish their rescuers before inviting them to join them in the frolic in area 37 should they outright refuse the invitation destruda will grow peevish and may punish those who refuse them spiked chains whipping forth from the intricate depths of their body like barbed entrails 22 thorn pen there is a 25 chance of encountering 1d4 hemadryads here selecting a prisoner to be digested in the feeding grounds the jagged remnants of a crystalline specimen container big enough to hold an elephant or an ogre gleam beneath the crimson foliage of the bloodwood within the broken container an elaborate growth of thorns pens in a group of creatures whose movements can dimly be glimpsed there are eight goblins in the thorn pens five of the fodder clan and three of the digger clan they have temporarily put aside their differences but their hatred for one another is palpable and they occupy different sides of the pen the diggers are notable for their clawed hands vestigial eyes and tentacular noses like star nosed moles all have been thoroughly stripped of equipment the hemadryads can cause the thorns to retract at will and may place captives here if they are not immediately fed to the bloodwood the thorns have 2 armour and 30 hit points attacking them with a melee weapon without reach requires a dexterity save to avoid being pricked by them which deals 1d4 damage and provokes a constitution save or be plunged into a deep stupor for 1 hour nothing can wake a creature lulled into this state of sleep 23 the book of the bloodwood this chamber is protected with sigils deactivated by the blood glyph see area 19 the walls of this room are adorned with intricate bas relief murals depicting the spread of the bloodwood through an unfamiliar city trees digesting citizens subdued by hemadryads broodtrees towering over broken temples roots and vines wrenching apart towers and walls in the middle of the room stands an empty lectern in the floor a rough hole has been bored leading down into a narrow passage the book itself has been stolen by the goblins of the digger clan and is currently in area 82 the hole can be climbed down by a small creature or by a medium creature with a dexterity check on a failure of 5 or more the creature is stuck big creatures have disadvantage it leads to area 80 24 heart of the bloodwood containment chamber a gigantic tree strains against the ceiling of this chamber whose walls are lined with largely overgrown shelves a few crystalline cannisters still gleam on the shelves the tree illuminated by half a dozen crimson bulbs suspended near the ceiling is a huge heaving rustling thing with numerous greedy knothole mouths gasping about its trunk suspended from its branches are a series of translucent shelled acorns in which embryonic hemadryads slowly mature several fully grown hemadryads tend to the tree vomiting blood into its knothole mouths there is a rhythmic thumping in this chamber emanating from the tree unmistakably a heartbeat this room was previously the bloodwood seed bank the cannisters contain small pale acorns which if planted and watered with blood develop into broodtrees there are 12 acorn cannisters still intact each containing 10 acorns xenobotanists alchemists biomancers and the like would likely pay handsomely for such treasures to the tune of at least 1000 gp per cannister 100 gp per acorn of course anyone who has read the book of the bloodwood in whole or in part will realize how risky letting it loose could be a retinue of 6 hemadryads is present here at all times if the heart of the bloodwood is threatened 1d4 hemadryads arrive every round to defend her there are 100 hemadryads in total in the bloodwood the heart of the bloodwood is the mother tree of the forest the oldest broodtree in the grove her roots and veins are connected to all others in the forest although it can survive without her destroying the heart will seriously damage all other trees connected to her reducing their constitution by 6 and their hit points by half the heart has another 24 hemadryads maturing in acorns in its boughs heart of the bloodwood 9 hd 54 hit points armour 1d6 2 four lashing boughs str 1d6 or feed str 1d8 speed 0 ft plant immune to mind influencing effects double damage from fire slashing str 17 dex 4 int 2 wis 16 cha 12 blood drain when the heart deals damage with its feed attack it heals an equivalent number of hit points it can only feed on creatures it or a hemadryad have entangled engulf when the heart hits with its lashing boughs attack in addition to dealing damage it automatically entangles its foes an entangled creature cannot move and has disadvantage on defense rolls they can attempt escape with a successful strength check gigantic the heart of the bloodwood is gigantic attacks against her by smaller creatures hit automatically she has a 30 foot reach the apocalypse archive 13 18 by bearded devil on january 21 2023 in roleplaying map close up soundtrack for areas 13 18 combat music overview previous areas 1 6 areas 7 12 13 stairs the door to this area can be unsealed using the amber keystone currently in area 30 a successful dexterity check with disadvantage can unseal the door but a failure results in exposure to raw puissance a jolt of which is enough to liquefy a would be intruder instantly flesh running like tallow dealing 4d6 damage or producing one of the wild magic effects on the table below beyond the door a yawning emptiness opens far too big for any torch or light spell to illuminate fully ancient stone bridges lead to a winding central stair here at the hub of the apocalypse archive six doors around the edges of the room open onto the six levels of the archive the doors to levels 2 and 5 are sealed depressions beside them take the carnelian keystone found in area 90 and chrysoprase keystone found in area 70 the bridge to level 5 is badly cracked this is obvious to anyone looking at it closely if more than one medium sized creature attempts to cross it it will collapse requiring a dexterity save to avoid 3d6 falling damage any loud sound in this area produces tremendous echoes alerting creatures near to the stairs on their respective levels of nearby intruders roll 1d4 wild magic effect 1 your hand and then forearm begins to writhe and flicker into a myriad of forms make a constitution saving throw to return it to its previous shape otherwise it becomes roll 1d4 1 a pincer dealing 1 damage but incapable of holding objects 2 a tentacle 3 hungry developing a mouth in the palm that mewls and cries if it is not regularly fed meat 4 a hideous lamprey like worm with a fanged maw dealing 1d4 damage strength 12 which attacks the nearest creature attacking you if there are not other targets it has 1 hd and 4 hit points 2 your hand detaches painlessly and scuttles away deep into the apocalypse archive it has 1 hd 1 hit point and strength dexterity and constitution scores equal to half of our own if you can track it down and bring it to a sufficiently skilled chirurgeon you might get it reattached 3 your entire arm begins to phase in and out of the ethereal plane rapidly you cannot hold objects in this plane effectively with it though if you manage to grasp an ethereal object you can move it into the material 4 your arm develops 18 strength swelling and bunching it purples and darkens the veins swelling it develops a mind of its own and will regularly lash out at friends and foes alike if given a weapon the arm slowly drains your constitution at a rate of 1 per day if it kills you it still lives hauling your corpse around behind it this can be cured with heal disease or by removing the arm 14 collapse this corridor has partially collapsed a huge piece of rubble blocking almost all of the passage a tiny space is evident near the floor just big enough that someone small and slippery might be able to squeeze through a curious smell redolent of loam and iron seeps through the crack along with a few creeping crimson vines and the snaking tendrils of what might be roots a medium creature can squeeze through with a successful dexterity check on a failure they make no progress on a failure of 5 or more they are stuck a small creature can get through without great difficulty a big creature has disadvantage on this dexterity roll bloodwood trees cannot follow through this aperture any pursuing hemadryads will typically stop at the collapse unless truly enraged 15 maw of the bloodwood the ancient stones of the old city have been utterly obscured by a thick blanket of pulsing crimson moss the entire passage has been clotted with trees vines and foliage a twisted bone white wood with vivid blood red leaves a dim reddish light suffuses the passage shed by some bulbous growth near the ceiling the light streams thinly through the membranous leaves of a curious bulb like structure one that twitches and rustles as if something within were trying to escape indeed the bulb contains a plasma cherub one of the illumined of the final star see area 11 which has been captured by the bloodwood to serve as an energy source the bulb blocks the harmful effects of the light and thus does not increase radiation however if the bulb 5 hit points armour 1 were destroyed the cherub would be released flooding the passage with the infectious glow of the last light further references to bulbs through the bloodwood all indicate a similar imprisoned cherub if any part of the wood is harmed 1d4 hemadryads will emerge from the trees within one minute to investigate eerie white figures with skin of bone coloured bark who move with an eerie grace they have long hair like trailing vines or creepers thickly veined hemadryad 2 hd 8 hit points armour 1 lacerate dex 1d6 speed 30 ft plant immune to mind influencing effects double damage from fire slashing str 8 dex 14 con 12 int 10 wis 12 cha 14 entangle as an action hemadryads can use their long vine like hair to try and entangle foes so that trees or other hamadryades may feed this functions as an attack roll but if it hits the target is entangled and cannot move and has disadvantage on defense rolls they can attempt escape with a successful strength check feed when a hemadryad deals damage she heals an equivalent number of hit points treestride as an action hemadryads can meld into a tree and reappear at any other anywhere within the bloodwood the trees of the bloodwood are extremely dangerous they can move cutting off avenues of escape and attempting to split the party they can also scent blood mostly the trees lie dormant but one or more will attack given any of the following conditions 1 the party is resting 2 a party member is isolated 3 more than three party members are below half of their hit points 4 they are attacked 5 or a nearby combat breaks out 1 in 6 chance of joining every round of combat in the bloodwood another tree has a 1 in 6 chance of joining the fray there is a virtually inexhaustible number of trees in the bloodwood this makes prolonged combat in...
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