Searching for Fortune

Starts with Farrow getting the group to the Fortune’s Wheel Casino. Play through events and await Shemeshka 

needs them to get the Crown and Necklace within the day, last team didn’t come back yesterday and time is running out. Says they will know it when they see it. Shemeshka hands them a 5 in stuffed owlbear toy that squeaks when it is squeezed. She says it the portal key to get to the Grinding Hall. To show that she is serious She pays them $300 gold each, and says there is more where that came from if they come back with the pieces she seeks. The underground exit from the Drunken Dabus basement leads to the destination.

F1 Dragon Bar – Characters

Fire Genasi (red skinned, roiling fire for hair wearing black leather Frederek and a Herengon with a half-cut off right ear (bunny man) in a magic breastplate and red and orange striped clothing named Hannibal. From around the corner from the bathroom comes a 7 foot tall golden skinned Aasimar named Sachael who is wavign behind himself and says “don’t go in there, woo” and takes a seat at the bar with the dragon head next to the other two.

A barbed devil (Cycarath the Exmortal) and a Glass winged Deva with a shock of red hair and a vaguely female form (Terentriss the Word of Brilliance) are staring lost in thought at a book with the title Dead God Cycle.

Ghost Magician – Three Gnoll Hecklers name Dryg, Etat & Thrihorr, the Gorespear Brothers, 13x Kobolds led by Kliky with a tiny white dragon on a leash named Popsicle. A lady bugbear named Priscilla in a rumply purple satin dress and an Aarokocra named named Sceshan who is petting her pet Tarrasque.

F5 Table Games Characters

Dead Hand’s Dice. A vampire croupier coalesces from a cloud of mist to conduct dead hand’s dice as a green skinned red eyed no mouth Ultroloth rolls up to the table. His name is Xixitoth and he is waiting for the casino owner and just killing time.

Olidammara’s Bounty. at the table is Ignatius Inkblot (lawful neutral mind flayer), an undercover detective, investigates the casino for fraud, “Lu,” a kindly tiefling archmage and secret Incantifer (detailed in Sigil and the Outlands), is celebrating her birthday. She never discloses her age, and a nicely dressed human lich in a superb suit and always bets in patterns 1-2-3, or 2-4-6, or 3-6-9, 4-8-16.

F8 Ice Lounge characters

Winter’s Bite, a piteous young white dragon, sits at the bar with his head hung, fidgeting with a single gold piece as he drowns his sorrow. The coin is all that remains of the dragon’s hoard—he gambled the rest away in a single night. Worse yet, the foolhardy dragon has racked up a 100 gp bar tab he can no longer afford. If a character pays off the dragon’s debt, Winter’s Bite thanks the character, calling them a “friend of dragonkind“ before he departs the casino, never to return.

Draxie the pixie is lost in the lounge and is looking for her friend Toby like a drunk looking for their keys under the light in the road because thats the only place they can see.

An Efreeti is making a lot of steam, named Smoldris is talking Duergar named Nezaeth Platesunder and a construct of dark iron that only says NE ZA ETH and a Tortle The Storm of Eternity with dual blades (time and Space), a scarred face and an eyepatch discussed hunting demons and devils alike in the blood war,

Vecna Quotes – Iconic D&D and Crossover Quotes

  • On Fate: “Every step you take, every choice you make, brings you closer to the end I have written.”
  • On Mortality: “Your kind is a putrid, diabolical existence! One I will eradicate at my own discretion.”
  • On Existence: “That which is eternal cannot die.” (Find more lore, including the “Match wits” and “I am the cry” monologues, via this Reddit discussion.)
  • On Evil: “Evil is not an absence of good… It is one of two forces in the cosmos, an agency locked in eternal struggle against its antithesis.”

Grinding Hall Dungeon

Arrive in the Astral Sea upon an island of blue grass and redish-brown earth below floating in the silver light. You seem to have entered through a monolithic gate of black marble. Small flourescent rodents seem to move around randomly: if someone gets within 5 feet, they unfold into butterflies and fly into the nothingness.

The island is about 500 feet long and 50 or so wide and at the far end there is what appears to be a capstone of the same marble from afar. When they get close it appears that there is a stairway down to a dark entry that no light can permeate.

Every ten minutes, one dungeon turn, the Large rooms turn Counterclockwise and the small rooms turn clockwise one facing with a distinct grinding sound and feeling through the whole structure.

Roll a D10 on the table below every game turn.

  • 1 – A Succubus is in the new room that appears or in the next that does.
  • 2 – The whole dungeon rumbles and feels like it slipped a gear and moves to the next position
  • 3 – A treasure goblin with tea cups, kettles, and many small viles is camped out in the room, has tea and biscuits, rations, basic survival supplies, and drugs.
  • 4 to 5 – Nothing happens
  • 6 to 7 – The Glyphs glow and everyone heals 2D4+2 damage. If fully healed they will have Aid on their next attack.
  • 8 to 9 – The Glyphs glow red for a moment and everyone takes 2d4 psychic damage with will save for half.
  • 10 – a room falls out of the dungeon, roll a D10 on 1-7 the room is behind them (small), on a 8 to 9 it s a small room ahead of them, and on a 10 it is the room they are in.

Dungeon Rooms

1- Entrance: You appear in a stone room, with rumble dying down as your feet hit the fairly even floor. The portal behind you closes with an audible pop. The room is lit by a row of glowing glyphs about eye level around the perimiter of the room, with four small and one large column spaced evening through the room. There appears to be a single doorway that has a smooth natural stone wall within it.

2- Gifts: small treasure chest with a good complex lock (1min dc 15) with scratches and gouges around the lock and there is a broken lock pick on the ground. Within is 3x expensive wine bottles (50 gp), 3x 50 gp gems, 100 gp, a hat of wizardry and a lock of trickery plus 2 potions (climbing and comprehension)/

3- discarded Dishwear: The corridor appears to have an entire tea service set tossed angrily into the closest corner, turns out the other corner has a pile of stale biscuits.

4- Graffiti: The glowing runes are dark, but instead the room is lit by an ominous message in some sort of glowing paint “THE TEA WILL TAKE YOU ALL!!!”

5- Sugarush: Sugar cubes litter the ground and there is a bright splash of blood on the floor in the corner of the room.

6- Corpses and Cambrion: Find 3 dead adventurers with a Cambrion holding one corpse by the scruff of it’s neck. Warrior has a +1 shield that looks like a dragon the color of the grey-blue shield. and the dragon changes color when picked up to the owners desire, gets one dragonkin like breathe weapon a day, needs to make a con save of 13 or take d4 damage of the type chosen. The rogue has a potion (invisibility) and the cleric has a potion of hill giant strength and two greater potions of healing (4d4+4).

Cambrion is pissed off when it sees the party. “Don’t tell me, she sent you too?” and drops the cleric to the ground with a thud and gets ready to pounce.

7- Boring room: nothing going on other than another blood stain.

8- Darkness: The hall has no lights, with the runes flickering barely visible. If touched they take a 1d4 feedback elecdtric damage.

9- Fountain of Faith: if the PCs drink from the fountain of perfect temperature tea, they heal 2d4+2 and become inspired.

10- Crusher: when the party gets half way into the room the gear toothed ceiling starts to descend slowly to crush the team

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15- Survivor: Finds a Hobgobling Ranger Chomaec the Brazen, barely alive, says the Crown is not here, only the amulet.

16- Big Boss: a large teapot Warlord using the Hill Giant Stats but with a scolding tea attack instead of garbage and with a reaction of a sword swing area attack at a dc 14 dex save for half every other round after his knights are dead. Failure of the save sends the pc flying away 10 feet. He gets the Reaction: Parry which once a turn can add 3 to his AC to see if he blocks an attack.

Around the neck of the teapot is hung a magical amulet

He is fighting with two teacup knights using the Toughs stats. Their maces look like Biscuits at the end of a desert fork.

The outer ring of the map starts falling away leaving a smaller island to play on, until they can all barely fit on the fighting area. Once defeated a doorway opens up. insert battle won music.


Dungeon After Party

Either Chomaec the Brazen is waiting for them, if he survives, and the Blackhearted Starts to erupt from him, sephiroth style sword first, followed by a black arm as Chromaec’s chest turns black and the spiked and fringed armored limb extracts itself, and starts fighting the team half-formed, or, He is standing by the exit portal half-created from vapors and darkness itself. Either way a half-powered Blackhearted Warrior attacks the party and tries to kill them. If they try to communicate, they feel malice and spite, charm effects cause 1d4 psychic damage back on the attacker.

Return with half the goal, must be in another dungeon, corpse of god dungeon. bank heist first for book of all hours.

The bank has a magic vault that houses artifacts. One of particular concern is the Book of All hours. Each chapter shows the reader a different version of themselves and describes every si gle choice and possible outcome. Impossible book. They see many chapters but they are all short, only showing the next few days worth of options.

Notes:

Drakken Dar The Inevitable – gladiator lord.

Q’or paid off the bar tab for the Winter’s Bite young white dragon

frost of the warriors is Z’s fav drink.

brick and qor got hit by fire

in magic mirror, Z sees herself as a druid green and viney, q’or sees a wizard self in dignified robes, hobbler is a monk, bitsie is a mushroom coat of arms fighter in shining armor, brick sees himself as an artificer with mechanical squirels

saw a vision of himself as a wizard.