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=Volume 4= '''A Clawed Bargain''' ::'''Synopsis:''' When the party answers the call of the village of Leayfen to investigate a mysterious plague, they find a community divided; some blame a hag's work, others say it is the wrath of a healer unjustly punished after the sudden death of the province govenor's wife. ::'''Notes:''' The hag and the healer are actually one and the same and, of course, she's innocent of causing the governor's wife's death, though the plague is her doing as her revenge on the townsfolk for their lack of gratitude. Ironically, the big bad is actually the mayor's sister, whilst the (male) mayor is honorable, reasonable and a generally decent person. '''The Miracle Cure''' ::'''Synopsis:''' When the party goes in search for the miracle cure for the scabbing plague that is wreaking havoc in Hu Biang, they discover the hero who went before them has been replaced by an imposter. ::'''Notes:''' The doppelganger means no harm, but simply wants to live a human life, especially if that means it can have the love of the village healer it has always admired. '''A Deadly Dance''' ::'''Synopsis:''' When a spree of "unfortunate accidents" befalls the women of Nordfalia's Court, the party are summoned to root out the killer before they can spoil the Annual Royal Ball. ::'''Notes:''' This adventure revolves around a simple twist; the party unearths a conspiracy of doppelgangers to embezzle money from the court, but they are actually the ''victims'' of the real villain, a misogynistic serial killer whose bloodlust has been further enflamed by discovery of the monsters hiding in women's forms that have infiltrated the court. Remember: the doppelgangers are supposed to be both sympathetic and "the good guys" in this scenario. '''The Blood-Stained Sweet Tooth''' ::'''Synopsis:''' In a secluded, rainy land ruled over by Baron von Ewanne, children are being stolen by an evil hag, and the party are summoned to put an end to her evil, even though the villagers of the forest tell very different stories of the witch in the woods... ::'''Notes:''' In a twist that should be absolutely no surprise to you by this point, the hag is benevolent and innocent; the baron is using her as a scapegoat to hdie the fact ''he'' is stealing the children to use as [[Blood Magic]] sacrifices. ::'''New Magic Items:''' Icon of Gore, Rare Wonderous Item, as a bonus action you can activate this magic item by embedding it in your flesh, sacrificing 25% of your current HP and taking 2d4 damage per turn it's active. Whilst it's active, you gain Advantage on attack rolls and do +3d6 bonus damage. '''Mathar's Tears''' ::'''Synopsis:''' The party stumbles across the woodland village of Mathar, whose children are succumbing to a mysterios sleeping sickness that the locals are blaming on a banshee. Naturally, they turn to the party for help. ::'''Notes:''' The banshee is an innocent victim (surprise, suprise) who has been bound by a famiily called the Loclans, who are forcing her to drain the life from the other children to sustain their own ailing son. Obviously, this means you need to free the banshee to get the best ending. ::'''New Magic Items:''' Circle of Telepathy (grants Telepathy 1000ft radius), Banshee Tear (if the bearer kills a creature, gains 1 charge, can hold a maximum of 1 charge, if the bearer drops to 0 HP, the charge is expended and they are healed to 1d4 HP) '''Of Werewolves and Birthday Parties''' ::'''Synopsis:''' The party is recruited by a most unusual monster hunter to help her track down a [[werewolf]]. She is, in fact, a werewolf herself and wants to teach the new lycanthrope how to control its bestial instincts before it ends up dead at the hands of a mob. '''The Divine Order of Things''' ::'''Synopsis:''' In the logging town of Oarsberg, the reeve's daughter, Octavia, has gone missing for a week, and her mother is determined to find her, which leads to her hiring the party to investigate the region of the woods where the townsfolk won't go to seek out her missing child. ::'''Notes:''' Yet another "good girl [[hag]]" adventure, this time with the local priest being the hidden corrupt villain, specifically running the orphanage with physical and verbal abuse. '''Tell Me What You Know About the Knight Errors''' ::'''Synopsis:''' When the enchanted eye of of a night hag barkeep with a most unusual tavern is stolen, she recruits the players to find it before she loses her temper and does something she'll regret. ::'''Notes:''' The one who stole the hag's eye was her own mother, though not for any evil purpose. The most evil individual in this adventure is a would-be seer who wants the hag's eye for herself. '''Paradise Remade''' ::'''Synopsis:''' THe village of Elderlen hires the party to recover its missing priestess before an ancient compact that protects their land from famine and drought is broken. ::'''Notes:''' The priestess ran away because her role is more of a living sacrifice than a holy woman, forced to live a life of chastity, poverty, ascetism and charity that she didn't want. Her people deciding to use their magically-guaranteed good fortune to conquer their impoverished neighbors was the last straw. The player can either take her back or help her escape. '''Oceans of Stone''' ::'''Synopsis:''' A young woman cursed into the form of a [[medusa]] for winning the heart of a woman desired by a cruel priest of a sea god ([[Umberlee]], by default) begs the party to help her in recovering said woman, accidentally petrified during her initial transformation, from her tormentor. ::'''Notes:''' Straightforward "invade the temple of the evil god" scenario. '''Dangerous Dealings With Dryads''' ::'''Synopsis:''' When a malign corruption begins sweeping through the [[fey]] of the Oakshire Timberlands, the party are called upon to put an end to the evil. ::'''Notes:''' Remarkably small in scope for what its synopsis offers; the party never does get to the root of what is actually causing the corruption. They just get asked by a fey enclave to save one corrupted dryad. '''The Village that Wept''' ::'''Synopsis:''' As the party travels through a land that is being conquered by an invading army, they stumble across a village mysteriously devoid of any indigenous occupants, where the colonist settlers live in fear of the river, claiming it is home to a curse. ::'''Notes:''' Based on the Mexican legend of La Llorona, this adventure is recommended as being set in a region in your setting with a "Mexican" aesthetic. The La Llorono is the vengeful spirit of the native chieftain who married the invader captain who now rules this village; she offered herself to him to save her people, but when rumors began to spread that her people were inspiring rebellion, the captain had every native except her killed. She then drowned his children in vengeance, for which he killed her. She has haunted the village ever since, trying to murder all of the invader-born children here. The party can either help her kill all of the colonists, convince her to just kill her former husband, or kill her - and just in case you were forgetting who was writing this book, killing her will result in the player who struck the death blow being cursed. '''Dragon Reborn''' ::'''Synopsis:''' The governess of Ipridias, Lady Cupriom, summons the party to rid the area of a menace called the Silver Serpents, who she accuses of making attempts on her life. ::'''Notes:''' The [[dragonborn]] Lady Cupriom is actually the evil half of the soul of a [[Metallic Dragon|Bronze Dragon]], which was split into two vessel-bounded phylacteries by a coven of [[hag]]s. The Silver Serpents are actually the agents of the good half-soul, which was incarnated in the form of a [[medusa]], and they merely want to protect their mistress from Lady Cupriom, who is obsessed with murdering her counterpart in the belief that this will make her whole. The medusa will try to recruit the party to aid her instead, obviously, which naturally will lead to the good ending, where the two soul-halves are rejoined and retake their original draconic form. '''The Lying, the Lich and the Warzone''' ::'''Synopsis:''' The party stumbles across the lair of a lich named Azaelia, which is being beseiged by the Knights of the Shining Way, a martial order which wants revenge against the lich for her killing their patron, an obscure, long-dead demigod named Gjorve. ::'''Notes:''' Azaelia is the victim in this scenario; Gjorve was obsessed with her, and ultimately tried to murder her when she rejected him, but a "darker power" intervened and allowed her to survive by becoming a lich, who promptly slew her assailant and then withdrew to the abandoned dwarven outpost where she is now under seige. Gjorve's followers are, of course, portrayed as petty, cruel misogynists who refuse to consider Azaelia as anything other than a liar. ::'''New Magic Items:''' Lichfire Pendant (can cast Firebolt and grant Advantage to Arcana, History, Medicine or Nature checks for charges), Fist of Gjorve (+1 AC when wearing light armor, spend charges to add Radiant damage to attacks, cast Guiding Bolt or COmmune with a male diety; cursed to grant Disadvantrage on Charisma checks vs. women) '''Cursed Hearts''' ::'''Synopsis:''' When the party comes to the town of Nayyor, they find the locals restless and uneasy, with suspicious eyes falling on their governors; the founding family known as the Bayani. Rumors of marriage, monsters and murder linger on the street. And all the while, as the Bayani attempt to defuse the tension, one of their own secretly fans the flames. ::'''Notes:''' A social/investigation adventure with a non-linear design. Great for roleplayer parties, terrible for adrenaline lovers. The basic plot is that the Bayani women suffer a curse that leaves them as "mandurugo" (sort of a [[therianthrope|were]]-[[vampire]]), and whilst they have long been content to use magical talismans to suppress the curse, the govenor's sister has decided she wants to control and ultimately undo the curse, and is willign to sacrifice the lives of the townspeople and even her own sister and neice to achieve her wishes. Yes, this is an adventure where the bad guy is a woman! ::'''New Monsters:''' Mandurugo, Maharlika (the "Vampire Spawn" to the Mandurugo's "Vampire") '''A Riddle in Time''' ::'''Synopsis:''' A pensive gynosphinx uses her [[chronomancy]] abilities to hold conversations with three of her past selves in order to unravel the answer to an important riddle, which will decide in the eyes of a god as to whether she has learned wisdom or folly. ::'''Notes:''' The party takes the role of each of the gynosphinx's four temporal incarnations and plays through a series of story-based encounters representing four notable points from her memory. ==The Uncaged Class== A new full-fledged class included in Uncaged #IV, the Uncaged is described as someone who has somehow removed themselves from the normal bindings of fate and destiny after struggling to defy their appointed role as a dweller on the fringes of the voiceless masses. Somehow granted independence from their destined role as one of the powerless, the Uncaged seek to champion the common folk, give voice to the voiceless, and battle oppression and prejudice in all its various forms. At its core, the Uncaged is an almost [[Paladin]]-esque "warrior with a mystical meta-gimmick", which in their case is the ability to temporarily break the bonds of fate to augment themselves and allies in various ways. The Uncaged has three subclasses, or "Destinies" as they call them: * '''The Bulwark''' specializes in physically defending their allies. * '''The Liberator''' specializes in defeating foes quickly and decisively. * '''The Orator''' is a [[bard]]-lite, with limited spellcasting and bolstering abilities. ==Character Races== '''Lorelei:''' A race of androgynous fey born from the elemental mingling of earth and stone, famous for their beauty and their supernaturally alluring voices. They spring from rocky riverbanks and headwaters, and are fiercely protective of nature (but that's nothing odd for fey). Adventurers are rare, and often struggle with adapting to civilization, not helped by the fact that lorelei can be, well, rather ditzy. They can live up to 750 years. ::Ability Score Increase: +2 Charisma, +1 Constitution ::Size: Medium ::Speed: 30ft, Swim 30ft ::Amphibious: You can Breathe both air and water. ::Control Earth and Water: You can cast Create or Destroy Water 1/day, Meld Into Stone 1/day from 3rd level, and Control Water 1/day from 5th level. All use Charisma for spellcasting ability score. ::Emissary of the River: You can communicate with aquatic creatures, as per Speak With Animals. ::Golden Song: Once per long rest, you can sing a golden song as an action (and keep singing each turn as a bonus action), which forces all Humanoids and Giants within the area of effect to pass a Wisdom save (DC 8 + your Charisma bonus + your Proficiency bonus) or be Charmed; creatures charmed by the golden song will move to be within 5ft of you, but can retake their save if their movement would bring them through dangerous terrain. A creature that saves vs. your Golden Song is immune to it for 24 hours. Default area of effect is 30ft, but it increases at levels 5, 10, 15 and 20 to 60ft, 120ft, 240ft and finally 500ft respectively. '''[[Ravnica]]n [[[Medusa]]:''' ::Ability Score Increase: +2 Dexterity, +1 Intelligence ::Size: Medium ::Speed: 30ft ::Darkvision: 60 ft ::Treasure Sense: You have Proficiency in either History, Investigation or Survival. ::Petrifying Gaze: You can use an Action to try and Paralyze a target within 30ft that can see you. At 7th level, you can instead use this ability to Petrify a target; the target is Petrified instantly if it fails its save by 5 or more, and otherwise it is merely Restrained for 1 turn and must repeat the save at the end of that turn, being Petrified if it fails this second save. The save for either gaze attack is a DC (8 + your Constitution modifier + your Proficiency bonus) Constitution save. You can use Paralyzing Gaze 1/short rest and Petrifying Gaze 1/long rest. ::Snake Hair: You can use your hair as natural weapons to make unarmed strikes, doing 1d6 + your Dexterity modifier Poison damage on a hit, with a critical hit Poisoning the target (Constitution save at the end of each turn to shake it off). Your hair is dextrous enough to manipulate objects that weigh a pound or less, and perform the following simple tasks: lift, drop, hold, push, or pull an object or creature. It cannot hold a weapon, shield, provoke a grapple, or perform the somatic components of a spell. ==Subclasses== '''Shield Maiden:''' This is a [[Fighter]] subclass. Its features are: ::3rd level: Shield Bash (you can use a bonus action when armed with a shield to smack somebody with it, doing 1d4 damage (+1d4 at levels 5, 10, 15 and 20) and forcing them to make a Strength save or be knocked prone) and Unflinching Bravery (gain Proficiency in Intimidation and Immunity to Fear) ::7th Level: Fury of the Valkyries (invoke Fury as a bonus action; for 1 minute, double your Str bonus to damage rolls, but gain 1 Exhaustion level when the fury ends) ::10th Level: War Cry (Once per short rest, when attacked by a visible enemy, use your Reaction to end their turn and take your own) ::15th Level: Overwhelming Strikes (Twice per short rest, if you hit a single creature with 3+ melee attacks in one turn, they must pass a Wisdom save or be disorientated until the end of their next turn; they have Disavantage on attacks at you, and you have Advantage on attacks at them) ::18th Level: Perpetual Defence (you can no longer be flanked, attacks of opportunity against you suffer Disadvantage) ==Warlock Patrons== '''The Dullahan:''' The dark [[fey]] and agent of the [[Shadowfell]] empowers you to serve as a hunter of wayward souls. ::Expanded Spells: Compelled Duel (1st), False Life (1st), Hold Person (2nd), Moonbeam (2nd), Phantom Steed (3rd), Speak with Dead (3rd), Arcane Eye (4th), Shadow of Moil (4th), Flame Strike (5th), Contagion (5th) ::Bonus Cantrips: Booming Blade and Chill Touch ::1st Level: Sturdy Hunter (gain Proficiency with Shields, Medium Armor, Martial Weapons, Survival) ::6th Level: Shadowy Escape (1/day, when you take damage, use your Reaction to teleport 60ft and turn Invisible until the start of your next turn) ::10th Level: Dark Resistances (Gain Resistance to Necrotic, Immunity to Poison and Disease) ::14th Level: Beheading Critical (1/day, when wielding a Slashing weapon, you can roll a d20 after getting a critical hit; on a 19-20, you auto-decapitate the target) '''The Endless Forest:''' You are sworn to the spirit that embodies all forests, which charges you to protect the trees of the world. ::Expanded Spells: Create/Destroy Water (1st), Cure Wounds (1st), Barkskin (2nd), Spike Growth (2nd), Plant Growth (3rd), Speak With Plants (3rd), Freedom of Movement (4th), Grasping Vine (4th), Tree Stride (5th), Commune with Nature (5th) ::Bonus Cantrips: Druidcraft and Shillelagh ::1st Level: Natural Understanding (can Speak with Plants at will, gain proficiency in Nature ::6th Level: Traverse the Forest (Ignore Nonmagical Difficult Terrain, ignore damage caused by moving through nonmagical plants, 1/short rest can spend 10ft of movement to enter a living Large+ tree within 5ft and emerge from a second within 60ft) ::10th Level: Endless Assistance (Immunity to Poison and Disease, add Charisma modifier to COncentration saves) ::14th Level: Call of the Wild (1/day, cast Druid Grove, Transport Via Plants or Wrath of Nature without expending a spell slot or requiring material components) '''The Unbound:''' You are a devotee of the vengeful spirit of a cursed queen who harnessed her fury to transcend to a force of chaos that opposes all forms of physical and mental oppression. ::Expanded Spells: Color Spray (1st), Snare (1st), Protection From Poison (2nd), Spike Growth (2nd), Meld Into Stone (3rd), Remove Curse (3rd), Freedom of Movement (4th), Stoneskin (4th), Greater Restoration (5th), Transmute Rock (5th) ::Bonus Cantrips: Poison Spray and Mold Earth ::1st Level: Uncaged and Unbroken (Advantage on saves vs. magical restraints and paralysis) ::6th Level: Poisoned Blood (1/short rest, spend a bonus action to add Poison damage equal to your Proficiency bonus to an attack's damage) ::10th Level: The Queen's Mirror (Immune to Poison, Resistance to Poison Damage, when you are the sole target of a damaging spell, you can spend a Reaction to divert it to another creature within range; if you make a spell attack roll, that creature gets hit instead of you) ::14th Level: Heart of Stone (Immune to Paralysis, 1/day when you deal Poison damage you can choose to Restrain the target until the end of their next turn, where they must pass a Constitution save vs. your Warlock Spell DC or be Petrified until cured by a Greater Restoration or similar) ==New Monsters== * Philomela & Procne * [[Selkie]] * [[Hag]], Shadow * [[Valkyrie]] * [[Yuki-Onna]] ==Magical Items== * Bands of Unity * Boots of Marching * Bracers of Protection * B reath of Fire * Circlet of Preservatrion * Clue by Four * Cloak of Pockets * Coat of Arms * Devil Effigy * Disintegrating Wand * Elixir of Recovery * Emerald Compass * Glove of Enforced Propriety * Glove of the Unseen * Hammer of Freedom * Hint Axe * Medusa's Grace * Opal Lenses * Ring of Wielding * Sacred Blade of the Lotus * Staff of Attention * Staff of Isis * Stone of Haqet * Strange CHarm * THe Nomad Emerald * The Spirit of Battle * Tiara of Command * Wadjet's Strike * Wavecrusher * Worker's Sickle * Figurehelm * Sea Shanty; Sway of the Stowaway Swarm * Withers-Yoke Anchor of Aegis * Elemental Siphon of the Endless Sea * Circlet of the Cephalopod Sanctum * Smoothed Hellstone Shard * Torn Sail Cape * Giant-Eel Trap * Dire Cone Snail * Golden Shell of Reformation * Relic of thre Amaranthine Mariner * Wand of Magic Fishiles ==Spells== * Claira's Cone of Hot * Fury Bolt * Hafez' Covert Comprehension * Nero's Gaze of Beheading * Nile Surge * Sand Storm * Shield of the ancients * Valkyrie's Vengeance * Trouble's Deadly Adjourning * Trouble's Mandatory Water Breathing [[Category:Modules]]
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