The Fiend Follows A personalised side story Abi J Homebrews

KhanDae's Configuration Wielding the puzzle box brings you feelings of Pride and Power. You can almost hear the box whispering to you "Open me... OPEN ME..." Nobody know's what's inside... Wonderous Item, Rare The Puzzlebox takes a player 1d10 hours and a successful Intelligence check DC 15 to solve. On a failed check, puzzle reconfigures and resets time and check. Curse of Madness When the character makes the decision to open the box, a Short-Term Madness ensues in them. If any other player dedcides to try opening the box, the madness begins in them. The Madness wears off players no longer attempting to open the box at a rate of 1d8 hours. The PC who successfully opens the box is struck with Long-Term Madness following a Charima check DC 15 , on a crit fail PC is struck with Indefinite Madness instead. Madness Charts A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes. A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01–20 The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping. 31–40 The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear. 41–50 The character begins babbling and is incapable of normal Speech or Spellcasting. 51–60 The character must use his or her action each round to Attack the nearest creature. 61–70 The character experiences vivid hallucinations and has disadvantage on Ability Checks. 71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive. 76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. 81–90 The character is Stunned. 91–100 The character falls Unconscious. Long-Term Madness d100 Effect (lasts 1d10 hours) 01–20 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.. 11–20 The character experiences vivid hallucinations and has disadvantage on Ability Checks. 21–30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks. 31–40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell. 41–45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. 46–55 The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it. 56–65 The character is Blinded (25%) or Deafened (75%). 66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity. 76–85 The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect. 86–90 Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute. 91–95 The character loses the ability to speak. 96–100 The character falls Unconscious. No amount of jostling or damage can wake the character. 1

Indefinite Madness d100 Flaw (lasts until cured) 01–15 “Being drunk keeps me sane.” 16-25 "I keep whatever I find." 26–30 “I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.” 31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.” 36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.” 46–50 “I find it hard to care about anything that goes on around me.” 51–55 “I don’t like the way people judge me all the time.” 56–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” 71–80 “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time.” 81–85 “There’s only one person I can trust. And only I can see this Special friend.” 86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.” 96–100 “I’ve discovered that I really like killing people.” Curing Madness A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or dispel evil might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness. Solved Puzzle When the configuration is opened it shoots out a tangible black energy into the sky and releases the Demon Agorath. Agorath will chase after the bearer of the ring until it is defeated or trapped within the configuration again. To trap Agorath it must be reduced to less than 10 hit points and a ritual must be performed, taking 1d10 days and a successful Intelligence check DC 15 to discover and 1d10 minutes and a successful Intelligence check DC 15 to perform. Agorath Medium Fiend(Demon), Lawful Evil Armor Class 13 (natural armor)

13 (natural armor) Hit Points 20 (1d6 + 3)

20 (1d6 + 3) Speed 15ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 12 (+1) 13 (+1) 12 (+1) 12 (+1) Damage Resistances Cold, Fire

Cold, Fire Damage Immunities Necrotic

Necrotic Senses Passive Perception 15, Darkvision 120 ft.

Passive Perception 15, Darkvision 120 ft. Languages Common, Abyssal

Common, Abyssal Skills Intimidate +2, Investigation +3,

Intimidate +2, Investigation +3, Challenge 2 (450 XP) Innate Spellcasting Charisma (spell save DC 12, +3 to hit with spell attakcs). Agorath can innately cast the following spells with no material components:

Charisma (spell save DC 12, +3 to hit with spell attakcs). Agorath can innately cast the following spells with no material components: At Will: Water Walk

At Will: Water Walk 1/Day: Locate Creature, Clairvoyance

1/Day: Locate Creature, Clairvoyance

Magic Resistance Agorath has advantage on saving throws against spells and other magical effects.

Agorath has advantage on saving throws against spells and other magical effects.

Resilient Spirit When Agorath is slain it dissipates into shadows, then regenerates its body over 3d20 days. Once reformed it continues it's pursuit of it's bound target. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Necrotic Touch. (Recharge 5-6) On a successful Claw attack Agorath grapples and deals 1 Necrotic damage. Frightening Screech (Recharge 5-6) Agorath screeches. Each creature within 30 ft that can hear it must succeed on a DC 13 Wisdom saving through or be frightened for 1 minute. Frightened creatures may repeat the saving throw at the end of each of their turns. Once relieved of fright creature is immune for 24hrs 2