Adventure: The Big Ambitions of Baron Bittly
Monsters from the primal expanse of the Drovidiin Wilds have been appearing without warning in the kingdom's heartland, somehow teleported hundreds of miles to rampage through towns and cities. After more than one skirmish with the beats, your party has ventured to the bordertown of Thimblewell on the edge of the wilds, seeking answers.
Adventure Hooks:
Though the party have heard whisperings of the beast attacks before, their firsthand exposure to the phenomenon comes when they hear screams and cries coming from the town's fancy playhouse. An acid spitting drake has somehow found its way inside the building during the middle of the performance and its rampage threatens to bring the house down.
Tasked with tracking down a crew of bandits that've been plundering local caravans, the party's raid of the outlaw's encampment is thrown into chaos when one of their targets breaks open an innocuous crate, pulls out a glowing glass canister and smashes it in the middle of the melee: unleashing a beast in a burst of blue light into an already chaotic final battle.
The party find a strange tension when they arrive in the town of Thimblewell. Though the settlement has a long history of being beset by monsters from the primeval wilderness it borders, there've been no attacks for the past several years and no one seems to want to talk about why. Eventually a disgruntled former guardsman points them in the direction of the local landholder, an amateur mage with a reputation for conducting strange experiments. He fails to mention that said mage has a defence system built into his manse, and that he's been expecting the party's arrival for some time.
Background: Irnett Bittley was never a mage of large talent, both because he was unable to summon up the showy displays of elemental mastery that would have earned him a living as a court wizard, and because his self important streak made him too proud to ever suffer suffer through an apprenticeship. He was a great mage, destined for great things, and the fact that others couldn't see that was their failing.
Tired of being challenged or denied by people who genuinely knew better, Bittley picked up stakes and went to the boonies seeking to find a pond small enough to consider him a big fish. He found it in Thimblewell, a little town sorely in need of a handymage, and he could have been happy and well liked there if the need to be great wasn't etched on his soul. Thimblewell had a monster problem, and while Bittley was no battlecaster he did have a knack for bindings and containment spells. If he managed to catch a monster by supprise while it was distracted by the local millitia he could shrink it down and hold it in stasis, effectively defeating the monster by kicking the can indefinitely down the road.
The townsfolk heaped praised upon him for his heroics, only to have their goodwill spat right back in their faces as Bittley started asking for increasingly steep "donations" to keep his enchantments in place, all but threatening to release the beasts again if his impromptu tax wasn't paid. Fast forward a couple of decades and Baron Bittley has become rich enough to buy himself a title and become Thimblewell's defacto ruler.
Still not content to be a backwoods landbarron, Bittley's latest scheme is to sell his stockpile of captured beasts one by one to unscrupulous individuals who are in need of a good monster: thieves in need of a distraction, poachers and collectors trafficking in rare specimens, nobles who'd prefer an untraceable and indiscriminate means of assassination. This enterprise is making Bittley even more rich, but with success comes paranoia, and we all know how dangerous a paranoid mage can be.
Challenges & Complications:
1: The drake was intended as a means of assassination, targeted at a countess and her heir attending the playhouse's performance in one of the box seats. As the party runs in to save the screaming commoners, they'll potentially be diverted by the countess's guards, intending to save their employer's life before anyone else's. Saving the noble might earn them a rich reward at the cost of many lives, but choosing to look after the common people will earn them the ire of the acid-scarred heir, who watched them save the rabble while his flesh burned and his mother was crushed to death under rubble.
2: After the party have defeated the bandits, they'll find three more of those arcane canisters left in the box, each containing its own miniaturized monster waiting to be unleashed. The caravan the bandits robbed was smuggling these beasts to a buyer with dangerous aims, meaning the caravan's owners now have good reason to want the party silenced. Do the party report their findings? Extort those who hired them at the cost of a knife in the back? Or do they just take their offbrand pokeballs and run, dreaming of the chaos they can cause.
3: Baron Bittley knows the party is coming for him thanks to his spies in town, he also knows he could never hope to take them in a fair fight. Thankfully he’s got access to magic, so he doesn’t need to fight fair, allowing them into his home only to catch them in a trap that will shrink them down to a few inches tall, whereafter it’s a simple matter of mage-handing them over into the basement bound dowry chest/prison he’s made for all those in town who’ve dissented to his rule over the years.
Thankfully the tiny townsfolk have been working on a jailbreak for some time now, having painstakingly sawed their way out of the box while their inattentive overlord’s been distracted domineering the world outside. The greatest hurdle to their escape has been the wild landscape of the junk fulled manor basement, filled with various pests that’ve become arcanely mutated from the leakage from the mage’s lab on the floor above. The party will need to engage in some borrowers esque traversal across the basement, up through the walls, and into the lab if they have any hope of reversing their predicament.
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It's Magic
This snippet is for @creweemmaeec11!
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Villain pressed the knife deeper into Hero's side, the blade glowing with harmful magic.
"Pathetic little thing," Villain laughed, yanking the blade out.
Hero gasped, lurching forward. They crashed down in the alleyway.
"Lesser beings like you should learn to stay out of my way," Villain said, "maybe your corpse will serve as an example."
Villain cast a spell, causing little cuts to open all over Hero's body. Hero whimpered in pain. They looked up with blurry vision as Villain strode away. Was this really how it was going to end? Killed by a magic user? Hero didn't have the energy to worry about it; they started to drift off, their head light and their limbs heavy.
----
Hero stirred to the feeling of a gentle rocking sensation.
"Mm..." they mumbled.
"Shhh," a voice soothed.
The rocking sensation stopped suddenly as Hero was laid down on a soft surface. They forced their eyes to open. They tried to sit up, but a hand gently pushed them back down.
"Don't-" the voice said softly, "don't get up. You're hurt."
Hero stared up at their rescuer. Their vision cleared, and their face went pale. Hero scuttled back on the couch.
"S-Supervillain," Hero breathed.
Hero's breaths quickened, coming out in short little gasps. Their heart felt like it was going to beat out of their chest. Supervillain held their hands up in a placating gesture.
"I'm not gonna hurt you," they said, "I promise."
Supervillain took a step closer, and Hero flinched hard, screwing their eyes shut. Instead of a harsh strike or a dark spell, Hero felt the gentle pressure of a hand on their forehead. They cracked an eye open and looked at Supervillain.
"No fever, that's good," Supervillain said.
Soft green light emanated from Supervillain's hands. Hero's breathing became deep of its own accord. Hero blinked in confusion.
"Wh-what are you doing?" Hero asked.
"It's a calming spell," Supervillain explained, "I don't want you to panic."
Supervillain gestured to Hero's shirt.
"May I?" they asked.
Hero felt themselves nodding, a forced calm settling over them. Supervillain thanked them and lifted their shirt.
"It seems to be healing well," Supervillain said, "my magic made short work of your cuts, but this stab wound was pretty bad."
"Magic?"
"Yes, my healing magic. You're lucky to be alive, if I hadn't found you... well, it doesn't matter now."
Normally the mention of magic would have Hero hyperventilating, but the calming spell was weaving its way through their mind and body, keeping them pacified.
"Let me work on your wound some more, you don't deserve a scar."
Magenta light flowed from Supervillain's hands into Hero's healing wound. The area began to feel warm and fuzzy. Hero watched as the wound faded away completely, leaving nothing but smooth, undamaged skin.
"Can I get you anything?" Supervillain asked.
"I, um..."
"How about something to eat and drink?" Supervillain offered.
Hero quickly shook their head. What if they poisoned it? Then again, Supervillain probably wouldn't go through the trouble to save them just to poison them... on the other hand, though, this was Supervillain they were talking about, and-
A floating tray of food interrupted Hero's thoughts. On the tray was a bowl of chili and a cup of water. Supervillain ushered the tray over with a finger. It settled a few inches over Hero.
"It's, uh, it's waiting for you to sit up," Supervillain said.
Hero sat up cautiously. The tray, satisfied, landed gently on Hero's lap. The spoon flew into Hero's hand. Hero yelped in surprise.
"Yes, that particular spoon is rather forward," Supervillain said apologetically, "you'll get used to it."
Hero gulped. What would happen if they didn't eat? Would Supervillain kill them in a harsher way? The spoon, growing impatient, zipped out of Hero's hand, filled itself with a helping of chili, and forced its way into their mouth.
"Mm!"
Flavors danced on Hero's tongue; the chili was absolutely delicious. The spoon left Hero's mouth and grabbed another helping of chili. It waited for Hero to swallow.
"I wouldn't poison you, if that's what you're worried about," Supervillain said, "I went through a bit of trouble to save you."
Hero swallowed hesitantly. The spoon eagerly shoved the next bite of chili into their mouth. Hero grabbed the spoon and started to feed themselves. Supervillain smiled.
"Why... why did you save me?" Hero asked.
Supervillain's smile faltered, replaced with a concerned expression.
"I couldn't just leave you there," Supervillain said.
"Yes you could've! You're Supervillain! You're the most powerful mage in the city, and I'm..."
"Yes?" Supervillain prompted.
"I fight mages! I'm your enemy!" Hero blurted.
Supervillain sighed. They waved a hand and an armchair tottered forward. Supervillain sat down, snapping their fingers. A cup of tea materialized out of thin air. Supervillain took a sip of it, then set it on the saucer, which was still floating nearby.
"Why do you fight mages?" Supervillain asked, as though Hero had come in for a therapy session.
"Because they use magic! And magic is- well, it's evil isn't it?"
"Look around you," Supervillain gestured to the room, "I've been using magic nonstop since I brought you here. Have I been using it for evil?"
Hero didn't respond.
"I've done nothing but heal you and tend to you with my powers," Supervillain continued, "what I want is for magic users and non-magic users to get along and enjoy each other's gifts. Of course, not everyone shares my sentiment, such as the mage who attacked you."
Hero shook their head, trying to rationalize Supervillain's words. Supervillain sighed again and stood. The tray floated away with the empty chili bowl. The spoon followed it back to the kitchen.
"You should get some rest," Supervillain said, summoning a blanket, which draped itself over Hero, "let me know if you need anything."
Supervillain began to leave.
"Wait!" Hero said weakly.
Supervillain turned.
"Yes?"
"Thank you, Supervillain," Hero said quietly.
Supervillain cracked a small smile.
"You're welcome..."
"Hero," Hero said, "my name is Hero."
"You're welcome, Hero."
Supervillain flicked their wrist, and the lights went out. They left the room to let Hero sleep. Hero snuggled under the blanket and closed their eyes. They were still very confused about many things, but maybe magic wasn't as evil as they had thought.
Ko-fi
Tags: @mythixmagic @infinityshadows @fishtale88 @thelazywitchphotographer @the-beasts-have-arrived @princessofonwardsworld @surplus-of-sarcasm
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Villain: Qor'ivel, Faulted Brilliance
An extradimensional mage who sought godhood only to have his ambition literally blow up in his face, the shrapnel of this calamitous act of hubris is now scattered across the planes, just waiting to be discovered.
Being born to rule an empire was not enough for this genius mage, who bent his talents and the strength of his nation to establishing dominion across the whole of his world, and then to other worlds beyond.
As the product of generations of careful mutagenic engineering and magical enhancement, the depths of Qor'ivel's intelligence seemed to truly be fathomless. Through reason alone he seemed to be able to divine the innermost thoughts of his enemies and the outcome of future events, to say nothing of his arcane abilities. It took him only a decade to establish his rule over multiple planes, and in another five years he'd calculated a path to cement that rule through godhood that'd take just under a century.
He was wrong of course, you don't need to be a genius to know that there's more to being a god than being the most right all the time. The brilliant mechanism of Qor'ivel's mind realized that truth a fraction of a second before it ruptured like a collapsing star, distroying the world that was the seat of his empire and scattering fragments of his consciousness across the multiverse. Now Frozen in the moment of his failed apotheosis he exists as a mad titan rampaging across the cosmos, fleeting moments of lucidity drowned out by amnesic empire building or senseless cataclysmic fury.
Adventure Hooks:
Qor'ivel makes a great archvillain for a spelljammer campaign or any adventure that's going to touch on the astral sea. The ruins of his empire are a great backdrop and his mindshards can end up anywhere, influencing anyone, acting as mcguffins when needed. His changeable nature means he can serve as both scheming mastermind and looming apocalyptic threat, and the factions that want to ensure he stays one or the other make for great secondary antagonists.
Though they might be mistaken for any run of the mill sort of glowing magical crystal, the shards of Qor'ivel have a power all their own, still somewhat alive possessing fragments of the great mage's consciousness and the power it commands. They can function like any sort of magic item, though usually wands or ioun stones, though creatures that attune to them tend to start thinking and acting a lot more like the sundered sovereign, indulging in pride, power and imperial ambition. The more powerful shards possess fragmented consciousnesses of their own, and may use proxies to set up petty dynasties of their own.
Once governors, aristocrats, and magistrates of a worlds spanning empire, the remnants of the Vaqol people and their decendants found themselves in a lurch when their god-king detonated and took their homeworld with him. Many were cast out by the peoples they had subjugated, while others hid themselves away or made themselves useful to the ascendant regimes. In the present day a fraction of these remnants still hold loyalty to the faulted brilliance, or follow his example in using their magical talent to set up their own dominions.
Fragments of the Vaqol homeworld drift through the multiverse, sometimes as reefs of rubble, sometimes as wordlets, sometimes as streaking projectiles that make calamitous impact on other planes. Adventurers of all kinds can be tasked with hiring , though whether its those wishing to recover/collect ancient artifacts, or lay their hands on Qor'ivel shards is up to you.
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