Authors Note: Every story needs not only their heroes and adventurers, but also the villains that push the heroes to action. When it comes to Twisted Wonderland, the previous Disney Villains get their stories retold as the heroes of their own tale. So, I had to create a new group of antagonists that pushes the players to action, challenging them to grow, and facing off against them in the final battle.
Angels of Illumination
Leader:
Kagami Tabasaki (Human): Kagami is the leader of the cult Angels of Illumination, and has resided in Twisted Wonderland since she was 16. Kagami originated from the same world as Yuu, more specifically from The US. She was summoned by the Dark Mirror of Night Raven College by accident and was promptly kicked out of the school due to lack of magic, where she had to learn how to fend for herself in her new strange world. As she grew accustomed to her new environment, she found all the cult officers and recruited them, thus forming the Angels of Illumination. Her goal was to use her members as tools to find the Great Keys to get revenge on her enemies. She knows of the Legend of the Great Keys: when a person collects all the keys from the descendants of the Great Seven (Queen of Hearts, King of Beasts, Sea Witch, Sorcerer of the Sands, Fairest Queen, King of the Underworld, and Thorn Fairy), then the wielder of the keys can harness the power of blot to become essentially God. Luckily (or unluckily for the players), she knows who hold the keys and how to collect them. She also “adopted” Ollie and became his guardian to protect him from the dangers of the world. Her wish is to get revenge on those who prohibit her from going home.
Members:
Kagami Tabasaki (Human): Kagami is the leader of the cult Angels of Illumination, and has resided in Twisted Wonderland since she was 16. Kagami originated from the same world as Yuu, more specifically from The US. She was summoned by the Dark Mirror of Night Raven College by accident and was promptly kicked out of the school due to lack of magic, where she had to learn how to fend for herself in her new strange world. As she grew accustomed to her new environment, she found all the cult officers and recruited them, thus forming the Angels of Illumination. Her goal was to use her members as tools to find the Great Keys to get revenge on her enemies. She knows of the Legend of the Great Keys: when a person collects all the keys from the descendants of the Great Seven (Queen of Hearts, King of Beasts, Sea Witch, Sorcerer of the Sands, Fairest Queen, King of the Underworld, and Thorn Fairy), then the wielder of the keys can harness the power of blot to become essentially God. Luckily (or unluckily for the players), she knows who hold the keys and how to collect them. She also “adopted” Ollie and became his guardian to protect him from the dangers of the world. Her wish is to get revenge on those who prohibit her from going home.
Members:
- Ren (Dark Hare): Ollie’s brainwashed cult counterpart (look in Characters for more detail on Ollie). He is the Leader of the group as Kagami assigned him to look over the Cult officers. He doesn’t remember much from his past, due to brainwashing and the memory wipe, and has developed a hatred for mice. He is cold and harsh to others, often secluding himself from the world and his co-workers. His wish is to remember who his family was and why they left him.
- Cozbi (Changeling Puppet): First introduced in the campaign alongside Ren. She is the trickster of the cult. She likes to mislead people and play harmful pranks on others. She is also a compulsive liar and can lie her way out of sticky situations. Her wish is to find someone who will stay by her side.
- Willow (Vampire): She is the fairest of the group, and quite possibly the oldest. She is a seductress and often fools her enemies with her devilish charm. She is motherly to women and children and has a strong hatred for men due to past trauma when she was human. Her wish is to have a family of her own.
- Helmer (Warforged): He is the strategist of the group. He is calm, calculating, yet tired. He doesn’t tolerate nonsense and is very strict in his protocol. He has known war for his whole life, only activating when there is a battle to be won. His wish is to be able to rest peacefully and never need to wake up again.
- Dristan (Fire Genasi): He lost his whole family to a blot phantom and when authorities came to take the blot away, he was only sympathized by the rescue crew and eventually left alone to his misery. He is prone to anger, vengeance, and he will stop at nothing to eradicate blot, even if it meant killing others that stand in his way. He is very similar to Kagami, which is probably the reason why he is oftentimes favored by Kagami. His wish is to avenge his family.
- Tempest (Dolphin Mermaid): She wanted to know everything, all the secrets in the world and in every person. She is smart, and will use her knowledge against her enemies and is good at dancing around laws and avoiding restrictions. She is very social and charismatic, but don't let that fool you. She is very persuasive. She can get what she wants and she knows she can. Her wish is to revolutionize her world into a better society.
Blot Monsters
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Fred (slobber):
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- Damage resistances: Bludgeoning, piercing, and slashing from non magical attacks
- Damage Immunities: Poison
- Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses: Darkvision 60 ft, passive perception 9
- Languages: Aquan
- Challenge: 3 (750 xp)
- Ink form: He can slip through cracks as wide as 1 inch without squeezing. Creatures in the same space as an inking are blinded.
Attacks:
- Multi-attack: makes two slam attacks
- Slam:
- Melee Weapon Attack: +7 to hit, reach 5 ft, one target
- Hit: (2d8 + 4) bludgeoning damage. That creature must succeed a Constitution saving throw (DC 14) or become blinded until the end of its next turn.
- Melee Weapon Attack: +7 to hit, reach 5 ft, one target
- Inkwhelm (Recharge 4-6): Each creature in the blot monster’s space must make a DC 14 Strengths savings throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is medium or small, it’s also grappled (escape DC 14). Until this grapple ends, the target is restrained and blinded and unable to breathe. If the saving throw is successful, the target is pushed out of the blot monster’s space. The blot monster can grapple one medium creature or up to two small or smaller creatures at one time. At the start of each of the blot monster’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the blot monster can pull a creature or object out of it by taking an action to make a DC 12 strength and succeeding.
Copyright © 2023. The Folder of Many Things by Kyra Fradenburg.