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You know what? I love rock music, specifically the older stuff. Black Sabbath, Led Zepplin, Aerosmith, Guns and Roses, and obscure bands from the new wave of British heavy meta.l I like that old-time rock and roll (I could not resist the Bob Seger reference). I also just finished reading Soul Music by Terry Pratchett, so I decided to do my own take on Rock & Roll cropping up in a fantasy world. Of course me being me, I decided to go my own way (again, I could not resist the Fleetwood Mac reference). Where soul music is a meditation on the power of music to change culture, the rock star life, identity, and death, what you are reading focuses on a very specific aspect of the rock star life and the broader culture of celebrity in the United States in our day and age, the addictive nature of fame itself. If you disagree with my assessment that fame is addictive, let me ask: how often can you think of a celebrity seemingly doing something stupid to get into the news or be the center of social media discord for a few days? I bet you can think of a couple of dozen, and every time a celebrity pulls one of these stuns, it is always something bigger and dumber than their last, seemingly as a means to stay in the headlines, tabloids, and newsfeeds longer. If that is not addiction what is?
With that line of thinking, I crafted my own take on Buddy. Fly made a pact with the spirit of Rock and Roll, and the easy fame he had achieved went straight to his head. He is self-obsessed and hopelessly addicted to his own success; he bullies his own bandmates into doing things his way, purposefully disrupts society via his magically infused music, and brushes off blame for the damage he has done to society. Let us not forget that the city of SLiberberg is practically a wild magic zone, so as crazy as things get in Soul Music; they can get even crazier in SLiberberg. This adventure relies on the DM more than normal to really communicate this fact to the players; this is a very roleplay-heavy adventure, so take the time to prepare to play Fly and the rest of the band.
Adventure Background
If there is one thing that Sliberberg, the half-fey city, is not short of, it is bars. Bars populate every nook and cranny of the city, from corner pubs to pixie and sprite bars nestled in attics and tree hollows, to basement speakeasies. There are bars everywhere, catering to every type of clientele and body shape. In most of those bars, live entertainment is as constant as the moon’s phases, whether it be bards spinning tales, comedians attempting to elicit laughter, or novelty acts of dubious merit.
The life of an entertainer in Sliberberg can be as fleeting as a butterfly’s flight. Gigs are notoriously brutal, especially when the audience has the ability to throw both magic and peanuts at you should your performance lack a certain je ne sais quoi. But in a city brimming with creativity, there’s always a fresh stream of hopefuls ready to brave the stage. Most acts cling to the classics, the tried and true tunes that have stood the test of time. However, every now and again, someone dares to try something new, something that rattles the cobwebs of tradition.
Sliberberg has a storied history of experimental musical genres. Most newcomers hope for their moment in the spotlight, a fleeting few weeks of fame before fading into obscurity. But occasionally, very occasionally, a new genre emerges that manages to stick, resonating with the city’s ever-changing heart.
Enter Skinny Jenny. A few days ago, this band was nothing more than a no-name group playing their first gig in a small bar in the market ward. Their meteoric rise to fame was as unexpected as it was unprecedented. Overnight, they became the sensation of Sliberberg, thanks to a new type of music that defied easy categorization. No one could quite agree on what it was, but that didn’t stop it from becoming the latest rage among the city’s youth.
Their breakthrough came during an impromptu free concert in Queen’s Garden Park. Unbeknownst to them, the concert had an unexpected and very influential patron. Queen Maeve, the young and capricious ruler of Sliberberg, happened to be listening from the outer walls of Castle Sliberberg, which loomed over the park. The music captivated her instantly, transforming her from a regal monarch into the band’s most ardent fan.
Adventure Begins
The players have been invited to a private concert of Skinny Jenny at the palace by Queen Maeve, along with every other person of note in the city. It is a hot summer evening, and the back lawn of Castle Sliberberg has been transformed into an improvised concert venue with the addition of a temporary stage, folding chairs, and an awning.
The players have undoubtedly heard of Skinny Jenny—they are the talk of the town, after all—but none of them have actually heard the music. On the lawn is half the nobility in residence of the city and many of the leaders of the guilds and civic government. The whole crowd skews young (for their respective species) with nobody appearing older than 26.
Queen Maeve flits around the guests, her presence commanding attention. However, something is off about her. She is dressed in the fashion of rock band groupies from rock’s early days: a short, fringed leather skirt, a brightly colored tie-dye tank top, and knee-high boots. Her hair is styled in loose, wild curls, adorned with flowers and glitter, and she wears oversized sunglasses that hide half her face.
Typically, Maeve presents herself as a bratty monarch who fakes a bubbly, airhead persona in public. Tonight, however, she seems genuinely bubbly and airheaded, swooning whenever the band is mentioned. Her husband, King Fredrick, a beastman with a leonine mane and a muscular build, stands nearby with a glass of chilled wine in his hand and a confused look on his face.
As the players make their way through the crowd, they notice the excitement and anticipation in the air. The nobility and civic leaders seem just as eager as the younger guests, all waiting for the concert to begin.
Queen Maeve finally makes her way to the players after making the rounds, her enthusiasm infectious but clearly uncharacteristic. As they interact with her, the players get the definite sensation that something is wrong with her. Maeve, an archfey of 500 years (roughly 22 in archfey years), is acting significantly younger, more in line with a starstruck teenager.
Maeve talks non-stop about the band and its music. “Oh, you simply must hear them! Skinny Jenny is just the most amazing band ever! And Aelwyn—” she sighs deeply, her wings fluttering slightly, “—he’s such a genius! His music speaks to my very soul!”
Her behavior is so out of character that even the most casual observer can tell something is amiss. The players, acquainted with Maeve’s usual demeanor, are certain of it. King Fredrick’s puzzled expression grows more pronounced as he overhears Maeve’s rambling praise for the band.
The stage is set for the concert, and the players have a front-row seat to the unfolding mystery. As the sun sets and the first notes of Skinny Jenny’s music fill the air, the adventure begins in earnest.
Sliberberg Castle Magic
Sliberberg Castle Magic
Maeve squeals with unrestrained delight as Skinny Jenny takes the stage, practically dragging the players to their seats in her excitement. The setting sun dips behind the castle walls, casting long shadows across the lawn. Just as twilight settles in, the spotlights flicker on, illuminating the band with a dramatic flair.
The frontman, Aelwyn “The Fly” O’Malley, stands center stage among the assembled musicians. Clad in a leather jacket, jeans, and sunglasses, with his hair slicked back in a classic rockabilly style, he exudes charisma. Most striking of all is his guitar, an otherworldly instrument that seems to pulse with a faint, magical aura. He snaps his fingers rhythmically a few times, counting down the band. “One, two, three, four…”
The first song begins, a rock tune that quickly captivates the crowd. Maeve squeals again, this time like a girl at a rock concert, her wings fluttering in time with the music.
Unbeknownst to the players, the music is laced with powerful enchantment, starting to weave its subtle magic over the audience. The players must make a DC 30 Wisdom saving throw to resist its effects. On failure, the music enthralls them just as it has enchanted Maeve.
Wisdom Saving Throw:
- DC: 30
- Failure: The affected player falls under the music’s spell, adopting the mannerisms, lingo, and attitude of a mid to late-20th-century musical subculture or artist. Players should choose their subculture or artist (e.g., punk, rockabilly, metal, goth, rap, psychedelic) but keep their choice secret from the other players and the DM. They will embody this subculture throughout the adventure, adding a layer of humor and unpredictability to their interactions.
As the music plays, the enchanted players begin to exhibit behaviors and attitudes reflective of their chosen musical subcultures. The normally stoic fighter might suddenly start headbanging like a metalhead, while the reserved wizard could begin spouting cryptic, psychedelic musings. The rogue might adopt a punk’s rebellious sneer, and the bard could find themselves rapping their spells.
After the Show
The concert is over, and the final notes of Skinny Jenny’s last song linger in the warm summer air. Aelwyn “The Fly” O’Malley steps up to the microphone, his voice smooth and charismatic.
“Thank you, Sliberberg! You’ve been amazing!” Aelwyn’s voice echoes as the band waves and files off the stage.
Queen Maeve, still clapping with unrestrained enthusiasm, intersperses her applause with occasional giggles and swooning sighs. King Fredrick stands by, looking increasingly confused by his wife’s behavior.
Maeve, bubbly as ever, throws her arms around her husband. “Wasn’t that the greatest thing you’ve ever heard?” she gushes, turning to the players with wide, sparkling eyes.
Fredrick manages a tentative smile. “It was… certainly something,” he replies, glancing at the players with a mixture of hope and concern.
Maeve then turns to the players, her enthusiasm undiminished. “And what about you? Didn’t you just love it?” she asks, her eyes shining with excitement.
As the players engage in conversation with the royal couple, the DM is encouraged to help the affected players ease into their new personas. Maeve will be delighted by the changes in the players, finding their new attitudes and mannerisms utterly charming. Fredrick, however, becomes increasingly confused and then concerned as he notices the shifts in the players’ personalities and the audience at large.
Passive and Active Perception
Any player with a passive Perception of 20 or higher, or who makes a successful DC 20 Perception check, notices Panthor Silverhoof, a satyr and owner of the most prestigious theater in town, talking energetically to the band members near the edge of the stage.
Overheard Conversation
As the players tune in, they can vaguely hear snippets of the conversation:
- Panthor: “…an incredible performance! We must book you for a series of concerts at the Grand Amphitheater.”
- Aelwyn: “Thank you, Panthor. We’d love to. Our dreams are about to come true.”
- Another band member (hesitantly): “Are you sure we’re ready for this? It’s all happening so fast.”
- Aelwyn (snapping): “Of course we are! This is our moment. No second thoughts now.”
The Weekend
The concert is over, and the weekend stretches out before the players, a tapestry of potential activities and encounters. Each player takes a moment to describe how they spent their weekend, providing a rich opportunity for character development. Affected players should use this time to fully embrace and develop their new personas, reflecting their chosen musical subcultures.
Sliberberg Rock City
Setting: It’s Monday morning in Sliberberg, as the players step out into the morning light, finding themselves in a city that seems to have embraced a rock and roll revolution overnight. Leather jackets, blue jeans, tie-dye shirts, gold chains, and piercings have become the norm. People ride recklessly on strange self-propelled vehicles—fantasy equivalents of hot rods and motorcycles. The air is filled with the sound of music coming from newfangled sound bottles, with groups of people dancing on street corners and new bands forming and practicing wherever they can find space.
The players need to navigate through the city to reach the castle. Along the way, they will encounter various scenes and minor incidents that highlight the widespread influence of the new music craze
Minor Incidents
The DM can choose from or create various encounters as the players make their way through the city. Here are a few possibilities:
1. Greaser Gang Rumble
As the players turn a corner, they stumble upon a group of young fey dressed in leather jackets and slicked-back hair, facing off against another gang similarly attired. The air is tense as they argue over territory.
2. Hot Rod Race
A roar of engines fills the air as two hot rods speed down the main street, their drivers shouting challenges to each other. The players must quickly dodge out of the way to avoid being run over.
3. Sock Hop
In a large open plaza, a group of teens is having a sock hop. They dance energetically to the tunes of a new band that’s clearly inspired by Skinny Jenny.
4. Music Bottle Store
A newly opened store is selling sound bottles that play Skinny Jenny’s music. The store is packed with eager customers, and the music blares from every corner..
5. New Bands Forming
In a park or open area, several groups of young musicians are practicing with makeshift instruments, trying to emulate Skinny Jenny’s sound.
There Ought to be a Law
As the players approach Castle Sliberberg, they are greeted by the now-familiar strains of Skinny Jenny’s music. It wafts through the garden where Queen Maeve is once again playing the music, her enchanted state evident in her dreamy, contented expression. The players are ushered into the throne room, where King Fredrick and Watch Commander Tamsin Ironshoal await them. Fredrick, his face etched with worry, stands beside Tamsin, who looks equally troubled. Both seem relieved to see the players, though their expressions quickly shift to concern if any of the players appear affected by the music’s magic.
ing Fredrick: “By the Worldshaper… not you too,” he sighs deeply, shaking his head. “This music’s effects are far more widespread and damaging than you could realize.”
Tamsin Ironshoal: “The city is in chaos. We’re dealing with hundreds of noise complaints, reports of assaults and fights, and innumerable petty offenses. And it’s not just the common folk—it’s affecting those who should be immune to enchantments, including all of the royal ministers. They’ve started to skip work entirely.”
Fredrick continues, his voice heavy with concern. “The only ones who seem truly immune are myself, most of the watch’s upper echelons, and the clergy. With Tamsin’s men stretched thin trying to contain the mayhem, we need you to get to the bottom of this.”
Player Actions
- Assess the Situation: The players can ask Fredrick and Tamsin more questions to better understand the extent of the problem and gather intelligence.
- Plan an Approach: They can discuss potential strategies for dealing with the enchantment and its sources.
- Investigate Leads: Tamsin informs them of a key lead—a not-quite-riotous mob of young women in front of the Golden Sequoia Hotel, where the band is likely staying.
Dialogue Prompts
- Player (to Fredrick or Tamsin): “How long has this been going on? Is there any pattern to who gets affected?”
- Fredrick: “It started just a few days ago, but it feels like it’s been weeks. There’s no clear pattern—people of all races and statuses are affected, except, it seems, for those with strong wills or certain magical protections.”
- Tamsin: “We’ve tried everything—dispersing crowds, confiscating these sound bottles, even curfews. Nothing works for long. The music is like a virus.”
Investigation
Tamsin Ironshoal: “There’s a crowd gathering outside the Golden Sequoia Hotel. It’s mostly young women, all desperate for a glimpse of the band. That’s our best lead on where to find Skinny Jenny.”
The Hotel Golden Sequoia
The Golden Sequoia, the most expensive and luxurious hotel in Sliberberg, is now the epicenter of the city’s latest craze. As the players approach, they face a scene of barely contained chaos.
A throng of teenage girls and young women, all dressed in styles mimicking Queen Maeve’s newfound fashion—flower crowns, bohemian dresses, and eclectic accessories—surrounds the front of the hotel. They scream and chant, hoping for a glimpse of Skinny Jenny or, more specifically, Aelwyn, the charismatic frontman. The crowd is being held back by a dozen tough-looking security guards.
Security Detail
The security team is a formidable mix of humans, dwarves, orcs, and hobgoblins, all wearing sunglasses and t-shirts with “SECURITY” emblazoned across the front. They wield nasty-looking clubs and maintain a strict perimeter. Around the back at the kitchen entrance, an additional six bouncers stand vigilant.
Player Options
The players must find a way past the bodyguards to gain entry to the hotel. Fighting the guards directly is not advisable due to the number of guards and the risk of a stampede from the frenzied crowd. Instead, the players should consider sneaking in or talking their way past the cordons.
Possible Approaches
- Sneaking In:
- Stealth Approach: The players can attempt to sneak around the back to the kitchen entrance or find another less guarded entry point. This would require successful Stealth checks (DC 18) to avoid the bouncers’ notice.
- Distraction: One or more players could create a distraction to draw the guards’ attention away from a particular area, allowing the rest of the party to slip in unnoticed. Creativity in distractions should be rewarded, with appropriate skill checks depending on the nature of the distraction (e.g., Performance, Deception).
- Talking Their Way In:
- Persuasion: The players could attempt to talk their way past the guards by convincing them they have legitimate business inside. This would require successful Persuasion checks (DC 20) and a convincing story or reason for entry.
- Deception: Alternatively, players could try to deceive the guards, perhaps by posing as hotel staff, new security personnel, or members of the band’s entourage. This would require successful Deception checks (DC 20).
- Utilizing Abilities or Spells:
- Disguise Self: If any player has access to the Disguise Self spell or similar abilities, they could disguise themselves as someone with legitimate access to the hotel, such as a member of the hotel staff or security.
- Charm Person: The use of spells like Charm Person on a few of the guards could provide an opportunity to slip past unnoticed or with minimal resistance.
- Invisibility: The Invisibility spell could be particularly effective in bypassing the guards entirely.
Rock and Roll Band
Once inside, the players easily find the room where Skinny Jenny is staying. Outside the door stands a lone orc bouncer, a formidable figure in leather armor, clutching a mace. The hallway is dimly lit, with the muffled sounds of an argument coming from within the room.
Dealing with the Bouncer
The players must figure out a way to deal with the orc bouncer to gain access to the room. Here are some possible approaches:
- Diplomacy:
- Persuasion: The players could try to talk their way past the bouncer, claiming they have an urgent message or are there on official business. (Persuasion check, DC 18)
- Deception: Alternatively, they could attempt to deceive the bouncer by posing as someone with legitimate access, such as hotel staff or a member of the band’s entourage. (Deception check, DC 18)
- Stealth:
- Distraction: One player could create a distraction to draw the bouncer away from the door, allowing the others to slip inside unnoticed. (Stealth check, DC 16)
- Invisibility: If a player has access to invisibility magic, they could sneak past the bouncer while invisible.
- Force:
- Combat: As a last resort, the players could engage the bouncer in combat. However, this approach risks alerting others and creating additional complications.
Eavesdropping on the Argument
If the players listen at the door, they hear an argument inside, though the words are indistinguishable due to an enchantment on the door. They can tell that the conversation is heated and tense.
Inside the Room
Upon entering the room, the players find four of the five band members of Skinny Jenny: Eira, Sorcha, Bradan, and Rhodri. The room is filled with the remnants of a rock and roll lifestyle—scattered instruments, empty bottles, and hastily scribbled sheet music. However, Aelwyn (Fly) is nowhere to be found.
The Band’s Worries
The players can engage with the band members, who are visibly worried and agitated. The conversation should be guided by the players’ questions and actions, but the band members will eventually reveal the following key points:
- Aelwyn’s Changed Behavior: Aelwyn has been acting strangely ever since the band started getting famous. He used to be a passionate and dedicated musician, but now he seems more erratic and obsessed with fame.
- Flashes of the Old Aelwyn: Occasionally, the old Aelwyn shines through—he shows moments of genuine creativity and camaraderie. However, these moments are fleeting.
- Addictive Behavior: When the band tries to discuss Aelwyn’s changes with him, he brushes them off, almost like an addict in denial. He becomes defensive and avoids the subject.
- Enchantment Suspicions: The band members suspect that Aelwyn might be under some kind of enchantment or influence, but they don’t know the source.
- Isolation: He’s been sneaking away from the band, claiming he needs to write music. He kicked the band out of their shared flat on Granite Street, insisting he needed the space for his creative process.
- Possible Locations: The band suspects he might be at their old flat in the Steinufer neighborhood, where he’s been spending a lot of time alone.
Specific Behaviors of Aelwyn
To give the DM more to work with, here are some specific behaviors of Aelwyn that the band might mention:
- Erratic Mood Swings: Aelwyn’s moods swing wildly from euphoric highs when performing to depressive lows when alone.
- Obsessive Songwriting: He spends hours obsessively writing and rewriting songs, often muttering about “perfection” and “immortality through music.”
- Avoidance: He avoids his old friends and spends most of his time with new, sycophantic followers.
- Secret Meetings: Aelwyn has been having secretive meetings with someone the band hasn’t been able to identify.
- Physical Changes: Subtle physical changes have started to appear—his eyes occasionally flash with an unnatural light, and his presence feels more imposing and otherworldly.
Sentimental Street
The players arrive at the Steinufer neighborhood just as a free street concert is starting. The air is filled with the sounds of a strange mix of psychedelic and glam rock, performed by one of the many bands that have sprung up in the wake of Skinny Jenny’s success. The concert takes place on the roof of an apartment building, with the crowd spilling into the street below. However among the listeners are members of the Drolls, the city’s most dangerous and eccentric street gang, identifiable by their flamboyant hats and multicolored clothes. The players need to navigate the crowd to find Aelwyn’s (Fly’s) flat, which is unfortunately located in the building right next to the band’s stage. The Drolls are always looking for a fight, making this task even more challenging.
Skill Checks
The players must use skill checks to navigate the crowd while avoiding conflict with the Drolls. If a check is failed, the DC for subsequent checks increases by 2.
- Perception (DC 15): To spot the safest and quickest route through the crowd.
- Success: The players identify a path that avoids the densest parts of the crowd and the Drolls.
- Failure: They end up in a more congested area, increasing the DC for the next check.
- Stealth (DC 17): To move through the crowd without drawing the Drolls’ attention.
- Success: The players manage to weave through the crowd without being noticed.
- Failure: They bump into some Drolls, who start eyeing them suspiciously, increasing the DC for the next check.
- Acrobatics (DC 15): To maneuver through tight spaces and around obstacles.
- Success: The players nimbly navigate through the crowd and obstacles.
- Failure: They stumble or get stuck momentarily, attracting more attention and increasing the DC for the next check.
- Persuasion (DC 18): To talk their way past any curious or hostile onlookers.
- Success: The players smoothly convince people to let them pass or distract the Drolls with a convincing story.
- Failure: They say something that raises suspicion, increasing the DC for the next check.
Reaching the Flat
The players arrive at Aelwyn’s flat just as he is leaving in disguise. They have a critical choice to make: investigate the flat or follow Aelwyn. This decision will lead to two different encounters. If they choose to investigate the flat use the encounter My Empty Room, if they choose to follow Fly use We Will Follow
My Empty Room
If the players decide to investigate Aelwyn’s (Fly’s) flat, they are greeted by a chaotic scene that reflects the intensity and obsession of someone single-mindedly pursuing their craft.
The flat is in disarray, with sheet music, pages of song lyrics, and various debris scattered everywhere. It’s the quintessential mess of a creative mind deeply immersed in their work.
Exploring the Flat
The players have several areas to investigate, each revealing more about Aelwyn’s current state and the influence over him.
Living Area: Sheet Music and Song Lyrics
The living area is littered with sheet music and song lyrics. The players can make the following checks:
- Familiar Tunes: Some of the sheet music and song lyrics are familiar rock tunes from the late 50s and early 60s. If a player has proficiency in a musical instrument or is a bard, the DM can play snippets of songs like “Jailhouse Rock” or “Great Balls of Fire” to give a sense of what they’re looking at.
- Different Handwriting: A closer examination reveals that the notes and lyrics are not all written by the same hand. A successful Insight (DC 15) or Investigation (DC 13) check will reveal this discrepancy.
Bathroom: Alchemical Mess
The bathroom is equally messy, filled with jars and vials. Among them is a sheet of handwritten notes that appears to be a recipe for a concoction.
- Hair Grease Recipe: The notes detail a recipe and instructions for making hair grease. A successful Arcana (DC 15) or Alchemy Supplies (DC 13) check will help players understand the purpose of the concoction.
- Different Handwriting: The notes are in a different handwriting than the song lyrics, indicating they were written by someone else.
Bedroom: Altar and Guitar Rack
The bedroom features an altar setup around a guitar rack, complete with candles and other ritualistic items.
- Altar to the Spirit of Rock and Roll: The altar includes a sheet of music titled “Burning Love” that has been sacrificed to something. A successful Religion (DC 15) or Arcana (DC 15) check will reveal that this is a warlocks dedication to a powerful entity.
- Guitar Rack: A finely crafted but rather strange looking guitar sits in the rack, emanating a faint magical aura. A successful Arcana (DC 13) check will detect the enchantment, indicating this guitar is special or imbued with magical properties.
Clues and Implications
The flat provides several clues about Aelwyn’s situation:
- Influence of the Spirit: The altar and the sacrificed sheet music strongly suggest that Aelwyn is a warlock and has made some kind of pact with something.
- Erratic Behavior: The state of the flat and the different handwriting on the notes indicate that Aelwyn is not acting alone and may be under the influence of someone or something else.
- Hair Grease: The concoction in the bathroom hints at Aelwyn’s transformation, possibly enhancing his appearance or stage presence, contributing to his newfound persona.
We Will Follow
If the players decide to follow Aelwyn (Fly), they must do so carefully, as he is an alert and perceptive elf who frequently checks to ensure he is not being followed. This encounter will be a skill challenge where the players need to succeed in four checks to avoid detection.
Scene Description
Aelwyn leaves his flat in disguise, moving swiftly and cautiously through the streets of Steinufer. The players need to tail him without drawing attention to themselves or alarming Aelwyn.
Skill Challenge Mechanics
- Objective: The players must succeed in four skill checks to remain undetected. If they fail three checks, Aelwyn notices them and takes evasive action, making it more difficult to follow him.
- Skills and Checks: The players can use a variety of skills to avoid detection. Each player can describe how they use their chosen skill, and the DM will determine if the use is appropriate. The DC for all checks is 15.
Have a Drink on Me
Aelwyn leads the players a few blocks to the Red Rose, a well-known microbrewery pub in the Slibermond neighborhood of Sliberberg. The Red Rose is quiet at this time of day, with only a few patrons scattered about. The atmosphere is warm and inviting, with the scent of freshly brewed ale permeating the air. Aelwyn slips into a corner booth with a man dressed in white, sporting a black pompadour hairstyle. The man speaks with a familiar drawl, addressing Aelwyn as “kid.”
Stealth Check
To follow Aelwyn into the pub and observe without being noticed, the players must succeed on a DC 15 Stealth check.
- Success: The players manage to slip into a booth next to Aelwyn and the mysterious man without drawing attention.
- Failure: If they fail, Aelwyn and the man might notice their presence, potentially altering their conversation or causing Aelwyn to become suspicious.
Overhearing the Conversation
Despite being the next booth over, the players can hear everything, though they can’t see much. They overhear the following conversation:
- Aelwyn (Fly): “Take a look at my new songs.”
- Mysterious Man: (Sound of pages rustling) “Absolutely outstanding, kid. If you keep this up and do everything I told you, you’ll be the most famous musician creation has ever known.”
- Aelwyn (Fly): “Will you be at the concert at the hillside tonight?”
- Mysterious Man: “I’ve been at all your concerts, kid.”
As Aelwyn gets up to leave, he is immediately swarmed by the trio of high fairy sisters that run the Red Rose. Meanwhile, the mysterious man has disappeared into thin air, leaving nothing behind but an empty beer stein, six gold pieces, and the faint sound of the first guitar riff from “A Hard Day’s Night.”
Key Findings
- Spirit of Rock and Roll: The mysterious man is the spirit of rock and roll himself, though the players have no way to know this directly.
- No Teleportation: Traditional means of detecting teleportation magic will reveal that no teleportation magic was used, adding to the enigma.
Mean Mr. O’Malley
Regardless of the path the players took—investigating the flat or following Aelwyn (Fly)—they eventually have the chance to confront him about what’s going on because Aelwyn (Fly) need to pickup his guitar before the show. This confrontation occurs on a busy street, either in the magical hub of Slibermond or the eclectic Steinufer neighborhood.
Initial Interaction
Aelwyn recognizes the players from the concert at the palace and greets them with a mock rock star politeness.
- Aelwyn (Fly): “Hey, it’s you guys! The palace crowd. Enjoying the show?”
No matter how the players introduce themselves or start the conversation, Aelwyn’s demeanor shifts when they question his behavior.
Confrontation
As soon as the conversation turns to his recent behavior, Aelwyn becomes defensive, then aggressive and mean.
- Aelwyn (Fly): “What’s it to you? Can’t handle a bit of fame? You’re just a bunch of posers and philistines! You don’t get it!”
Escalation
If the players persist or try to get physical with him, Aelwyn calls out to his fans.
- Aelwyn (Fly): “Hey, everyone! Backstage passes to the Skinny Jenny show for whoever beats up these posers!”
Immediately, a horde of fans rushes to his aid, ready to defend their idol. The players now face an angry mob.
Player Options
The players must deal with the crowd without resorting to lethal violence. Here are some possible ways to handle the situation:
- Persuasion (DC 18): Convince the crowd that fighting isn’t necessary and that they only want to talk.
- Success: The crowd hesitates, giving the players a chance to explain or escape.
- Failure: The mob becomes more aggressive.
- Intimidation (DC 20): Scare the crowd into backing off.
- Success: The crowd disperses, intimidated by the players.
- Failure: The mob is unfazed and continues to press forward.
- Performance (DC 16): Distract the crowd with a spontaneous performance or display of talent.
- Success: The crowd is captivated by the performance, allowing the players to slip away.
- Failure: The mob is unimpressed and continues their advance.
- Non-Lethal Combat: Use non-lethal means to subdue the crowd (e.g., grappling, using spells like Sleep or Calm Emotions).
- Success: The players manage to pacify the crowd without causing serious harm.
- Failure: The situation escalates further, drawing more attention and potential intervention from local authorities.
Aelwyn’s Escape
While the players deal with the crowd, Aelwyn disappears into the throng of people with a smile and a wink, heading north. He leaves behind a sense of frustration and urgency, compelling the players to follow him or find another way to uncover the truth about his behavior and the mysterious music.
Backdoor Man
By the time the players finish dealing with the rabid fans that Fly stirred up, the day has already progressed into late afternoon, leaving only a few hours before the highly anticipated concert at the Hillside Amphitheater begins. The players should be able to figure out that Aelwyn is heading towards the Hillside Amphitheater.
When they arrive the anticipation in the air is palpable as the players approach, only to find a solid wall of fans stretching an entire city block. The fans eagerly awaiting the concert form an impenetrable barrier to the main entrance.
Initial Perception Check
Perception Check (DC 15):
- Success: The players hear the sound of Skinny Jenny warming up, their music carrying hints of the wild magic that has been influencing the city.
- Failure: The players only hear the excited chatter of the crowd and the occasional distant note, making it clear that the band is inside but without further detail.
Options for Entry
The players will need to find an alternative entrance to the theater. Here are three options:
- Fire Exit Door (Arcane Lock)
- Description: A plain, nondescript door marked as a fire exit, secured with an Arcane Lock spell.
- Challenges:
- Arcana Check (DC 20): To identify and potentially disable the Arcane Lock.
- Dexterity (Thieves’ Tools) Check (DC 18): To pick the physical lock if they manage to bypass the magical one.
- Outcome: Successful entry leads directly to the main hall, providing a direct but potentially noticeable entrance.
- Loading Dock and Employee Entrance
- Description: A more practical entry point used by staff and for loading equipment. It’s guarded by three veterans.
- Challenges:
- Stealth Check (DC 17): To sneak past the guards.
- Persuasion/Deception Check (DC 20): To talk their way in, possibly by pretending to be part of the crew or with a convincing story.
- Combat: If stealth or persuasion fails, they might need to fight or incapacitate the guards.
- Outcome: Provides entry to the backstage area, giving them a strategic position to observe or intervene with the band.
- Roof Entrance (Tree Branches and Catwalks)
- Description: Climbing through the natural structure of the amphitheater, utilizing the branches that form the roof.
- Challenges:
- Strength (Athletics) Check (DC 15): To climb the trees.
- Dexterity (Acrobatics) Check (DC 15): To navigate the branches and reach a catwalk for the lights.
- Outcome: Grants access to the roof and catwalks, allowing for an aerial approach and potentially a dramatic entrance.
Octopus’s Garden
As the players enter the main hall, the crowd roars with excitement as Fly steps onto the stage. “Hello, Sliberberg!” he shouts, and the audience erupts in cheers. Fly begins strumming the first chords of “Octopus’s Garden,” and the music resonates with a powerful energy. The power of rock and roll, channeled by Fly, combines with the wild magic permeating the area.
A massive tidal wave erupts from the stage, sweeping harmlessly over the crowd’s heads but catching the players in its grasp. They are lifted into the air and deposited into a fantastical seascape hovering over the audience—a literal octopus’s garden.
Encounter Details
Seascape Description:
- The seascape is a vibrant underwater garden, with colorful corals, seaweed, and exotic fish. The “water” is breathable and the players can move as if they were swimming.
- The garden is illuminated by bioluminescent plants and creatures, casting an otherworldly glow.
Enemies:
- Giant Octopus (CR 6)
- Hunter Sharks (CR 2) x2
Combat Environment:
- Visibility: The water is clear, but the bioluminescent glow provides dim light throughout.
- Movement: Players can swim in any direction, but their movement speed is halved unless they have a swim speed.
- Cover: Coral reefs and giant kelp provide half cover (+2 to AC and Dexterity saving throws).
- Wild Magic: At the end of each round, roll a d20. On a roll of 1-5, a wild magic surge occurs, causing random effects like bursts of bubbles, sudden currents, or glowing jellyfish swarming the area (use the Wild Magic Surge table from the Sorcerer class for inspiration).
Fly’s Influence:
- Fly’s voice booms through the seascape, and the players hear his mocking tone: “I am not going to let you posers ruin this.”
Purple Haze
As the song transitions from “Octopus’s Garden” to “Purple Haze,” the underwater seascape dissipates, and the players find themselves landing on a platform made of a purple cloud, hovering above the audience. The air is thick with swirling purple fog, creating a surreal and disorienting environment.
Encounter Details
Environment Description:
- The platform is made of a solidified purple haze, semi-transparent but sturdy enough to support the players.
- Surrounding the platform are four clouds of purple fog, each with hallucinogenic properties. The fog moves rhythmically to the music, creating spirals and patterns in the air.
Enemies:
- Wraith (made of purple smoke)
- Specters (made of purple smoke) x5
Combat Environment:
- Hallucinogenic Fog: At the start of each player’s turn, they must make a DC 14 Wisdom saving throw. On a failure, they are affected by the hallucinogenic properties of the fog, experiencing vivid hallucinations and becoming frightened until the end of their next turn.
- Fog Movement: The fog moves in time with the music, creating shifting patterns that can obscure vision and disorient the players. Each round, roll a d4 to determine the effect:
- 1: The fog thickens, causing all creatures to have disadvantage on attack rolls and Wisdom (Perception) checks until the end of the next round.
- 2: The fog thins, providing no additional effects.
- 3: The fog moves erratically, causing all creatures to make a DC 14 Dexterity saving throw or fall prone.
- 4: The fog glows, causing all creatures to have advantage on saving throws against being frightened until the end of the next round.
Fly’s Influence:
- Fly’s voice echoes through the purple haze, his lyrics interspersed with taunts: “I don’t have a problem! You’re just jealous of my fame!” His words seem to fuel the spectral enemies, making them more aggressive and relentless.
Great Balls of Fire
As the song transitions to “Great Balls of Fire,” the purple haze clears, revealing a series of floating platforms arranged in a grid pattern, each platform about 15 feet on a side. The platforms hover above a fiery chasm, and periodically, columns of flames erupt from certain platforms in a predictable pattern. Between the players and the stage stand a fire giant and two magma mephits, ready to impede their progress.
Environment Description:
- Floating Platforms: The platforms are arranged in a 4×4 grid. Each platform is 15 feet on a side and floats above a fiery abyss.
- Flame Columns: Each round, certain platforms erupt with columns of fire. The flames follow a predictable pattern, with the DM rolling a d4 each round to determine which row or column erupts in flames. Any creature on a platform when it erupts must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Enemies:
- Fire Giant
- Magma Mephits x2
Combat Environment:
- Flame Column Pattern: Each round, roll a d4 to determine which row or column of platforms erupts in flames:
- 1: First row
- 2: Second row
- 3: Third row
- 4: Fourth row
- Platforms: Players must navigate across the platforms to reach the stage. Jumping from platform to platform requires a DC 12 Athletics or Acrobatics check. Failure results in the player falling into the chasm, taking 3d6 fire damage, and having to climb back up (DC 15 Athletics check) or use magical means to return to the platforms.
Fly’s Influence:
- Fly’s voice continues to echo, filled with the desperate rationalizations of an addict in denial: “You don’t understand! This is what I need! You just want to take it away from me!” His words fuel the fire giant and magma mephits, making them more aggressive and determined.
Objectives:
- Primary: Defeat the fire giant and magma mephits to clear the way to the stage.
- Secondary: Avoid the flame columns and navigate the floating platforms to reach the stage.
Stairway to Heaven
When you reach the stage after battling through the fiery platforms, Fly finally loses his cool. He throws a classic celebrity tantrum, much to the shock of the audience. “No matter,” he sneers. “I know how to deal with posers.” He starts to play a slow solo on his guitar, the notes reverberating through the air with an eerie, almost otherworldly resonance.
Suddenly, you feel a strange sensation as if you are being lifted off the ground. The walls of the concert hall fall away, revealing a vast expanse of blue sky dotted with puffy clouds. The members of the band, still under Fly’s thrall, add their own instruments to the slow, melodic tune.
You find yourselves standing on a magnificent staircase made of translucent, glowing steps that ascend into the sky as far as the eye can see. As Fly continues to play and sing, his form begins to change. His appearance becomes angelic, with two sets of large, shimmering wings unfurling from his back, glowing with an ethereal light.
He glares down at you, his voice dripping with contempt. “Welcome to the final act,” he says, his voice now echoing with supernatural power. “Let’s see if you can keep up.”
Environment Description
Stairway to Heaven:
- Stairway: A long, winding stairway made of translucent, glowing steps extends upwards, leading to Fly. Each step is 5 feet wide and 5 feet deep.
- Cloud Platforms: Multiple clouds float around the stairway, serving as platforms. Each cloud is about 10 feet in diameter and 10 feet apart from each other and the stairway.
- Falling Hazard: Falling off the stairway or clouds can result in falling damage (1d6 per 10 feet fallen). Players can attempt a DC 15 Dexterity saving throw to grab onto a cloud or the stairway to avoid falling completely.
Band Members:
- Positions: The other band members are on clouds scattered around the stairway, each playing an instrument.
- Instruments: Each instrument is a conduit of Fly’s power. Destroying an instrument or using a spell or ability to dispel magic will stop the corresponding band member from playing.
Encounter Mechanics
Fly’s Power Sources:
- Rechargeable Attacks: Fly draws power from each active band member. Each band member adds one rechargeable attack to Fly’s abilities. Stopping a band member from playing removes that attack from Fly’s repertoire.
Cloud Platforms:
- Movement: Moving between clouds requires a DC 12 Athletics or Acrobatics check. Failing the check results in falling.
- Stability: Clouds can be affected by Fly’s attacks, potentially becoming unstable. If a cloud is hit by an attack, it requires a DC 14 Dexterity saving throw to avoid collapsing.
The Day the Music Almost Died
As the last, shivering note of “Stairway to Heaven” faded into the ether, Fly lay unconscious on the floor, a sad and somewhat crispy reminder of what happens when you mix wild magic and rock and roll. The players stood amidst the dissipating remnants of the surreal battle arena, catching their breath and reflecting on the whirlwind of events that had led them here.
The scene was quickly swarmed by concerned roadies and frantic medics from the Abbey of the Archangel Verdantia, who whisked Fly away to their hospital for emergency treatment. The doctor monks, being well-versed in the peculiarities of magical afflictions, immediately recognized Fly’s symptoms. Their diagnosis: a severe case of addiction to fame and wild magic. Their prescription: a mandatory stint in the Abbey’s rehab program, which was, by all accounts, as gentle as a grizzly bear administering tough love.
With Fly no longer strumming his enchanted guitar, the magical grip of rock and roll on Sliberberg began to loosen. The city’s residents, who had been living in a haze of leather jackets, tie-dye shirts, and unrestrained youthful exuberance, started to return to their normal selves. Or as normal as one could get in a city like Sliberberg. Maeve, once a starry-eyed groupie, reverted to her bratty, fashion-obsessed self. The next time the players saw her, she was flaunting an overwhelming assemblage of pink silk, satin, and lace, prattling on about the latest court gossip with a faux airhead charm that could make a peacock blush.
The rest of the city’s population slowly emerged from their rock-induced stupor. While the wild concerts and impromptu jam sessions waned, the best of the copycat bands found a niche in bars and pubs, keeping the spirit of rock alive in a more manageable form. Sound bottles filled with rock and roll continued to sell, a testament to the music’s lasting appeal, even if its mind-bending powers had faded. Clockwork vehicles, once raced through the streets by enchanted drivers, were being repurposed and refined by the city’s artificers, blending innovation with nostalgia.
About a month later, a much-reformed Fly emerged from the Abbey’s rehab program. Seeking out the players, he apologized profusely for his actions, a changed elf with a newfound humility and a regrettable haircut. He expressed genuine remorse and gratitude for their intervention, vowing to use his music for good henceforth.
Not long after, the players encountered the spirit of rock and roll himself. With his black pompadour and a dazzling white suit, he was the spitting image of Elvis Presley, right down to the curling lip and the swivel of the hips. He explained that the wild magic of Sliberberg had amplified his influence, causing more chaos than intended. “Sorry ’bout that,” he drawled, his voice smooth and rich. “Didn’t mean to turn the whole city into a rock opera. But hey, at least y’all got some good tunes out of it.”
As a token of his appreciation, he presented the players with gifts. If the party included a bard, he handed over Fly’s legendary electric guitar, Kingmaker, an instrument with the power to inspire and enchant. For those without a bard, he offered the Thundercaller, a unique microphone-shaped staff that amplified voices and summoned the power of storms. With a snap of his fingers and a flourish of his cape, he bid them farewell, striking iconic Elvis poses for each parting statement.
“Go out,” he commanded, his voice echoing with divine authority. “Spread the gospel of rock. And most importantly, rock on!”
With a final shout of “Viva Sliberberg!” he disappeared, leaving behind the faint strains of “Blue Suede Shoes” and a renewed sense of purpose among the players. The day the music almost died had ended, but the spirit of rock and roll lived on, woven into the very fabric of Sliberberg.
Appendix
SKinny Jenny line up
Frontman:
- Name: Ardan “The Fly” Finnegan
- Race: Elf
- Role: Lead Vocalist and Electric Guitarist
- Appearance: Ardan dresses in a style reminiscent of Bono’s classic Fly persona from the Zoo TV tour. He wears sleek, black leather jackets, dark sunglasses, and has a charismatic stage presence. His hair is slicked back, and he often accessorizes with silver jewelry.
- Background: Ardan is the one who made the pact with the spirit of rock and roll, gaining both incredible talent and the ability to enchant audiences with his music.
- Name: Eira “Fiddle” O’Riordan
- Race: Pixie
- Role: Violinist (Fiddle)
- Appearance: Eira has shimmering wings and a playful, vibrant appearance. She wears colorful, flowing garments that sparkle under the stage lights. Her fiddle playing adds a distinct, magical touch to the band’s rockabilly sound.
- Background: Eira is known for her mischievous nature and her ability to captivate audiences with both her music and her enchanting presence.
- Name: Bradan “Sticks” MacTavish
- Race: Goblin
- Role: Drummer
- Appearance: Bradan is a stout goblin with a punk rock aesthetic. He sports a mohawk dyed in bright colors and wears tattered clothes adorned with patches and spikes. His drumming is energetic and precise, driving the band’s rhythm.
- Background: Despite his rough exterior, Bradan is a disciplined musician who keeps the band grounded with his solid beats.
- Name: Sorcha “Twinkle Toes” MacLeod
- Race: Centaur
- Role: Double Bassist
- Appearance: Sorcha is a graceful centaur with a majestic presence. She wears traditional Celtic patterns and has long, flowing hair. She plays a large double bass that complements her size, providing deep, resonant tones to the band’s music.
- Background: Sorcha’s strength and dexterity allow her to handle the double bass with ease, and her calm demeanor balances the band’s more energetic members.
- Name: Rhodri “Keys” Llewellyn
- Race: Satyr
- Role: Pianist (Keyboards)
- Appearance: Rhodri is a charming satyr with a mischievous smile. He dresses in a combination of classical and rockabilly styles, often wearing suspenders and a flat cap. His keyboard playing adds a melodic layer to the band’s sound.
- Background: Rhodri is known for his quick wit and his ability to improvise, making him a versatile and valuable member of the band.
Enemies
Fly, Avatar of Rock and Roll
Medium Celestial (Warlock/Bard), Chaotic Neutral
Armor Class 18 (Natural Armor)
Hit Points 180 (24d8 + 72)
Speed 40 ft., Fly 60 ft.
STR 16 (+3)
DEX 18 (+4)
CON 16 (+3)
INT 14 (+2)
WIS 12 (+1)
CHA 20 (+5)
Saving Throws Dex +9, Con +8, Wis +6, Cha +10
Skills Performance +15, Persuasion +10, Acrobatics +9
Damage Resistances Thunder, Radiant
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Elvish, Celestial
Challenge 11 (7,200 XP)
Special Abilities
Angel’s Light (Recharge 5-6): Fly emits a burst of radiant energy in a 20-foot radius. All creatures in the area must make a DC 17 Constitution saving throw, taking 3d8 radiant damage on a failed save, or half as much on a successful one.
Blazing Riff (Recharge 5-6): Fly plays a fiery riff, releasing a line of fire 30 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much on a successful one.
Guitar Solo (Recharge 5-6): Fly unleashes a powerful soundwave targeting all creatures within 30 feet. Each creature must make a DC 16 Dexterity saving throw, taking 4d6 thunder damage on a failed save, or half as much on a successful one.
Sonic Boom (Recharge 5-6): Fly creates a wave of force that knocks back all creatures within 20 feet. Each creature must make a DC 16 Strength saving throw, taking 3d10 force damage on a failed save, or half as much on a successful one, and being pushed back 10 feet.
Legendary Resistance (3/Day): If Fly fails a saving throw, he can choose to succeed instead.
Magic Resistance: Fly has advantage on saving throws against spells and other magical effects.
Musical Empowerment: Fly draws power from the music played by the other band members. For each active band member, Fly gains an additional rechargeable attack. If a band member stops playing (by having their instrument destroyed or through other means), Fly loses the corresponding attack.
Spellcasting: Fly is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He has the following Bard and Warlock spells prepared:
- Cantrips (at will): Eldritch Blast, Minor Illusion, Vicious Mockery, Prestidigitation
- 1st level (4 slots): Cure Wounds, Hellish Rebuke, Dissonant Whispers, Hex
- 2nd level (3 slots): Invisibility, Mirror Image, Shatter
- 3rd level (3 slots): Counterspell, Hypnotic Pattern, Major Image
- 4th level (3 slots): Dimension Door, Polymorph
- 5th level (2 slots): Hold Monster, Synaptic Static
- 6th level (1 slot): Mass Suggestion
- 7th level (1 slot): Plane Shift
Actions
Multiattack: Fly makes two melee attacks with his guitar or two spell attacks.
Guitar Strike: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) thunder damage.
Thunderous Applause (Recharge 5-6): Fly claps his hands together, creating a concussive blast. Each creature within 15 feet of him must make a DC 17 Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much on a successful one.
Legendary Actions
Fly can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fly regains spent legendary actions at the start of his turn.
Guitar Slam: Fly makes a Guitar Strike attack.
Move: Fly moves up to his speed without provoking opportunity attacks.
Power Chord (Costs 2 Actions): Fly plays a powerful chord, forcing all creatures within 20 feet to make a DC 18 Wisdom saving throw or be stunned until the end of their next turn.
Titanic Octopus
Gargantuan monstrosity, unaligned
Armor Class: 14 (natural armor)
Hit Points: 161 (14d12 + 70)
Speed: 10 ft., swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 22 (+6) | 13 (+1) | 20 (+5) | 4 (-3) | 13 (+1) | 5 (-3) |
Saving Throws: STR +10, CON +9, WIS +5
Skills: Perception +5, Stealth +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 60 ft., Passive Perception 15
Languages: —
Challenge: 6 (2,300 XP)
Amphibious. The octopus can breathe air and water.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Pulse (Recharge 5-6). The octopus can create a burst of water in a 30-foot radius centered on itself. Each creature in that area must make a DC 17 Strength saving throw or be pushed 30 feet away from the octopus and knocked prone. On a successful save, a creature is not pushed or knocked prone.
Actions
Multiattack. The octopus makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The octopus has 8 tentacles, each of which can grapple one target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Legendary Actions
The titanic octopus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The titanic octopus regains spent legendary actions at the start of its turn.
Tentacle Slam. The octopus slams one of its grappled targets into the ground or a solid surface within 15 feet. The target must succeed on a DC 16 Strength saving throw or take 17 (3d6 + 6) bludgeoning damage and be stunned until the end of the octopus’s next turn.
Move. The octopus moves up to its speed without provoking opportunity attacks.
Grapple (Costs 2 Actions). The octopus makes a tentacle attack against one creature it can see within 15 feet of it.
Magic items
Kingmaker (Electric Guitar)
Weapon (guitar), legendary (requires attunement by a bard)
Description: This dazzling electric guitar hums with latent energy, its body carved from rare wood and inlaid with gleaming silver. The strings seem to vibrate even when untouched, and when played, the guitar emits a resonant, electrifying sound that can stir the hearts of all who hear it.
Magic Properties:
- Spellcasting Focus: Kingmaker can be used as a spellcasting focus for your bard spells.
- Rock Star Presence: You gain advantage on all Charisma (Performance) checks when playing this guitar.
- Power Chord (Recharge 5-6): As an action, you can play a powerful chord, releasing a wave of sonic energy in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 8d6 thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed.
- Inspiring Tune: As an action, you can play a tune that inspires your allies. Choose up to 6 creatures that can hear you within 60 feet. Each target gains temporary hit points equal to your Charisma modifier + your bard level. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Legendary Attunement: Kingmaker can be attuned to a legendary bard who can unlock its true potential. When attuned, the bard can add their proficiency bonus to the damage of their thunder spells.
Thundercaller (Microphone Staff)
Staff, legendary (requires attunement by a bard or sorcerer)
Description: This unique staff is shaped like a vintage microphone mounted atop a sleek, metallic rod. When held, it amplifies the user’s voice, causing it to resonate with an almost supernatural clarity and power.
Magic Properties:
- Spellcasting Focus: Thundercaller can be used as a spellcasting focus for your bard or sorcerer spells.
- Voice of Thunder: You gain advantage on all Charisma (Performance) checks when using this staff to amplify your voice.
- Thunderous Applause (Recharge 5-6): As an action, you can command the staff to emit a thunderous boom in a 60-foot radius centered on you. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 8d6 thunder damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t stunned.
- Echoing Inspiration: As a bonus action, you can use the staff to amplify your voice, granting you and all allies within 30 feet advantage on the next attack roll, saving throw, or ability check they make before the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Harmony of the Spheres: When you cast a spell that deals thunder or lightning damage while holding this staff, you can add your proficiency bonus to one damage roll of that spell.


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