The Candy Land Mishap
The Candy Land Mishap
The Candy Land Mishap
Gingerveal (Hamlet)
Owner : Miss Baronet Von Bonbon
Representative : Miss Vandycorn
Housing : 7
Population : 21
Notes :
It’s a farming village there isn’t an inn or anything of the sort there isn’t a blacksmith
or shop. They mostly harvest the rice from Shusheep they have a giant rice silo where
most of there food resides. When asked about information they will be pointed
towards Miss Vandycorn who is an elder sitting outside of her house in a rocking
chair, She is the Rep of the village, she worked for Miss Von Bonbon in the past. The
village gets most of there goods from an old well-travelled safe route which leads to
a town where the Baroness (Pralein)
Quest Progress :
Talk to Miss Vandycorn to be pointed in the direction of Baroness Von Bonbon a woman who
would be able to get them to the king.
Zotz Road
Zotz road is a safe road with not a lot of activity of bandits it’s a clear road with not
many Cotton candy trees
(Per Check 18) You see a regular cat not made out of food just a plain normal world
cat poof into existence behind you and trail a bit further back, if approached he will
hiss, run away and hide a bit further.
5. The Chocolate Baronet
You approach a gate made out of sugarcanes you see two guards standing and arguing about
which is which a mandarin or an orange(History check to figure out what both are) if the
argument was made and finished they will be let in and if the adventures ask where Von
Bonbon is they will start arguing about were she is they will argue about everything
Pralein (Town)
Owner : Miss Baronet Von Bonbon
Representative : Miss Baronet Von Bonbon
Housing : 992
Population : 1984
Points of Interest
1. Blacksmith (The Fundue Iron) is ran by a meat dwarf
Sells Basic Weapons and Armor
2. Inn (Snack’s and Rests) is ran by a human
Sells basic food and resting
Has a bounty board with the pictures of 5 children with missing under them
3. General Goods (Horibo) is ran by a human
Sells Basic adventurer goods
4. Library (The Libuorice) is ran by a vegetable gnome
Sells Books and Maps
Notes :
This is a larger size town it is mostly connected to all 8 of the Baronets Hamlets and
Villages, this town focusses on trade and acts more like a hub to all the other places
apart of the township. When asked for where the Baronet resides they will be
pointed towards the baronets mansion on a hill.
Quest Progress :
Talk to anyone and ask where the baronet lives they will point to the baronets
mansion and give them a warning that its haunted.
8. Sugar High
The city is gigantic filled with colour you have never seen anything like this every one is super
happy. Even other places in this kingdom where less happy and cheery. The guards don’t
seem to be very active on patrol and have a marshmallow on their halberds.
As you walk further and further you can just walk anywhere this is much, much more
different then in Yvalken.
You walk straight to the castle the guards don’t hold you back at all or anything of the like as
soon as you enter you see the throne of the king a giant gold like the throne with a huge
circle made out of stone behind him.
The king you can see is very… Round. He is very excited to meet you he is as jolly as a kid.
He knows of a man who is like you he live in the chomping swamp you can take a boat to
there you will be there in a half a day. It’s a slow river right or fast doesn’t matter
End Session 1
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Start session 2
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Small recap: hired to kill arcanist for gold didn’t go well travelled universe met baronet von
bonbon killed her, went to the king gone down boat fought zombies, followed cat came to
the tower
You look in awe as a man walks down from the stairs next to the stage. His hair is nicely
combed to the back, he has a well-trimmed goatee, he is wearing a very formal suit and a
platinum pocket watch chain is dangling out of there. He greets you formally introducing
himself as Bermul Von Rechmuss
History check DC 12 to recognize the name as that being of the 9th arcanist
History check DC 14 to remember that he died 70 years ago
History check DC 16 to remember that he died in a magic explosion in his laboratory
he was the first arcanist who didn’t live until the end of his kings life
History check DC 18 to remember a picture of him and remember that this is not
what he looks like
If you talk to him about how he is still alive he says that it must be a magical anomaly a sort
of fuck up off magic if you will. He was trying to make a golem who has sentience, he
somehow messed it up and got teleported here. He was working with some core he made
from powerful beings so that mut have been his 2nd and 3rd power source
He asks how they got here.
If they want to get out of here and back to Yvalken they will need another powerful being we
got two and we need another one. Luckily I know where he is kind of I have used a tracking
spell for powerful magical signatures and found it hiding in the mountains
The third powerful being is around the dew mountains.
He isn’t going because he is allergic to a lot of things in the candy around here and we do not
need an asshole to go there so Cath can’t go I kind of need him at the home frond. You will
need to go through the forest I can’t really help but I’ll give some items.
No no blessing
Yes follow him to a small chapel.
You see a small fountain with a Green Goop as he touches it he makes a small prayer
and it turns black, he says you need to drink it. As you drink it he proclaims a verse in
in abyssal As you drink our blood with his, you will see our friends and foes. Gain his
strength, gain his knowledge know all he knows. For the first time open your eyes.
Con save 14 or belch it up as it is tasteless but your body rejects it.
Failed gain +1 to two stats of choice and +2 to skill of choice. You see small visions of
truth.
Succes gain +2 to two stats of choice and +3 to skill of choice. You see major visions
of truth. As the preacher says to open your eyes you open your eyes quickly en
violently. As you open your eyes black tendrils in your eyes start nestling to your iris.
He says you can go up the mountain now safely up the mountain, but you might need
some supplies and as you have shown you are apart of the people here you can get a
small discount in the tavern for supplies.
The Climb of Mountain Dew
As you look up to the mountain you see the stairs crafted out of the mountain it self and
some pathways to the top it looks like a periles journey as the higher the mountain goes the
less tress and grass you see the more and more snow you see. As the climbs begin you spiral
around the mountain. As the mountain trek begins you walk and walk up the mountain there
seems to be no end to. As you walk the mountain Minor truthseekers see some blue rabbits
dashing down the mountain. Try to touch em they explode for 2d4 force damage in area of
15 x 15 feet. Minor truthseekers see a man argueing with nothing Mayor truthseekers see
a beholder as well. They speek in abyssl and are talking about the great black one.
As night decends you see a campsight with a burned out campfire, it still has some logs next
to it. It is still half a day climb to the top.
As you wake Minor truthseekers see a small stand with a creature with tentacles for
a face offering free food (MindFlayer)
Truthseekers can see can “eat” some food this gives 1d4 temp hit points.
As you climb the mountain you see more of these ruminations who all ignore you, but as you
reach the top there are no more trees, as you continue climbing you start hearing a low
growl from time to time. As you see the top of the mountain the path seems to wind up to a
cave.
As you enter the cave you get pushed back a bit by a wave of wind from time to time as you
get closer to the end you see a gigantic black dragon with pools of black puss around him.
End Session 2
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Start Session 3
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The Session starts
Bermul explains that there is a giant portal frame in the kings chamber, he has already
investigated it and he requested to use it, but the king was very defensive about it and called
it a gift of the gods, they may not seem it but they are very religions.
We need three powerful magical beings to charge the portal its vital we get it started
immediately and we can’t stop once we start, as the energy can kill us if not contained.
At this point a human walks in with peasant clothing and a thick black beard and a
full head of long rough black hair. Its Grovarmanur
They can infiltrate at night there will be no guards and charging up the portal is quiet.
Infiltration at night
As night falls Bermul conjures six giant ravens vial scrolls. As each rides a raven you see the
city coming closer and closer you see Grovarmanur touch his sides and collect some black
puss he uses it as warpaint, you see Darmul pull up a shown over his head and mouth and
you see Cath shifting from orange with red stripes to pure black.
As you land outside of the city, you see them sneak towards the gate where two guards
stand, as Grovarmanur produces black puss from his sides forms two balls and throws them
at there faces and they stand still with a black look on there face. The city is empty there is
no one, there aren’t even guards. As you approach the castle you see that the chains of the
gate stand open, inspecting the chains reveals that they are stuck.
When entering the castle you see that the tiles are in a red and white blocked pattern, there
is a purple carped with gold sides, the throne is made of gold and more supportive of a
heavier man. There is a small door next to the throne and there is a set of armour hanging
from the sky with a heftier build
The battle with the king
As Cath gets enveloved with a red energy, as Bermul shoots out two beams of light and as
Grovarmanur shoots out two beams of darkness. A loud Thunk is heard the portal starts
shifting, Bermul says we have to keep it going for about 15 minutes
As the door open next to the throne you hear arguing about, how the king is probably
pranking them as no one ever does anything in candy—kingdom. These guards can be
conviced easily to leave, if engaged combat starts with two candy guards, two more will join
in on turn 2 and two more on turn 3. After the third set of guards enter two of the gates
come down. When a guard is killed a small whisp leaves there body
When there are only 2 guards left, you hear heavy foot fall fill the room the only sounds of
the portal changing the guard heavy breathing and the food fall.
As you see a rainbow coloured feather and golden armour slowly approach the last gate, as
the last gate closes the radiant knight stands before it, as he unsheathes his sword, he says I
knew outsiders are never up to good, I knew it but no one listens then it’s time to kill.
As het enters he grants the all allies +4d6 temp hit points.
When the Radiant knight falls you start hearing frantic heavy food steps above you, as you
hear a crash through the sealing you see the king either land on his ass or enter his armour
before landing, when he falls on his ass his AC is 12 and uses 1 turn to enter his armour
magically.
As the warriors slay the king they enter the portal, as they enter it they start to feel
rejuvenated.
Portal time
As you enter the portal everything starts swirling with many colours you see in the beginning
mainly pink with red, white and black strands throughout it, it slowly starts to shift to be
more and more dark it is slowly corrupted you see grey black and green become more
prominent, You see human Grovarmanur with a stone cold look forward, while Bermul
seems to enjoy it and float around in it, as Cath sits in Grovarmanurs hair in fear. as each of
you get hit in the faces with a pink lightning bolt shot from a small opening Per Check as you
see weird looking dragon as its pink and it looks more smooth looking dragon everyone is
fully healed and has all there spell slots returned.
As you go faster and faster you see a fork in the tunnel a Green one and a Black one (Illusion
of choice) As you get surrounded with an energy tying you together.
As you leave the portal Bermul recognizes that your all in the Lair of the arcanist he tris
something you have no clue what it is. He explains that the lair is tied to an Arcanist he can
fully control it and the defences. He isn’t connected anymore however and he can’t connect
to it meaning that Helminor is home.
The Arcanists Lair
As you fully enter the arcanists lair you see its nothing like described, what was described
was a small tower. Bermul explains that space is a bit more optional for powerful wizards
What you see is a giant chamber bigger than King Candies it is huge about the size of four
soccer fields, its about 250m long and 100m wide as you look you see a throne, as you walk
further outside of the room you portalled through, you look back and the door has vanished.
As you walk closer to the throne you see six crystals, one holding two kobold, one holding a
worg, one a mushroom of some kind Nature Check, one holding nothing Per or Inv
Check, one holding a gigantic devil Religion Check and the last one a winged woman
Religion Check. As you walk further you see the throne it feels like its going away further and
further the closer you get. Grovarmanur pounds his foot on the ground and the room stops
shifting, now as you approach you see another Crystal with a skeleton in robes in it and two
sets of armour next to the throne, you see Helminor sitting on the throne, he is wearing
plate armour with a black robe covering some parts, he has black hair in a bun and an
impressive moustache. He stands up form his throne and makes a speech.
You must be the last of the assassins send after me, if had it up to hear with all of you I can’t
even get a good nights sleep without someone trying to be the assassin who kills Helminor.
And now your even dragging corpses and curses into it, as he looks at Dremul and
Grovarmanur. As Grovarmanur chimes in Do you even know who I am? He replies I Simply
do not give a single fuck about who you are who you revived and who you killed. Your lives
end here.
As with a snap of his finger three of the crystals start to crack the Devil, Angel and the
Undead he points and says kill, kill, KILL THEM ALL. As Grovarmanur starts to slowly shift to
becoming a dragon again, Helminor pound the ground with his staff the chamber starts to
shift again Grovarmanur is almost completely transformed to a dragon he gets tackeld by the
lich who blasts him with magic to far back in the room.
Cath asks do you need my help? Dremul says sure casts a spell and Cath starts to deform,
first he loses all his hair it turns into a red skin, his ears start to shift to the sides and turn
into horn, he sprouts wings and and a row of hair grows to the back of his head, as cath
starts to grow his arms start to bulk up and become longer just like his hindlegs skull based
armor slowely appears into being. As Cath Stands tall he is now a Balor as he striks his fist to
the ground a blad of lightning appears and a whip of fire. He holds up his hand and motions
the Devil to come and fight they again get blasted away, as cath grapples the Devil and
smashes him into the hindwall.
You see Bermul stretch as he says I’ll take the fiend, if you guys take the arcanist. She is
much more powerful then you guys. As he creates some magic symbols in between his
hands he teleports her and him to around the middle as the start fighting
Battle with The Arcanist
As the Arcanists stands a bit perplexed, he says I didn’t expected you to bring dragons,
demons and Undead, but its fine. You seem like you’re going to fight me as he lowers a
barrier that separated you he animates the armour next to him and combat begins.
1 x Helminor
2 x Animated Armor
2 X Kobold
1 x Gelatinous cube
1 x Worg
1 x Violet Fungus
Add 1 either every 2 turns or if easy add 2 every 2 turns
Ending
As Helminor falls the pcs stand victorious each is congratulated by Bermul as you see Cath
devouring both Devils corpses in the background. You see Grovarmanur in human form
performing a ritual to banish the lich.
Bermul says he is going to remain here and become the arcanist again, Grovarmanur is going
to the Dragoncoucil in Yirgäll. As Cath eats the last of the corpses in his demon form. Bermul
says to go get your reward you deserved it and when you picked it up come back and I will
give you a small present. He teleports you down and gives you a stick to teleport all of you if
you break it.
The streets are empty a faint smell of smoke hangs in the air
As you return to the Assassins hideout entrance you see guards around it with smoke
coming out of it. The watchers have been killed.
Guard stat block
As you enter the hideout you see that its been raised with guard chatter everywhere.
As you return to Bermul he asks how it went and if your rich folk now.
He pities them as he and Grovarmanur stands behind Bermul. They ask what the plans of
every person is. Grovarmanur gives them all a big black scale which is the size of an average
torso it will sell for about 1000gp its one of the hardest materials ever. Bermul puts his hand
in a bag of holding he picks up behind the throne and gives them 10pp.
End campaign What happened to everyone
Barbarian, Drok devoted his life to finding the meat mountains, he used his scale as a
plate
Bard, he became his apprentice, follower and musical troupe, he left bermul and
became the host of an adventurers guild, he earned money on the side as an alter
ego as a rock star. He used his scale as a chest plate.
Druid, he travelled to the dragon coucil to become the host of the dragon council, he
perfected a technik to make it grow, He hung his scale in his house.
Rogue/Wizard, He travelled with Grovarmanur until he didn’t swissy anymore, so he
gives it to a kid he randomly found who wanted to be an adventurer, he wove his
dragon plat into his armor.
The History of Candyland
The world of Cornocopia was first divided into 6 Kingdoms The lands of Candy, The Vegtable
forests, The Fruit Jungle, The Moantains of Meat, The Junker Dunes and The Grain Grotto’s
they al kept going to war to decide who would be the strongest when everyone was almost
wiped out the seven nut sages came down from there tree to warn everyone for that this
war will wipe everyone out if they do not stop the nuts helped restore the balance to the
world and rebuild the kindoms didn’t care anymore about the borders all the needs of each
kingdom where nullified by the other kingdoms.
Gods
1. Rib Sprae : The god of protection, guarding and sentinals Lawful, Neutral
2. Baen : The god of poison, healing and growth Chaotic, Good
3. Paple : The god of exploration, curiosity and adventure True Neutral
4. Hiskey : The god of wisdom, intelligence and memories Chaotic, Good
5. Rettub : the god of light, darkness and balance Lawful, Good