Pyramid Peril

The players, now in the past, must explore Ghorfa before heading off to stealthily retrieve an item dropped by Davros during the pivotal battle between their other selves and Davros at the top of the pyramid at Kalesh Rago.

## Session Priorities

* Battle at pyramid (120 mins)
* Tattoo parlor (20 mins)
* Shopping (30 mins)
* Peridot amulet (20 mins)
* Boat puzzle (20 mins)
* Forum interactions (30 mins)
* Obstacle course (20 mins)
* Tarokka cards (20 mins)

## Pyramid Battle Prelude

The players will use alternate lvl 18 character sheets to battle Davros at the pyramid, each with separate instructions

### Description

Welcome, everyone. To the final battle of the campaign. The Three Dog Knights have fought bravely to get here. From their humble defeat at the hands of Apophis, to the befriending of and lifelong alliance with Jubo Claroo, everything has led up to this point. Here you all are, eight hundred years in the past, to stop Davros the Third from destroying the Pyramid at Kalesh Rago, and saving the continent of Jarkhem.

Lightning flashes across the sky as you reach the top of the pyramid. Davros performs an arcane ritual at the crown. You have fought your way through his legion of bodyguards to make it here. Some of you are bloodied, but you know that no one... NO ONE can bloody your resolve. Davros will get what's coming to him, and there is nothing that will stop you.

Please pass these character sheets and instructions around.

Each of you will be playing the previous iteration of yourselves in what is not so much a combat encounter as it is a sort of performance art piece. What happened this night has already happened. The instructions attached to your character sheets will dictate key actions you must do on certain turns. But what happens in between those actions is up to you. This gopro will record in real time the events that transpire, and will dictate the happenings of your true characters' mission later tonight.

So, with all that said, please roll for initiative.

### Instructions

#### Kervon

* Position yourself to get the jump on Amethyst.
* At the end of your turn two, grasp your heart in pain.
* During turn three, become fiery and evil at the beginning on your turn. Describe your transformation creatively.
* Wish did show up when generating FastCharacter. If you use it, make it cool but know that for this experimental encounter, only Amethyst dies here.
* KILL AMETHYST - pay attention to her damage. She starts at 166. Save Power Word Kill until she is below 100.
* You are too busy to go after the bag when it falls.

#### Amethyst

* This Amethyst will die here. Make sure her end is epic.
* At the start of your turn one, lead the group in the "special handshake the team made up". Improvise this. The joke is that this version of the team led different lives, and have different team rituals.
* You are too busy to go after the bag when it falls.

#### Garamond

* On your turn one, ask Kervon to sing along with you to the "team theme song". The joke is that this version of the team led different lives, and have different team rituals. Improvise the song. If you have ever seen Garth and Kat SNL sketch where they are unprepared and Kristin Wiig has to try to follow along as Fred Armisen makes it up. If this is unclear I can explain during the turn.
* Garamond notices a pouch that Davros seems to be guarding carefully. Slash at it specifically so that it falls to the ground, but you are too busy to go after it. Hoping for successful hit before turn three.
* Heed Davros when he explains the paradoxes, and reluctantly understand.
* Flee on turn four.

#### Peridot

* This Peridot will be mortally wounded.
* Peridot notices something odd about Kervon during turn two as he clutches his chest. Make an insight check with advantage. If you successfully notice him becoming evil, take the time dial from his belt.
* You are too busy to go after the bag when it falls.
* Flee on turn four.

#### Vyk

* Roleplay the funny things we talked about today.
* You are too busy to go after the bag when it falls.
* Flee on turn four.

#### Erika

* Shout "FOR RYYYYN!" during your first attack.
* You are too busy to go after the bag when it falls.
* Flee on turn four.

## Ghorfa

### Fishercats' Guild

* Navi Gator at fishercat's guild to get to Yarr's Hideaway
* Tabaxi here believe that fishing is the best source of food
* Addicted to fish
* Info: Can't fish in the Great Barrier Grief
* Info: The docks were the first development in town when it was founded.
* Info: This side of town has been experiencing a recent boom of industrialization.

#### Description

Outside: Just to the side of the main crossroads looms an impressive brick building, towering over its surroundings. The ground nearby is well paved, and a steady stream of carts moves in and out of iron warehouse doors transporting fish from the docks.

Inside: All sorts of fish are moved from carts to smaller two-man vehicles, each with a giant horizontal wheel with which to drive it. The vehicles look quite large in the crowded space, but move surprisingly nimbly through the chaos of fishermen and passersby. Shouting can be heard in the distance. The most prominent voice amongst the others speaks in a language you can't make out, but a cadence that suggests a rapid auction style sale. A sign above a set of stairs reads Nautical Nook and in parenthesis: "sailors only". A security guard stands watch at the foot of the stairs.

Nautical Nook: The stairs lead to a balcony overlooking the busy floor. There are all sorts of sailors congregating and eating at tables, discussing and arguing over maps, and eating at long wooden tables. The smell of fish is somehow stronger here, as if the odor naturally floated upward and coalesced into an almost visible cloud of fishly essence. For some of you, the smell is overwhelming, but at least to any tabaxi members of the party it is a dream come true.

DC 15 investigation or other rp reward: **Vial of Shimmering Fish Oil** +3 to stealth check, -3 to charisma checks for 24 hours

### Market Square (Kervon)

* Only boring stuff
* Discounts for Kervon, as everyone knows he loves to shop
* Info: Most people know of the danger Kervon poses. Some offer discounts out of fear, some out of genuine hope he will stay good

#### Description

Rows and rows of stalls fill the entire block, each with a tabaxi hawking their product to an ever greater number of tabaxi under a canopy of draped cloth. Where the cloth fails to overlap, bits of sunlight project onto the ground in roughly triangle shaped spots. Cozily situated in each of these spots is a tabaxi sprawled out on the ground relaxing in the light. In fact, it seems these areas of sunlight are prime real-estate for a quick nap, as most of the spots are taken up. There are catfolk of all shapes, sizes and colors walking about. Many are anthropomorphic analogies of breeds you are familiar with; calicos, tuxedos, and even a smattering of the pitiful looking scrappy haired cornish rex type. Likewise, there is a respectable variety of stall types. From your position you spot intricate towers of carpet and rope, stalls of savory-smelling grilled fish, balls of yarn, nip weed, large boxes of sand, grooming services, and cardboard boxes.

#### Interactions

Players will find there is nothing interesting here, and that they will need to find a navigator and a ship.

**Cheshire**

A particularly puffy purple plumed tabaxi with yellow eyes and a disturbing grin sings to himself at a gaudily decorated stall.

"Lose something?"

"Can you stand on your head?"

"Ohhh by.. the way."

"Who did?"

"In THAT direction."

"Of course, she's mad too. Most everyone is mad here."

"You might have noticed that I'm not... all.. there.. myself."

"'Twas Brillig

And the slithy toves

Did gyre and gimble in the wabe

All mimsy were the borogoves

And the mome raths outgrabe"

**Perkins**

A lanky, old, tan, short haired cat stares coolly into the crowd.

**Garfield**

An orange tabaxi pokes at a multi-layered pasta, looking miserable

### Dock Manager's Office (Garamond)

* Haroo Claroo, ancestor of Jubo Claroo
* Black light stuff on papers

#### Description

Outside: Amid the larger storage buildings sits a smaller building with tiny windows frosted over from decades of exposure to the salty ocean air. A small dock reached out to the sea, at the end of which is a small sailboat tied to a post. Seagulls perch on the posts and fly about looking for food.

Inside: The walls are gaudily decorated with netting and anchors. Small portraits of smiling sailors and landscapes of calm ocean adorn the walls. A desk with many papers scattered about sits at the other end of the room. A voice in a back room says "I'll be right there!"

DC12 perception or investigation finds a placard on the desk with the name Haroo Claroo

DC15 investigation on the desk finds a **Ring of Neglection** +2 to stealth checks

### Splatt's Tatts (Kervon & Garamond)

* Drawing activity, on printouts of bodies
* Absorbing Tattoo - Resistance to a type of damage, immunity and gain as a 1/day action
* Barrier Tattoo - AC while not wearing armor is 15 + Dex
* Coiling Grasp Tattoo - Tendrils within 15 ft, DC 14 STR save or take 3d6 force and be grappled
* Eldritch Claw Tattoo - Magical unarmed attacks, +1 bonus to attack rolls
* Ghost Step Tattoo - 3/long rest bonus action for resistance to bludgeoning, slashing, piercing, no grapple or restraint, move through creatures and solid objects as difficult terrain
* Illuminator's Tattoo - Write with fingertip, secret invisible message
* Lifewell Tattoo - Necrotic resistance, plus health goes to 1 instead of 0 1/day
* Masquerade Tattoo - Move/change tattoo, DC 13 Disguise Self 1/day
* Shadowfell Brand Tattoo - Darkvision 60 ft, advantage on stealth checks, take half damage from an attack 1/day
* Secret Tattoo: Bark Ruffalo - Gain 3 levels, and earn one level for each party member by getting a real life tattoo of Bark Ruffalo with the DM

### The Forum (Rynn, Juhi)

* Recap of time travel mechanics
* Drawings and string all over wall with theories
* Fawn over group
* Bruce fan art for Rynn

#### Description

A grand walkway of stone pillars leads to a circular amphitheater with rows and rows of seats. Crowds of people gather inside of the stadium, mostly tabaxi but some humans mixed in. Everyone is shouting. Most of them apologize for not having posted anything for a long time, as they apply their posters of fan theories to the walls. Those listening to the debates give thumbs up and down gestures to the speakers, and often chime in with their own comments. Multiple calls to "smash that subscribe button" echo from all sides.

#### Interactions

Rynn's biggest fan gives her fan art of Bruce.

#### Description

A half-square of buildings fill this block, and tabaxi move between them carrying vegetables and leading cattle. The ground is muddy, and it smells like cow poop. A tabaxi milks a cow in the center of the block, fending off a horde of cats trying to get to the milk. After some time, a second tabaxi rushes up to the cow, shouting at the cats... And tries to get to the milk himself. The first tabaxi successfully fends off the second.

#### Interactions

Meet Zircon, who is trying to create the Golden Green Mountains clan. Preaches to the players that tabaxi are meant to leap from tree to tree and hunt! They were not meant to sit around and fish or milk cows. There is a rivalry between the three guilds, and the foragers do not like the changing times.

Koonop the Quick may challenge Peridot to an obstacle course here.

Madam Eva may reach out to the players for a Tarokka card reading, either in an alcove or a fancy tent.

### Foragers' Guild (Peridot & Garamond)

* Meet Peridot ancestor
* Clan of the Golden Green Mountains
* Mechanics of Amulet

#### Description

Outside: The structure is an enormous stone carving of Leodo, the most well known god of the tabaxi. It is one of the few structures that remains standing in the future, and looks almost the same as when you saw it then. Tabaxi mill about, speaking with each other and selling fruits and pelts.

Inside: The inside is dark and smells of incense. There are pillars along the center of the roughly rectangular space, each with carved feline faces. Priests sit at small tables, meticulously creating copies of books without any magical shortcuts. It seems no trade happens here, but many of the forager types you saw outside are here relaxing on multi-leveled platform structures.

#### Interactions

Meet Zircon, who is trying to create the Golden Green Mountains clan. Preaches to the players that tabaxi are meant to leap from tree to tree and hunt! They were not meant to sit around and fish or milk cows. There is a rivalry between the three guilds, and the foragers do not like the changing times. Zircon has an amulet just like Peridot, and shows

Koonop the Quick may challenge Peridot to an obstacle course here.

Madam Eva may reach out to the players for a Tarokka card reading, either in an alcove or a fancy tent.

### Yarr's Hideaway (Kervon)

* Amazing magical items
* Crook of Rao is mounted on the wall - TCE pg. 123 (Artifacts DMG pg. 220) Can't be charmed or frightened, immune to disease, can't be blinded, deafened, petrified or stunned, disadvantage on saving throws against spells.

#### Description

Outside: A rectangular structure built of stone and adorned with coral sits at the center of a peninsula of sand. Your steps disrupt the meticulously raked sand. It looks like there are intricate patterns across the beach as far as your eyes can see.

Inside: It's dreary and cold. You can see your own breath. Magical items sit on shelves throughout. Some are small amulets and instruments, some are larger shields and swords, and in the center is a dormant Apparatus of Kwalish. Each item has a glimmer around it. Initially, there is no counter or register in sight, until you hear a whisper of a woman clearing her throat above and behind you. "Welcome. I haven't had any customers arrive alive in quite some time." The entire sales counter is built above the entrance, with no visible stairs or ladders with which to reach it. A rather attractive human woman stands behind it, watching you from above. Her hair is dark and pulled into a bun with a golden piece of coral pinned into the side of it. She wears dark eyeliner and blood red lipstick, and a small tattoo under her right eye.

#### Inventory

* 2x Immovable Rod
* Efreeti Bottle
* Glamerweave
* Stone of Good Luck
* Animated Shield
* Apparatus of Kwalish - New Stats: AC 20, Health 60, Claw +10 to hit 1d12 + 8, Speed 30
* Illusion Carpet - "ILLUSION! A magic carpet is what a whore rides to get home. Or to go get candy."
* Daern's Instant Fortress
* Manual of Quickness of Action
* Periapt of Wound Closure
* Tentacle Rod
* Wand of the War Mage
* Vorpal Sword
* Cli Lyre
* Oath Bow
* Nature's Mantle
* Luba's Tarokka of Souls
* Rhythm Maker's Drum
* Teeth of Dahlver-Nar (3)
* Devotee's Censer
* All Purpose Tool (+1)
* Secret Sale: Demonomicon of Iggwily - Proficiency in one skill, resistance against one damage type, other creatures can't rest within 300 feet, vulnerability to all damage