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Traveling to the Unknown Lands

Background
The unknown lands was the land of Amonar the wizard of magic. The lands used to be full of magic
and happiness,. It wasn’t until Bandor declined his request to become his predecessor that he
became greedy and hungry for power. A war broke out between Bandor and Amonar and the lands
became a ruin, Amonar was locked up and everyone’s memory of the lands were erased.

Amonar broke out of his cell and kidnaped and took over Bandor’s identity. He also kidnapped few of
Bandor’s most loyal advisors.

Journey to the centre of the earth


If you want to got to the Unknown lands you must go underground. If you try to go via the border
you will find out that there is an invisible border nobody can go through (no spell can undo this
border, only Bandor). The only way is by the underground railway. By the mountainside is an old
railway station called Mystic Express Depot.

Mystic Express Depot


This old railway station is centuries old, it used to be a underground railway station to go to all the
lands in Bandor, but it was out of order centuries ago. Felix Zobbloba and his family has took over
this railway station to travel to the unknown lands to gather Celestine, a magic stone that can only be
gathered there, it is used in special weapons and jewellery. To go to the unknown lands, the family
takes a restored train, it uses the battery’s from Felix’s brother Valrug to make the train go fast and
pass the unbreakable border.

Zobbloba family
 Felix Zobbloba (man, father)
 Tilly Zobbloba (woman, mother)
 Dazzle Zobbloba (man, oldest son)
 Whimsey Zobbloba (woman, daughter)
 Zippit Zobbloba (man, youngest son)

Taking the train


The party can go with the train if they are willing to pay 100gp (they can negotiate) each. While the
train is going the party can speak with the family. Halfway through the ride the train will be attacked
by 4 earth goblins (they dig though the train).

Arriving at The Celestial Terminal


It is the middle of the night when the party arrives at the Celestial terminal. It is a beautiful train
station with blue ambience light coming from the outside of the station. Waiting in the middle of this
station is Steamclaw, Amonar’s border protector. He cannot speak but will attack immediately. You
can leave the station by pulling the ladder from the upper level.

The unknown lands


When arriving at the unknown lands you immediately see the castle of Amonar in the middle of the
waste lands. Nothing stands in your way.
Enemy’s
Steamclaw
human-cyborg, chaotic evil
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Armor Class 18 (natural)
Hit points 150 (20d8 + 60)
Speed 30 ft.
Challenge: 8 (3,900 XP)
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STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (+1)
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Skills: Athletics +9, Intimidation +2
Senses: Darkvision 60ft, passive perception 11
Languages: understands the languages of its creator but cannot speak

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Damage Resistances: Piercing and slashing damage from nonmagical attacks
Damage Immunities: Poison, psychic
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Actions
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Innate Spellcasting: The half-robot, half-human grappler can cast the spider climb spell at will
without expending a spell slot.

Multiattack: The half-robot, half-human grappler can make two melee attacks.

Arm Stretch: The half-robot, half-human grappler can use its robotic arm to make a ranged melee
attack with a range of 20 feet. On a hit, the target takes 2d8+5 bludgeoning damage and must make a
DC 16 Strength saving throw or be grappled (escape DC 16). While grappled, the target is restrained
and takes 2d8+5 bludgeoning damage at the start of each of its turns.

Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10+5 bludgeoning damage.

Robotic Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8+5 slashing damage.

Reactions
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Reactive Armor: When the half-robot, half-human grappler is hit with a melee attack, it can use its
reaction to gain resistance to that type of damage until the end of its next turn.

Roleplaying information
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Steamclaw is a creation of Amonar to protect him, he guards the border of the unknown lands. He
cannot speak and thinks everything is hostile

Earth goblin
Medium humanoid, neutral evil
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Armor Class 15 (natural armour)
Hit points 75 (10d8 + 30)
Speed 30 ft., burrow 20 ft.
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STR DEX CON INT WIS CHA
14(+2) 16(+3) 16(+3) 10(+0) 8(-1) 6(-2)
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Skills: Stealth +6, Survival +1
Senses: Darkvision 60 ft., passive perception 9
Languages: Common Goblin

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Earth Glide: The earth goblin can burrow nonmagical, unworked earth and stone. While doing so, the
goblin doesn’t disturb the material it moves trough.

Stone Camouflage: The goblin has advantage on Dexterity (Stealth) checks made to hide in rocky
terrain.

Actions
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Multiattack: The earth goblin makes two attacks with its war pick.

War Pick: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 10 (1d8+6) piercing damage.

Earth Tremor: The earth goblin stomps the ground, creating a tremor in a 10-foot radius around
itself. Each creature on the ground within the area must make a DC 13 Dexterity saving throw or take
14 (4d6) bludgeoning damage and be knocked prone on a failed save, or take half as much damage
and not be knocked prone on a successful one.

Roleplaying information
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An earth goblin is a crazy ass goblin that loves shiny things and can dig under the ground to other
places.

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