You're both very welcome, and thanks for being great players.
I didn't have stats for most of the enemies written down in game - I mostly used base stats and then added extra points (if the mob was a veteran of combat, for example) and gear points as needed. The other keyholders would have been additional demons and/or fel orcs. One was going to be the demons' blacksmith (the forge shows up in the maps posted above). Since you guys never went down that way, I didn't get artwork or stats really drawn up yet. I tended to create the deeper encounters just before you all discovered them for the first time, in order to size up the difficulty with the players' current stats. After about Turn 100, every new room you guys entered was in flux until just before it was first discovered.
I don't really have any regrets about player choices, overall. One facepalm moment that does spring to mind was when Crimson just dumped all the teleport fuel into the island-side tank. I was like "you don't have to dump the whole thing! This isn't a limited-command game!" just then. I'd planned on using the purple-colored designs on either side of the ladder as a fuel gauge - if you poured a little into one, it would partially light up at the bottom and would represent how many teleports were available from that location (left side represented the valley, right side represented the island). But nope! It all went into the island's side and the teleporter was one-way. Had you guys been able to unlock the Builder, she could have brewed more if you promised to kill the D20.
Attached is the full text of my word doc for this game. Keep in mind that a lot of notes were for myself and may be incomplete or will have only made sense to me:
► Show Spoiler
Destiny of the Stonetear Clan
Current Stats
Crimson Fire
HP: 5/5
ATK: 4 (+3 Soreni)
DEF: 9-10 (+1 Goblin, +0/+1 [50%] Iron Circlet, +3 Half-Plate Armor, +1 Ironclad stompers, +3 Orc Shield)
Pack: Javelin; Spear; Leather Bag; Skull
Abilities: Skewer , Shield Bash.
Weapon Progress: 10/10 Melee ÔÇô SPEAR SPEC; 2/10 Ranged (Bow)
Tends To Get Lost
HP: 5/5
ATK: 3 (+2 Folded Steel Claw); 5 Ranged ( +2 Elven Bow, +2 Ruby Ring of Return , +1 Specialty)
DEF: 8 (+1 Goblin, +1 Boots of Defense, +2 Chain Vest of Potential, +3 Disarming Shield, Ruby Ring of Return);
Pack: Kite Shield; Steel Claw; Elven Shortbow; Skull; 2 Standard Arrows; Makeshift Torch
Abilities: Renew, Energy Bolt, Bloody Knuckles (Passive), [UNSPENT SPECIALTY]
Fond of Amulettes
HP: 8/8
ATK: 5 (Giant Sledgehammer +4); +1 Ranged
DEF: 7 (+1 Goblin, +2 Kite Shield, +1 Iron Bracer, +3 Half-Plate Armor, +1 Ironclad Stompers, Heart-Shaped Ruby Necklace, Jade Headband)
Pack: Wicked Mace; Javelin; Round Metal Shield; Candle; Research Log; Empty Bottle x2; Taunting Note
Abilities: Wallop, Shield Bash.
Acts Hard Boiled
HP: 8/8
ATK: 3 (+2 Golem Strength)
DEF: 5 (+3 Golem Armor, +1 Golem Boots)
Abilities: Cross-Chop, Riposte
3 ATK, 4 DEF, 8/8 HP. Can use items normally too heavy for organics.
Wields Two Shields
HP: 3/5
ATK: 3 (+2 Short Blade)
DEF: 7 (+1 Goblin, +2 Frostward, +2 Shield of Declared Blocking, +1 Ironclad Stompers)
Pack: Lost Souls Trident; Brittle Bone; The Bomb; Empty Jar ; Half-Note
Abilities: Frostward (equipped, passive) 25% chance to freeze melee attackers; Shield Bash (5-turn CD, minor action); Block (equipped, minor, CD: 1, intercepts 1 damage heading towards target in touch range)
Weapon Progress: 10/10 Melee ÔÇô SHIELD SPEC
Thinks Too Much
HP: 5/5
ATK: 3 (+2 Wicked Mace)
DEF: 10 (+1 Goblin, +2 Chainmail, +1 Iron Bracer, +1 Cape, +3 Disarming Shield, +1 Ironclad Stompers, Jade Headband)
Pack: Scimitar; Folded Steel Shortblade; The Stone Tearer; Scrap of Paper x 2; Half-Note; Empty Jar; Skeleton Key
Abilities: Bolster, Riposte, Wallop.
Weapon Progress: 10/10 Melee ÔÇô SWORD SPEC ; 3/10 Ranged (Light Axe)
Saves The Realm
HP: 5/5
ATK: 6 (+3 Cyanai, +2 Dagger); 5 Ranged (4 Cyanai, + 1 Specialty)
DEF: 7 (+1 Goblin, +1 Wrist-Mounted Flamethrower, +3 Half-Plate Armor, +1 Ironclad Stompers, Jade Armband)
Pack: Javelin; Late, the Party Crasher; Strange Key; Empty Jar
Abilities: Soul Siphon, Pyrotechnics, Flying Blades, Disarm, Unseen Blade (passive).
Yells at Dragons
HP: 5/5
ATK: 4 ( +1 Kobold, +2 Thirsty Fangs)
DEF: 8 (+4 Absolute Mutha@#$&ing Zero; +2 Shield of Declared Blocking; +1 Ironclad Stompers)
Pack: Tilath, Orcish Hand Axe; Javelin; Leather Cap; Demonic Book; Mass of Spiderwebs; The Bomb;Blue Cow Energy Drink;; Goblin Journal; Standard Arrow; Skeleton Key; Gem of Okay-Yeah-This-ShitÔÇÖs-Definitely-Overpowered
Abilities: Shield Bash, Block, Skewer
Weapon Progress: 1/10 ranged
ÔÇâ
Weapons:
Brittle Bone: +1 ATK. Destroyed on first use.
Pissed Off Bat!: +2 ATK. Two-handed. DonÔÇÖt let go! 25% chance to break free and attack!
Improvised Weapon ÔÇô Furniture: +1 ATK. 50% chance to be destroyed on use. One-handed.
Improvised Weapon ÔÇô Large Furniture: +2 ATK. 50% chance to be destroyed on use. Two-handed.
Spear: +3 ATK. Two-handed. Parry 1.
Javelin: +2 ATK. One-handed. Can be thrown to deal 4 damage at range. Always recoverable if the target dies.
Short Blade: +2 ATK. One-handed. Can be held in your off-hand for +1 ATK.
Falchion: +2 ATK. One-handed. Deals an additional 1 damage if the targetÔÇÖs armor is pierced this turn.
Dagger: +1 ATK. One-handed. Can be held in your offhand for +1 ATK.
Longsword: +2 ATK One-handed or +3 ATK Two-handed. Parry 1.
Metal Rod: +1 ATK.
A FreakinÔÇÖ Claymore: +3 ATK. Two-handed. 25% chance to do an additional 1-3 damage on hit.
Folded Steel Claw: +2 ATK. Can be used in offhand to grant +1 ATK. If used as a pair, +4 ATK.
Folded Steel Shortblade: +2 ATK. Always deals at least 1 damage if used in mainhand. Can be held in your off-hand for +1 ATK.
Elvish Shortbow: Two-handed. Grants +1 ranged damage when firing arrows.
Standard Arrow: Deals 2 ranged damage when fired from a bow.
Wicked Mace: +2 ATK One-handed or +3 ATK Two-handed. +1 Damage to Golems.
Warhammer: +2 ATK One-handed. +1 Damage to golems.
Katana: +2 ATK One-handed or +3 ATK Two-handed. +50% chance that your attack lands before healing and other combat damage this turn.
Battle Axe: +2 ATK One-handed or +3 ATK Two-handed. +5% chance that your ATK this turn is doubled.
Orcish Hand Axe: +2 ATK One-handed. Parry 2.
Light Axe: +1 ATK. Can be used in your off-hand. Can be thrown to deal 3 damage at range. Always recoverable if the target dies.
Scimitar: +2 ATK One-handed. Has a 5% chance deal twice the wielderÔÇÖs ATK in damage each turn.
Shuriken: Deals 3 damage at range. Always recoverable if the target dies.
Crossbow: Fires one Bolt. Reloading costs a Minor Action. Two-handed.
Masterwork Dwarven Crossbow: Fires up to 4 Bolts at range as one attack. Each Bolt has a 50% chance to hit. At least one Bolt will hit if 4 are fired in one turn. Bolts that miss have a 40% chance of recovery. Reloading costs a Major Action. One-handed.
Bolt: Deals 2 damage when fired. 40% chance of recovery if the target is slain.
Explosive Bolt: Deals 1 damage on the first turn and 3 Fire damage on the next turn. One-use.
Hidden Blade: Straps to your wrist, leaving both hands free to use weapons and shields. May be used to deal 1 damage in melee range as a Minor Action. Damage is assigned prior to combat damage and healing and ignores DEF. Does not break Stealth for the current turn.
The Stone Tearer: +4 ATK. Two-handed. Parry 2. Doubles the duration of any beneficial magic effects on the wielder.
Short Blade of the Master Thief: +2 ATK. One-handed. Can be held in your off-hand for +1 ATK. While wielding this weapon, you can Stealth as a Major Action.
Giant Rat Fang: +1 ATK, main hand. Can be affixed to a wooden shield to grant the shield a permanent +1 ATK. .
Orcish Double Axe: +5 ATK. Two-handed. Can only be used by Orcs. 50% chance to cut yourself in half when using, unless you were trained in using this weapon since birth. Cannot stealth while wielding or carrying. Any teammates in the same room as the creature carrying or wielding this weapon also cannot stealth. Some clerics believe that this weapon may also cause leprosy.
Firestick: Causes 2-5 Fire damage at range. One-handed. Uses a Major Action. 3 charges.
Lost Souls Trident: +3 ATK. Two-handed. Parry 3. This weapon is particularly receptive to elemental enhancement. Weapon Type: Spear.
Thirsty Fangs: +2 ATK. One-handed. Every time this weapon deals damage, it gains 1 Life Charge, up to a maximum of 2. Its wielder can, as a minor action, expend a Life Charge to heal any target in touch range for 1 Hit Point. Weapon Type: Shortspear.
Soreni, the Deathless: +3 ATK. One-handed. SoreniÔÇÖs wielder cannot be killed in combat, but will instead be paralyzed upon reaching zero hit points. Paralysis fades when the wielder reaches 3 hit points. Weapon Type: Shortsword.
Cyanai, the Razors: +3 ATK. One-handed. Parry 1. CyanaiÔÇÖs wielder has the Flying Blades ability. Flying Blades is a Major Action with a 4-turn cooldown that throws Cyanai as a ranged weapon and then recalls the weapon back to the wielderÔÇÖs hand. Flying Blades does 4 damage to the wielderÔÇÖs initial target, and has a 50% chance to damage any enemy between that target and the wielder on CyanaiÔÇÖs return trip, with each strike doing 1 less damage than the last. Cyanai is its own weapon type.
Kaydin, the Rock: +2 ATK, +2 DEF. One-handed. Parry 2. +1 Damage to golems. Weapon type: Hammer.
Kyrin, the Swift: +4 ATK. Two-handed. Parry 1. KyrinÔÇÖs wielder deals normal combat damage before all other sources of normal combat damage each turn. Weapon Type: Greatsword.
Tilath, the Spellblade: +2 ATK. One-handed. Can be used in your off-hand. Tilath reduces all of its wielderÔÇÖs ability cooldowns by 1 turn. Weapon Type: Dagger.
Giant Sledgehammer: +4 ATK, Two-handed. Upon hitting most targets, this weapon will stun them for the following turn. This is a very heavy weapon and cannot be stored in inventory ÔÇô it must be carried.
Late, the Party Crasher: +3 ATK. One-handed. Parry 2. LateÔÇÖs wielder is immune to all damage on any turn in which this axe pierces its targetÔÇÖs armor and deals damage.
Armor:
Leather Armor: +1 DEF.
Iron Pauldrons: +1 DEF.
Studded Leather Armor: +1 DEF. Grants an additional +1 DEF against ranged attacks.
Thieves Guild Armor: +1 DEF. 25% chance to grant an addition 1 ATK per turn.
Chainmail Tunic: +2 DEF.
Half-Plate Armor: +3 DEF. Heavy, noisy armor!
Frostward: +2 DEF (Armor). Melee attacks made against the wearer have a 25% chance to freeze the attacker, making it inactive for the next turn.
Light Wooden Shield: +1 DEF. Off-hand.
Spiked Wooden Shield: +1 DEF, +1 ATK. Off-hand.
Small Iron Shield: +2 DEF. Off-hand.
Kite Shield: +2 DEF. Off-hand.
Round Metal Shield: +2 DEF. Off-hand.
Orcish Shield: +3 DEF, +1 ATK. Off-hand. Non-orc users can only take one action per turn while wielding this shield.
Tower Shield: +3 DEF. Off-hand. Cannot Stealth while equipped or in your inventory.
Masterwork Dwarven Tower Shield: +3 DEF. Off-hand. +50% chance to be immune to ranged attacks per turn. Cannot Stealth while equipped or in your inventory.
Standard Iron Helm: +1 DEF.
Spiked Iron Helm: +1 DEF, +1 ATK.
Leather Cap: +1 DEF against Ranged attacks.
Leather Headband: 25% chance to grant an additional 1 DEF per turn.
This Is A Helmet: +1 DEF. Immune to tentacles.
Iron Circlet: 50% chance to grant an additional 1 DEF per turn.
Masterwork Dwarven Helm: +2 DEF. 25% chance hostile units that see you will run in fear.
Ironclad Stompers: +1 DEF. TheyÔÇÖre kind of loud, though.
Iron Bracer: +1 DEF, worn on either forearm. Does not give a DEF bonus if worn on the same arm as a shield.
Jade Armband: Worn on either forearm. A living being wearing the Jade Armband can teleport to a living being wearing the Jade Headband as a Minor Action. The arm band has a recharge time of five turns before it will be available to use again.
Jade Headband: Worn on the head. A living being wearing the Jade Armband can teleport to a living being wearing the Jade Headband as a Minor Action.
Cape of Defense: +1 DEF.
Boots of Defense: +1 DEF.
Shield of Declared Blocking: +2 DEF. The holder may also declare Block on any target in touch range as a minor action, which causes the wielder to intercept the first 1 point of damage that would be assigned to that target this turn. The holder must wait 1 turn before declaring block again.
Wrist-Mounted Flamethrower: +1 DEF. Wearer is immune to Fire damage. This item is now bound to SavesÔÇÖ soul, cannot be removed, and will revert back to an Iron Bracer upon SavesÔÇÖ death
Ruby Ring of Return: +2 Ranged ATK. Whenever the wearer shoots or throws a ranged weapon, that weapon returns to the wearerÔÇÖs possession at the start of the next turn.
Chain Vest of Potential: +2 DEF. The wearerÔÇÖs active abilities are more effective.
Heart-Shaped Ruby Necklace: The wearerÔÇÖs maximum Hit Points are increased by 3. This item is now bound to FondÔÇÖs soul, cannot be removed, and will revert back to a Ruby Necklace upon FondÔÇÖs death.
Heavy Golem Helmet: +3 DEF. This item is HEAVY! Most creatures will be unable to even move while carrying or wearing it!
Cool-Looking Heavy Golem Helmet: +3 DEF. This item is HEAVY! Most creatures will be unable to even move while carrying or wearing it!
Disarming Shield: +3 DEF. Off-hand. 50% chance to send any weapon that strikes this shield flying out of its wielderÔÇÖs control.
Absolute Mutha@#$&ing Zero: +4 DEF. Covers both wrists and chest. Passive: When the wearer is struck in combat, the attacker is frozen still for the next turn (cannot freeze more than one attacker per turn). Grants the WinterÔÇÖs Bite ability. WinterÔÇÖs Bite costs a Major Action, has a 10-turn cooldown, reduces the wielderÔÇÖs DEF by 2 for the current and next turn, removes Absolute Mutha@#$&ing ZeroÔÇÖs passive ability for the current and next turn, and reduces one visible enemyÔÇÖs DEF score to zero for the next turn.
The DemonÔÇÖs Wings: +1 ATK, +1 DEF. The wearerÔÇÖs falls are drastically slowed, and can be directed while airborn.
Capacitive Chestpiece: +1 DEF. The wearer of this armor can use any magic item without expending any of that itemÔÇÖs charges.
Items:
Healing Potion: Restores 2 to 4 HP. One use.
Acidic Potion: It looks like it burned right through a wooden table One use.
Blue Cow Energy Drink: Grants an additional Major Action next turn. One use.
Skull: Just be glad it didnÔÇÖt belong to you.
Leather Bag: ItÔÇÖs leather. And itÔÇÖs a bag.
Gem of Defense: Can be permanently applied to a piece of non-magical equipment to make the item magical and grant it +1 Defense in addition to its other stats.
Scroll of Magic ÔÇô Renew: Teaches one how to cast the spell ÔÇ£Renew.ÔÇØ One use.
Candle: Looks like it could still burn.
Torch: When lit, can be wielded in the Main Hand for +1 ATK. Can be held in the Off Hand to shed some light on the area around you. Cannot Stealth while holding. Torch is put out when carried in your pack. You will have to find a way to re-light it if you wish to reuse.
Poison Sting: Can be affixed to a wooden shield to give it a permanent +1 ATK in addition to granting your attacks a 10% chance to slow your target, forcing its attack to land last this turn. One use.
Lock Pick Kit: Can be used to pick any non-magical lock. One use.
Scroll of Probably Overpowered: Can be read as a Minor Action to permanently imbue any non-magical, equipable item with one of the following effects: Lifedrain, Stealth, Boomerang, Flame, Chaos, Dovahkiin, Heart. One use.
The Bomb: Somebody set up us it!
Scroll of Magic ÔÇô Energy Bolt: Teaches one how to cast the spell ÔÇ£Energy Bolt.ÔÇØ One use.
Gem of Okay-Yeah-This-ShitÔÇÖs-Definitely-Overpowered: This gem can be used on any magical item to further enhance that item. One use.
Monsterology
Bat: 2 ATK; 2 DEF; 3/3 HP
Skeleton: (Base) 1 ATK; 1 DEF; 4/4 HP
Large Skeleton: (Base) 2 ATK; 2 DEF; 7/7 HP
Mini-Golem: (Base) 3 ATK; 4 DEF; 5/5 HP
Golem: (Base) 5 ATK; 6 DEF; 13/13 HP, Knockback ability with +3 DMG and 2-turn CD
Staplers: 4 ATK; 4 DEF; 4/4 HP
Stapler Conglomerate: 6 ATK; 6 DEF; 6/6 HP
Pink Golem: 5 ATK per axe (cannot attack same target twice on same turn); 7 DEF; 10/10 HP
Statue of Limitations: 5 ATK; 6 DEF; 10/10 HP; Attacks cannot reduce opponents below 1 HP; Stunning Scream ÔÇô CD: 4; Breath Attack: reduces opponent to 1 HP ÔÇô CD: 2.
Skeletal Terror: 4 ATK; 4 DEF; 20/20 HP; Can also cast one spell per turn.
- Choke: Forces all the air from its target and has a 25% chance to stun for next 1 turn ÔÇô CD:1
- Deathmark: Reduces targetÔÇÖs DEF by 2 for next 1 turn and prevents it from being healed for next 2 turns ÔÇô CD:1
- Crush: Deals 1-3 damage (bypasses DEF) to target.
On death: Turns all nearby skulls into 1 ATK (ranged), 1 DEF, 1 HP monsters.
Tiefling: 2 ATK, 1 DEF, 6 HP
Demon Warlord: 3 ATK, 2 DEF, 7 HP. Break: Major Action: Reduces armor of all enemies in line of sight by 2 for the next two turns.
Mini Cannon Golem: 2 Ranged ATK, 2 DEF, 3 HP
Mecha-Rat: 5 ATK; 6 DEF; 2/10 HP; 3 turns after taking damage, can eat a nonmagical piece of targetÔÇÖs equipment to regain 2 HP. (5 DEF on Turn 151)
Skele-Rat: 3 ATK; 1 DEF; 5/5 HP
Metal Mimic: 5 ATK; 8 DEF; 15/15 HP; Each hit reduces targetÔÇÖs DEF by 1 for 1 turn. This reduction stacks and refreshes every turn that the target is hit.
Axe-Skewer Golem: 2 attacks per turn. Axe is 5 ATK. Skewer is 4 ATK pinÔÇÖs target to wall. 7 DEF; 15/15 HP. If more than 3 players are on platform, can Condense: +4 DEF, cannot take other actions. CD:1
Color-changer-shooter Golem: 8 DEF; 15/15 HP. 2 ATKs per turn. Axe is 4 ATK. Gun copies abilities that hit it, while changing color. If more than 3 players are on platform, can Condense: +4 DEF, cannot take other actions. CD:1
- Piercing Wallop Shot: No cooldown. Fires a shot for 1d4 damage, ignores all armor, knocks target back, and has a 50% chance to hit someone else for half damage (at least 1, this damage CAN be mitigated by DEF). The primary target is stunned for the next turn.
- Piercing, Smashing, Disarming, Cross-shot: No Cooldown. Fires a shot for 1d4+1 damage, ignores all armor, knocks the target into two other targets. Stuns and disarms all three
Stolen Bonuses:
+1 ATK, +1 DEF
Fel-Orc: (Base) 3 ATK, 3 DEF, 10/10 HP. Can use 2-handed weapons in one hand.
Metal Man: (Base) 3 ATK, 4 DEF, 8/8 HP. Can use items normally too heavy for organics.
Ceiling Beamers: ATK: 1 true damage (cannot be stopped) at range. 3 DEF, 2 HP
Weapon Specialities
Crimson Fire
- Spear: Skewer: Minor Action: 5-turn cooldown. Crimson lines up his attack for maximum impact! His melee attack this turn will result in CrimsonÔÇÖs spear being wedged in the enemy, providing a solid grip for Crimson or a fellow party member for the next 3 turns or until someone pulls the spear out. Holding the skewering spear requires one empty hand and grants a +2 ATK bonus to one-handed melee weapon attacks. Holding on to the spear is a minor action and Crimson must let go after Skewer in order for someone else to grab on. Pulling the spear out is treated as a normal combat Attack action, with the skewering spear as the main-hand weapon.
Tends To Get Lost
- Fist Weapon: Bloody Knuckles: Passive. When Tends pierces her targetÔÇÖs armor and deals damage with at least one fist weapon, that target takes X damage next turn (this damage ignores DEF), where X is one half (rounded down) of whatever TendsÔÇÖ ATK was on the first turn.
Fond of Amulettes
- Mace: Wallop: Minor Action: 5-turn cooldown. Fond prepares to swing for the fences and increases the effectiveness of his Attack action this turn. Small enemies are knocked back from the blow and stunned for the following turn, with a 50% chance that they smack into a secondary hostile target in melee range. If hit, the secondary target is dealt damage equal to FondÔÇÖs ATK minus 2. Against larger enemies, this attack lowers the targetÔÇÖs DEF by 1 for the following turn. Fond must be using a Mace or Hammer in his main hand to execute this attack.
Acts Hard Boiled
- Axe: Cross-Chop: Minor Action, 5-turn cooldown. Acts gathers his strength for a sweeping blow, granting his attack this turn the ability to strike up to two additional targets in melee range for ActsÔÇÖ Attack score minus 2. Acts must be holding an axe with his main hand to execute this attack.
Wields Two Shields
- Shield: Shield Bash: Minor Action, 5-turn cooldown. Wields incorporates her shield into her attack this turn, allowing X amount of her ATK to pierce her targetÔÇÖs armor, where X is the amount of +DEF on her shield. Wields must be using a shield in her offhand to execute this attack.
Thinks Too Much
- Sword: Riposte: Passive, requires a sword in the main hand. Whenever Thinks is attacked by an enemy, he gains a minor action Counter ability that increases his melee ATK by half (rounded down) until the end of the turn. Counter can be used only on the turn following Thinks being attacked.
Saves The Realm:
- C yanai: Disarm: Major Action, 5-turn cooldown. Saves presses Cyanai against her targetÔÇÖs weapon and executes a twisting maneuver, meant to catch the item and send it flying! Chance of success is greater against smaller weapons than larger. This ability has no effect on targets not holding a weapon.
Dagger: The Unseen Blade: Passive. Holding a dagger in the off-hand adds an additional 1 melee ATK. In addition, all attacks made with a dagger involved have a 25% chance to deal an additional 1d6 damage.
Spells:
Renew: Restore 1 HP to an injured ally in the same room and within line-of-sight. Costs a Minor Action. Caster must wait 1 turn before casting Renew again.
Bolster: Increases the damage dealt by all party members in the same room as the caster by 1 for the following turn only. Costs a Major Action. Caster must wait 5 turns before casting Bolster again.
Pyrotechnics: Coats the wielderÔÇÖs melee or ranged weapon in fire, adding 2 additional Fire damage to the wielderÔÇÖs attack this turn. Costs a Minor Action. Caster must way 1 turn before casting Pyrotechnics again.
Energy Bolt: The caster sacrifices any number of her current Hit Points to deal that much damage to target enemy at range. This damage ignores Defense and has a chance to occur before healing and other damage each turn. Costs a Minor AND Major Action. The caster does not have to wait before casting this spell again on subsequent turns.
Goblin Journal
Early Pages:
Journal of Swats-A-Spider
Day 1
Arrived today at the old outpost. Place needs cleaning up. Unearths-Answers showed us the entrance. Still not sure how he knew where it was. Probably a teller thing. Had to hear all about that on the hike here. Seems jealous that Protects got the appointment when Seals-Fate died three winters back.
<The rest of the journal is a pretty mundane account of typical mining activity until the last two pages.>
Last Two Pages:
found a little bit of copper ore.
Day 76
Diggers hit something big today. Started finding big bricks carved all funny.
Day 79
Finally broke through those bricks. Tough stuff. Opened an old chamber. Air is really stale. Guards posted, will check tomorrow.
Day 81
Explored chamber. Looks like an old dungeon crawl, didnÔÇÖt mess with anything that looked odd. Not stupid. Need to send word back to the chief soon. Diggers to start working on top of bricks only.
Day 86
Diggers broke into new chamber. Probably right above the one we broke into before. Screws-The-Pooch found some kind of gem. Can hear him bragging about it now.
Day 90
Hearing strange things at night. Like moans or crying. Going to have Builds seal chamber with a steel door. Me and Unearths will have keys.
Screws is acting funny.
Day 101
Chamber sealed. Found Screws sleepwalking last night, that damn gem in one hand and his axe in the other. Was just standing over Caught-UnawaresÔÇÖ bunk. Took the gem away, gave it to Unearths.
Day 103
Screws is dead. Caught found him at the bottom of the ladder. Fingers all bloody. Had been trying to scratch through the stone at the top of the bunk room, from looks of it. Must have fallen. Trying to figure out what to do with the body. Feel bad for him. Wish we didnÔÇÖt make so many dog jokes around him.
Day 104
ClanÔÇÖs turning undead! Screws is a zombie! Others dying and getting back up! Can hear them shambling around down below. Loses and I tried the valley, but canÔÇÖt climb up anymore after rockslides. Going to check the old hatch. Unearths said our last teller was working on something down there a few winters ago. Hope thereÔÇÖs a way out.
IÔÇÖm sorry.
Research Log
Day 1
Protects can go to Hell. Another runner caught up to us today saying that weÔÇÖd been ordered back from this ÔÇ£foolhardyÔÇØ expedition. Of course the message didnÔÇÖt come from Chief Serves herself, so IÔÇÖm ignoring it. Hell, even if she did tell me to go back, IÔÇÖd have to disobey. Her father led the first Stonetear expedition up here and it was obviously important to him that we maintain this outpost. Maybe sheÔÇÖll realize that after the shock of his death fades.
<It looks like there are quite a few more pages.>
Last Two Pages:
Day 85
I discovered how to open Seals-FateÔÇÖs door today. Clever of her to hide the ÔÇ£keyÔÇØ in plain sight like that. The contents of that room surprised me. Much to think on.
Day 86
Protects deserves to burn for what hes done, and for what I fear what he will do. Still, I cant reveal his crimes. Seals speaks to me still in this place, and her lingering words warn against jeopardizing her final vision. But such a cost! I dont know that I can bear it
It will take me some time to take all of this in.
Day 102
I now know that this will be read, though I donÔÇÖt know by whom. I know there will be six of you who enter this place, and that you will find our remains here. Spooky, eh? Less spooky than me knowing how long I have to live, I think.
Heed my words, mate: You and your friends were destined to be here, at precisely this time. I do not know what is so important about this place and I suspect that Seals-Fate never truly understood it herself before she was slain. However, I do know why you are here:
Seals-Fate, the Stonetear ClanÔÇÖs last true Teller, made a choice.
It might surprise you to know that our clanÔÇÖs Tellers are not each born with a propensity to catch glimpses of the future. No, each candidate for Teller possesses merely the capacity to use magic, nothing more. The gift of foresight is, and has always been, a gift from the past. In order for the clan to keep this gift, a dying Teller must willingly pass it on to the next generation. This hasnÔÇÖt been a problem, as each Teller has received visions guiding this decision since as long as our clan has existed.
And so it was that Fate was always an ally of the Stonetear. For many, many winters we survived ÔÇ£against the oddsÔÇØ by relying on the wisdom and foresight of our Tellers. Sadly, however, Fate turned on us.
Seals had two visions before her death, and started to feel her own destiny bearing down upon her. In the first vision, she passed on her gift of foresight to the next Teller (though she didnÔÇÖt say if it was to me or to Protects). Her vision then showed that Teller using the gift to expand the reach of the Stonetear until we became strong enough to wage war on the Chorgrak clan of hobgoblins for the glory of Maglubiyet.
But Fate tipped its hand before the vision faded from SealsÔÇÖ mind. She also saw Chief Serves leading a charge against the ChorgrakÔÇÖs armies, and saw that this battle would destroy our clan. Serves would fall to Borrl, but not after mortally wounding him. The surviving Chorgrak, enraged by the loss of their chief, would retaliate by hunting down and annihilating every last Stonetear goblin.
And she saw why: The StonetearÔÇÖs sacrifice would keep the Chorgrak from attacking the Viper clan, whose destiny has intense meaning for Maglubiyet and for all goblins in the realm. The Stonetear would die heroes.
In the second vision, however, Seals saw herself murdered before she passed on the gift of her visions. Without the advantage of foresight, the clan would fall victim to betrayal and be hunted to near-extinction. Fate showed her that our chief would be taken captive, betrayed by Protects-his-Chief. Surviving Stonetear goblins would flee, and six of them would find this place, where they would learn of SealsÔÇÖ shameful choice.
Because you are here, you know the choice she made. You know also that she defied her own god and cursed the Stonetear to wither away without a true Teller. Judge her as you will.
Per SealsÔÇÖ instructions, I have destroyed the messages she left for me. She felt that anything else she knew of the future would taint your actions and allow Fate to take further revenge against our clan.
Know that every one of you now makes your own destiny. Your names have only what meaning you give them. Do with your lives what you will.
I envy you.
Day 103
It is done. I have shattered the Diamond of Undeath as Seals foresaw. Your stage is set, dear friends. DonÔÇÖt let us down.
ÔÇâ
Secret Note
I should not be writing this, but it may help
the clan later.
Many winters ago and far below here,
adventurers awakened what they claimed
was a terrible evil. This place was built to
contain that evil, since it was thought that
destroying the threat was impossible.
I donÔÇÖt trust the story as it was passed down.
I have been building a golem out of the
materials this placeÔÇÖs creators left behind so
long ago. My goal is to confront this ÔÇÿevilÔÇÖ
with a weapon that it cannot destroy. Since
this place appears to be defended only with
lifeless stone and magic, I fear that whatever
lies below could destroy creatures made of
flesh.
In order for my construct to function, it requires
both a charged energy core and a soul. There
may be an extra energy core somewhere in this
place, but I have not found it yet. The soul must
be freely given, and there is an altar in my
chamber built to allow transfer of the soul to the
energy core.
BACK HALF:
 this, but it may help
 and far below here,
 what they claimed
his place was built to
ince it was thought that
at was impossible.
ory as it was passed down.
ing a golem out of the
 creators left behind so
ÔǪ to confront this ÔÇÿevilÔÇÖ
...t cannot destroy. Since
 be defended only with
gic, I fear that whatever
 creatures made of
ruct to function, it requires
ergy core and a soul. There
nergy core somewhere in this
und it yet. The soul must
ere is an altar in my
ransfer of the soul to the
FRONT HALF:
I should not be writing
the clan later.
Many winters
adventurers awakened
was a terrible evil. T
contain that evil, s
destroying the thre
I dont trust the st
I have been build
materials this places 
long ago. My goal is 
with a weapon that it canno
this place appears to 
lifeless stone and ma
lies below could destroy 
flesh.
In order for my const
both a charged en
may be an extra e
place, but I have not fo
be freely given, and th
chamber built to allow t
energy core.
Panel By Massive Door
Herein dwells our most hated enemy.
We could not destroy it. We could not
enslave it. Let it dwell in this pit for all
eternity. The five keys shall be entrusted
to our strongest champions until the end
of days. Hell may not claim you, but you
shall know it on this plane. -- The Master
SphinxÔÇÖs Crazy Riddle:
On a distant continent, there are five regions lined straight up from West to East. In each region lives a different monster: a Goblin, a Kobold, a Bugbear, an Ogre, and a Yuan-ti, not in this particular order. These five monsters each use a different kind of weapon, have a different rank, and hate a different race.
The Goblin lives in the Desert.
The Kobold hates Elves.
The Yuan-ti uses a Sword.
The Forest borders and is to the West of the Swamp.
The Forest dweller uses an Axe.
The Chief hates Dwarves.
The monster in the Hills is a Scoutl.
The monster living in the center region uses a Spear.
The Bugbear lives in the far West region.
The PriestÔÇÖs region borders that of the monster who hates Humans.
The monster who hates Half-Orcs lives in the region that borders the ScoutÔÇÖs.
The Soldier uses a Dagger.
The Ogre is a Captain.
The BugbearÔÇÖs region borders the Plains.
The PriestÔÇÖs region borders that of the Mace-wielding monster.
One of the monsters hates dragons. Which is it?
ANSWER: The Ogre
DemonÔÇÖs Book
Entirely written in demonic.
Oh, one last secret! Remember that candle that you guys found in one of the first couple rooms? Had you ever made it down to the hidden candle and lit your candle with that flame some crazy teleport stuff could have happened.
If someone was holding on to the extra lit candle in the room when the black one was blown out, everyone in the room would have been teleported to The Descent with that other candle lit (which was carrying the same type of flame). There, they may have found Noctis and Thrown-Into-Dark-Cells from EFB, and
by blowing out the candle when those characters were in the same room. I would have contacted their players from EFB to see if they wanted to regain control of those characters, and if not would have played them as NPC allies to the party.
If someone lit the carried candle (You couldn't pick the black one up) from the black one and then managed to take it to another room before blowing it out, it would have teleported
to The Descent. This could have included demons, golems, the sphinx, the wyvern, etc. There would not have been a return trip available, though others could join their party members in The Descent by going to the black candle room and extinguishing it there.
Side note: DotSC almost featured a Good-aligned group of paladins as antagonists, also trying to access the D20. I brought the demon character from EFB back instead because I intended to continue a demonic theme with the floating castle island.