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Dance Magic

A Fantasy Adventure

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James Updike
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0% found this document useful (0 votes)
49 views18 pages

Dance Magic

A Fantasy Adventure

Uploaded by

James Updike
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dance

Magic
Before you delve into the content listed on the pages herein, I feel obligated to elaborate on a few things. First, and
perhaps most important, remember that this is YOUR game. Don’t like how something works? Change it! Think of this
work as a temporary break from the heavy lifting of world building, allowing you to flex those creative muscles.

That being said, there are few points that should be addressed. First, my personal style is a rather tongue in cheek kind
of humor, which may be opposite of your own. Should that not appeal to you, no problem, as I said, this is YOUR game.

Second, there are times where your direct creativity is required. One such example you’ll come across is a [bracketed]
word. This is a prompt for you to include an element of your own. Moreover, there may be quite a few instances where
details or explanations have been purposefully left vague or generalized. Again, this is for you to decide how best to fit it
into your game.

The mechanics, including enemies, saves, skill checks and the like, were designed by the book. Again, they aren’t
necessarily meant to be adhered to, and can be easily adjusted should you feel a situation be too difficult (or too easy)
for the party.

It is advised to carefully read through this packet so you’re familiar with every situation that may present itself. With
that said, a characteristic of this work is that the boss is likely to contain a new mechanic, one that may not have been
encountered by you or your players before. A thorough understanding of those mechanics will be beneficial for both
you and your players so you can ensure a smoothly running game. When a game runs smoothly, memories are made.

And that brings us to the final point. Have fun. That’s why we get together to play this game after all. So get out there
and make some memories, and thank you for allowing me, however small it may be, to be a part of that process.

Copyright © 2018 Ryan Forgione. This There Was a Boss Fight! product is published through the Open Gaming License. See the License section for complete details.

There was a Boss Fight! 1


Thanks to: Dan Coleman, Josh Wilson, Dan & Hana W., & Nick Adams

Contents
Introduction 3
Hooks 4
Adventure Map 5
Part 1 6
Part 2 7
Part 3 9
Conclusion 11
Appendix A: Monster Blocks 12
Appendix B: Magic Items 13
License 15

Dance Magic 2
Introduction
Dance Magic, Dance is designed for a party of 4-5 2nd As the effects of the vial wore off, his mind was overtaken

Introduction
level characters. It can be played as a onetime adventure, by a moment of concern. The others would simply abuse the
adapted into your own campaign, or you can use the boss as power of these vials, be it through careless use, or going off
a standalone in another way. To use this boss however, the on a foolish rampage, one he may be the victim of. No, he
final room is required for the boss’s mechanics to work. decided, he shall be the keeper of these vials, but how would
he keep them to himself? Bowie then hatched a plan, a risky
Life is tough enough being a goblin, but it’s even more so one, but one that would obtain for him the respect he longed
when you’re the runt of the pack. Such is the case of Bowie, for so much.
a goblin whose voice, stature, and bravado stand a full head
shorter than his kin. He had made peace with his place in Willing to take the gamble, he pocketed two of the vials,
life, but secretly he longed for acceptance among his peers. scooped the rest back into the bag, and dashed off into the
Little did he know, soon his wish would come true. forest to store them in his secret hiding place. Returning
moments later, he stripped the chain armor from the corpse
One day, after successfully sneaking away from the clutches and draped it over himself. He bent down and hefted up the
of a presumably monstrous beast, Bowie tripped over the oversized greatsword that lay by the corpse’s side, finding
body of a fallen adventurer. Doing what goblins do, he that it too was not what it seemed. Though its bulk should
scampered to his feet and promptly proceeded to ransack have been impossible to lift, he found it he was able to drag
the body. Sadly, that which stood out as being of any real it along with relative ease.
worth he was unable to heft. That is, until he discovered a
small leather satchel that lay underneath the body. Bowie Despite the awkwardness of the armor, the sword being
was aware of magic, but he had never experienced it none too helpful either, Bowie made it back to the entrance
firsthand. of the cave where his clan dwelt. Before entering, he took in
a big breath of air, nodded in a moment of self-assurance,
Much to his chagrin, the satchel revealed nothing more and walked forward with his head held high. From the
than darkness inside, and reaching inside he found get-go, all of the goblins mocked and tormented Bowie on
his arms could not reach the bottom of the bag. Then, his new choice in dress, but he paid them no mind, and
something suddenly popped into his hand, causing his looked straight ahead as he pressed on through the tunnels.
arm to instinctually recoil out of the bag. He then tried to Not wanting to miss out on all the fun, and partly out of
turn the bag upside down, even shaking it, but it seemed to curiosity, the others followed him, taunts in tow, stopping
contain nothing more than air. In a moment of frustration, only upon reaching the doorway to the chamber where their
he pushed his hand on the bottom of the bag, turning it chief resided.
inside out. The forest rang out with the distinctive sound of
clinking glass. Bowie stood mesmerized by the stockpile of The others watched as the once meek goblin grew to
glass vials that now lay upon the forest floor. They contained monstrous size, and then proceeded to obliterate their chief
an iridescent liquid that swirled and changed of its own in a manner more savage and brutal than even an orc could
volition. manage. They stood, awestruck as Bowie shrank back down
to his original, meager size, picked up the former chief ’s
Drawn in as if by hypnosis and curiosity, he bent down, and circlet and placed it atop his head. Overtaken by fervor, the
in one swift motion, picked up a vial, pulled the cork out, goblins roared out cries of “CHIEF BOWIE!” He stood with
and poured it down his throat. He felt instantly rejuvenated, his back to them, soaking it all in. He then shouted out,
strong enough to tear down a tree, and brave enough to “NO!” bringing the room to complete silence. His neck then
charge headlong into the nearby town. Looking around, he craned to the side, looked over his now followers and stated,
realized too that his vantage point was much higher, for he “Not chief. King!”
now stood tall enough to stare even a bugbear straight in the
eye.

There was a Boss Fight! 3


Adapting this Adventure
The following hooks below are provided to incorporate the Hook 3: Lost and Found

Hooks
adventure into your campaign, but feel free to come up with
A local alchemist in [town] has fallen on some hard times.
your own.
Word got out that he successfully concocted a new potion,
one that bestowed amazing powers to those who drank it.
Hook 1: Message Board Problem is, someone has stolen it, along with the plans to
For the nearby town of [town], goblins were typically no create more. He had dispatched another group to find it, but
more of a nuisance than the occasional rat found in a cellar. so far, no word from that party, or of their whereabouts has
As of late however, the goblins have become much more come back. Fearing that he may have been swindled once
brazen. One homestead, closer to the outskirts of [town] more, he tasks the party with tracking down the previous
actually had a small pack descend upon their home in broad group and returning his goods. He offers to reward them
daylight. Though they managed to drive them off, and only accordingly, but his only lead is that they were last seen
incurred a few broken items in the whole encounter, fear has heading off into the nearby forest.
crept up that something larger may soon be in store.
If asked for further information, he recalls the group’s
The party, whether residents of [town], or just passing “ridiculous looking capes with a [symbol] on them.” He
through, notices a particular posting attached to the bulletin is unaware of the [symbol]’s significance or meaning.
board erected outside the local tavern. It lists a standard fee Additionally, he will tell the party that they will know his
for proof of every goblin killed, and an even larger sum if potion by its appearance like that of a rainbow.
they can eradicate the nuisance altogether.

Hook 2: Manhunt
At some point while the characters are in town, they are
alerted to the presence of a wounded adventurer staggering
into town. Whether he falls through the door of the local
tavern, a cry is heard for aiding the man, or you come up
with some other trope, try to appeal to your player’s sense of
justice.

The man is dressed much in the same fashion as the


characters, though his armor is noticeably in disarray and
covered in blood. The only noticeable detail is the garish
cape with a [symbol] on it covering his back. The [symbol]
on the cape is unfamiliar to the party.

It is apparent that time is quickly running out for the


man, and what the characters do next will determine what
information they can collect. Their choices may provide aid
in the Part 1: The Hunt Begins.

Allowing the man to die means the characters must rely


on their wits alone to progress. If they rush to question the
man before he passes, all they will learn is that his group was
overtaken by goblins inside a cave. Healing or stabilizing the
man allows them to obtain a rough course through the forest
to the goblin cave before the man passes out. Once the party
enters the forest, lower their first Survival check DC by 5.

Dance Magic 4
Adventure MaP

There was a Boss Fight! 5


Part 1: The Hunt Begins
The party isn’t given much information to go on, but asking Forest Encounter Table

Part 1
around town may lead to some helpful information. You 1 The party is completely lost, their next DC is
can have the characters roll an Investigation check. Upon increased by 3.
succeeding at the DCs below, they will learn the following 2 1d3 wolves attack. (MM p. 341), 50 xp each
information.
3 The party is surprised by 1d3 goblins. (MM p. 166),
DC 5: A/The group was last seen heading off into the forest, 100 xp each. This encounter means they’re close to
which the citizens of [town] often don’t enter, knowing that their goal, decrease the DC by 3.
monsters such as goblins inhabit the area. 4 The party has lost the trail, but nothing befalls them.
5 One of the characters stumbles over the corpse of
DC 10: A local trapper, who often braves the forest, has seen a fallen humanoid. His body looks to have been
a rise in goblin activity. He is able to give the players a bit of pillaged, and nothing of worth is to be found.
assistance for their journey. Once the party enters the forest,
lower their first Survival check DC by 2. They also find an open vial on the ground, with a
miniscule amount of an iridescent liquid resembling
DC 15: A tavern worker caught more than a passing glimpse a rainbow resting at the bottom. Furthermore,
of the map the other adventuring group was setting off something large looks to have been dragged along the
to follow. For a modest fee (10 gold), or with a successful ground, leading further into the forest.
Persuasion/Intimidation check (DC 13), the worker will
6 The sound of something big approaches! Have the
recall what they’ve seen, either marking the location on the
party make DC 12 Perception checks to determine
party’s map, or drawing one for them. The party has to pass
its location (perhaps have them roll initiative).
two Survival checks, instead of three.
After a few moments, a squirrel appears from the
underbrush, stares at them for a few seconds, and
The citizens of [town] weren’t exaggerating when they said
then darts off into the woods.
they don’t enter the forest. Traveled paths are few, and it
isn’t unheard of for someone to disappear after entering.
If encountered again, the squirrel appears with
Once the party decides to enter the forest, have them make
something clutched in its paws, staring at the
a series of DC 15 Group Survival checks (PHB, p. 175).
characters for a fem moments before offering it to
By succeeding on three checks, they manage to reach the
them. It’s an acorn! If they take it, the squirrel dances
entrance to the goblin cave (Area A). For each failure, roll on
around joyfully, and runs off again into the forest.
the Forest Encounter Table to determine the result.
If encountered again, it’s a boar (MM p. 319), 50 xp. It
will attack whomever is in possession of the acorn.

Afterwards, if this result is rolled again, ignore it and


reroll on the table.

Dance Magic 6
Part 2: Goblins Gonna Gob
Noisemaker Trap

Part 2
Experts at being sneaky, the goblins also take precautions
against others being so. They have rigged a rather crude but
effective falling net trap (DMG p. 122) at the entrance to
the cavern. Besides immobilizing an intruder, the trap also
functions as an alarm.

Characters can make a DC 10 Perception check to spot the


tripwire. Though they may see the wire and net, the bells
attached to the wire are only visible once the characters pass
over the trap. Disabling the trap requires a successful DC 15
Dexterity check using thieves’ tools, or they can attempt this
check with disadvantage using any edged weapon or tool.
The trap triggers on a failed check.

Aside from being caught in the net (DMG p. 122), the trap
also causes the bells attached at each end to ring out, alerting
the goblins to their presence.

Area A: Cave Entrance There are two goblins here that can only be spotted once the
party enters into the cavern. If the characters successfully
The characters have finally reached their destination, and disabled or bypassed the trap, they can surprise the pair, as
end up at a cliff face with a cave opening about 15 feet to they are too focused on ransacking the fallen adventurers.
one side. Various items, such as crates, barrels, and other
miscellaneous goods of no real worth, flank the opening.
What stands out most is a flag affixed to a steel pole just COMBAT!
outside the cave entrance. If the characters study the flag 2 goblins (MM p. 166) 100 XP
and/or pole, it’s easy to discern that it was put up only
recently, and likely not by whatever dwells inside. The goblins are not the bravest of the bunch, and if not
dispatched swiftly, will attempt to flee all the way to where
If using Hook 2 or 3, the flag is identified as belonging to the Bowie resides, alerting their comrades along the way.
adventuring group they are seeking.
Preventing the goblins’ escape yields a total of 30 gp, 15 from
The opening to the cave is small, but the party can still each, which is what the goblins managed to scavenge from
crawl through with relative ease. The tunnel slopes down the corpses lying about this part of the cavern. The only
and opens into a large cavern lit by multiple small fire pits thing left on the fallen adventurers would be goods akin to
scattered throughout. Signs of recent battle inside this what the party is already carrying (various sundries, basic
otherwise cozy dwelling are apparent. Around the cavern armor/weapons, etc.).
lie the bodies of 3 humanoids torn asunder, presumably
by the goblins whose corpses surround them. They each
wear a cape bearing the same [symbol] as on the flag posted
outside.

There was a Boss Fight! 7


Part 2
Area B: “Labyrinth” Area C: Ruins Entrance

At the rear of the cavern is a tunnel opening that twists and It’s fairly apparent that this was once a secret passage. “Once”
turns, eventually opening into an area that has a naturally being the operative word here, as evidenced by a large
formed labyrinth of tunnels. Shortly after the party first section of the wall that lies on the ground in front of them.
travels into the the labyrinth, you can have them roll a DC
14 Perception check. If successful, they will spot a series of The opening leads to a T intersection, the left path being
small tunnels the goblins use to quickly navigate the maze. collapsed about 20 feet down the hallway, the right
Creatures of small size can fit comfortably through these extending 40 feet before curving 90 degrees to the left. The
tunnels. Creatures of medium size can squeeze through. (See hallway is made of smooth hewn stone, and is illuminated
PHB p. 192 for rules on squeezing.) by a series of torches affixed to the walls. If inspected, they
seem to give off light without emanating any heat.
No light sources are available in this section of the caves,
which the goblins use to their advantage. If the party is If any goblins from the first encounter escaped, refer to
using any light sources to traverse the area, you can have the Alerted Goblins. If not, proceed to Area D.
goblins roll a DC 12 Perception check. If they succeed, roll a
Stealth check for the goblins, as they attempt to ambush the
party. If any goblins from the previous encounter escaped, Alerted Goblins
roll the check for the goblins with advantage, as they are
already lying in wait. The escaped goblin(s) managed to make it back to the
others and warn them of the approaching characters.
In response, Bowie, their leader, sends two of his cadre
COMBAT! to investigate. When the characters enter into the area,
3 goblins (MM p. 166) 150 XP have them make DC 13 Perception checks. Those who
succeed are not surprised when the goblins strike.
If alerted, the goblins stand at the ready, waiting to ambush
the party with their short bows. If any character gets near,
they attempt to retreat into the smaller tunnels so they can
COMBAT!
ambush from a different position in the tunnel maze. 2 goblins (MM p. 166) 150 XP

After defeating the goblins, and making their way through


the “labyrinth,” the party reaches what should be the end of
the caverns.

Dance Magic 8
Part 3: Hail to the King

Part 3
Area D: A Room Fit for a “King”

The hallway leads into the next area, where Bowie, the leader
of the goblin band, takes up residence. How is he holding that thing?!

If the goblins were previously alerted, add the following,


If the goblins have been alerted to the party’s presence, they otherwise, wait until the characters attack or otherwise make
stand ready with weapons drawn as soon as the party enters. their presence known:
If not, characters are free to attempt to sneak in and surprise
the goblins, if they choose. Either way, Bowie stands atop the
raised dais at the back of the room. He glances over at all of you, and says (in common),
When the characters reach the room, you can read the “Hmph! More would-be ‘adventurers’ trying to take down
following aloud. If Bowie and his crew were not alerted, Bowie, king of the goblins! Let’s see you try. Get em boys!
change the number of goblins from “four” to “six.”

COMBAT!
This large rectangular room is as tall as it is wide. About Bowie, Goblin Boss (Appendix A)
10 feet from each wall, and from one another, stand 4/6 goblins (MM p. 166)
massive stone pillars, 6 in total. Though age has degraded
any detail, you can tell each was once intricately carved. The goblins fight to the death in the presence of their leader.
Like the hallway before, this room is illuminated by a Bowie stands at the back, using his action to bark out orders.
series of torches affixed to the walls around the room. If attacked, make note of his Shield ability in the monster
block (Appendix A). If engaged directly, he will cry out for
In the far left corner of the room sits a chest, and lying at help, and use Nimble Escape, only attacking if he has no
its side is a severely mangled goblin corpse. In the middle other choice. The others will immediately rush to defend
of the room, four goblins stand timidly before a peculiar their leader.
looking goblin standing upon a small, raised dais at the
far end of the room. Even under the chain shirt that Once all the goblins have been defeated, 3 rounds have
hangs on him like a child wearing his father’s clothes, you passed, or if a hit would reduce Bowie to 0 hit points, read
can tell he is much smaller and frailer than the others. A the following aloud.
flat, steel band sits cockeyed on his forehead, but what’s
most odd is the massive greatsword, its blade wider than
the goblin himself, which he drags behind him without
difficulty.

There was a Boss Fight! 9


Part 3
Bowie shouts out, “ENOUGH!” His hand lets go of the
sword, and begins to dig under the chain shirt. As the
sword lands on the floor with a deafening clang, his hand
shoots out from under the armor. You notice that grasped
firmly in his tiny hand is a vial containing an iridescent
liquid. He pops the cork and downs the liquid in one gulp.

For a long moment, the room is as motionless as he, the


only sound being the drops of liquid hitting the floor as
they dribble from the corners of his mouth. Violently, the
goblin’s body lurches back as he grows in size. His muscles
seem to almost burst through his skin before returning
to some semblance of an original shape. His head snaps
back to attention, fixated in your direction.

With mania filled eyes, the goblin’s gaze remains fixed on


you, even as he bends down and draws up the oversized
sword from the floor. “Now,” he scoffs in a drastically
lower register while beckoning you with one hand, “come
face your king.”

COMBAT! Come face your king!


Bowie, Goblin “King” (Appendix A) It’s advised to make note of the potion’s effects beforehand,
Any remaining goblins (MM p. 166) 200/300 XP and take into account notes made about some of them in his
monster block.
The liquid in the vial grants Bowie the effects of the
If any goblins remain after the first phase of combat, they
following potions for 1 minute:
initially were awestruck by Bowie’s change, but now rally to
go all out against the party.
Potion of Hill Giant’s Strength (DMG p. 187)
Potion of Growth (DMG p. 187)
During combat, so long as no enemy is within 5 feet, Bowie
Potion of Heroism (DMG p. 188)
will attempt to use his whirlwind ability. A few factors
Potion of Healing (DMG p. 188)
should be noted here about this ability:

- This ability will target any creature within range, including


his allies, if they are still alive.

- If Bowie comes within 5 ft. of any pillar while using this


ability, the attack instantly stops as the sword becomes
lodged into it. Bowie is considered stunned until the
beginning of his next turn, during which, he must use his
action to dislodge the sword.

- You may wish to determine the directionality of his


whirlwind, as it may aid the characters in directing him to
strike a pillar, or help to avoid being targeted by the attack.
Bowie is bloodthirsty, but he isn’t dumb. He may need to use
his nimble escape feature to position himself in the best way
possible to make use of this ability. Though the players can
take down Bowie through conventional means, the above is
perhaps the most effective way of defeating him.

Dance Magic 10
Conclusion
The party has put a stop, not only to the goblins, but the Depending on the chosen hook, there may be further

Conclusion
potentially larger threat that was Bowie. rewards for the party. For Hook 1, there are a total of 15
goblins, in addition to any encountered during The Hunt
To the Victor Goes the Spoils Begins, comprised of the ones the characters defeated,
including Bowie and the corpses found in Area A. The
Listed below, are a few new magic items to reward the party
former chief is not included, as his corpse is too far gone.
with. If you choose to incorporate them, it is suggested that
The characters will be paid a rate of 5 gp per goblin, but
you award only one, preferably at random. Details about
they will need to bring back proof. If the players are having
these items are located in Appendix B.
trouble figuring out what would satisfy the requirement,
you can have them roll a DC 10 Wisdom (Insight) check to
• BROAD Sword: Despite its size and width, the sword determine that bringing back the goblins’ ears would suffice.
Bowie wielded is lighter than it appears. And if they can convince the townsfolk they’ve completely
• Pink Opal Pig: Found on one of the other goblins, removed the goblin threat, reward them an additional 100
this small figurine is intricately carved in the shape of gp.
a pig, out of pink opal.
Hook 2 was more about the party being an upstanding
• Baoding Orbs: A reflection catches the eye of one of
adventuring group than seeking a reward. This may lead
the characters. In one of the corners of the room in
to further adventures, or if you choose you may reward
Area D they find a small pouch, torn open enough to
them with an amount you deem the citizens could scrounge
reveal three small glass orbs inside. They chime upon
together.
colliding with one another.
There is trouble in terms of hook 3, as they did not
There is also a chest near the corpse of the former goblin technically complete the task. At least this is the argument
chief in one of the corners of the room in Area D. This the alchemist will make. Sure they found the supposed
contains the loot that the goblins have pilfered. Roll once on group of “thieves,” but returned without any of the
Treasure: Challenge 0-4 (DMG p. 136). alchemist’s vials. Should the characters try to use Persuasion
or Intimidation to force the alchemist to pay up (DC 15),
Something to consider before running this adventure. The he remains resolute that he won’t pay them for their task,
potions Bowie discovered may be too powerful for the but will discount greatly (50%) for any potions they wish to
characters to have, especially if you are incorporating this purchase.
adventure into your own game. The location of Bowie’s
secret stash has not been noted, but if you’d like, it is advised The party is free to continue along their way after
to have them discover the stash after they have dealt with completing this adventure, but there may yet be more in
Bowie. store for them. As the newly favored adventuring group
in [town], there may be other jobs the citizens’ request.
Furthermore, the chamber where they fought Bowie is a
blank slate of sorts. It is assumed that this area is an escape
tunnel of some long forgotten ruins, one which perhaps
they were in search of all along, or simply stumbled upon.
Whatever lies in store for the group, only fate knows. One
thing is known for sure; they learned a valuable lesson that
every great adventurer will acknowledge. Things are not
always as they seem.

There was a Boss Fight! 11


Appendix A: Monster Blocks

Monster Blocks
Bowie, Goblin Boss Bowie, Goblin “King”
Small humanoid (goblinoid), neutral evil Medium humanoid (goblinoid), neutral evil

Armor Class 13 (chain shirt) Armor Class 15 (chain shirt)


Hit Points 21 (6d6) Hit Points 82 (16d8+10 Temporary)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHR STR DEX CON INT WIS CHR
10 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 8 (-1) 21 (+5) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 8 (-1)

Skills Stealth +6 Saving Throws Add +1d4 to any saving throws rolled
Senses Darkvision 60 ft. passive Perception 10 Skills Stealth +6
Languages Common, Goblin Senses Darkvision 60 ft. passive Perception 10
Languages Common, Goblin
Nimble Escape. Bowie can take the Disengage or Hide Challenge 2 (450 XP)
action as a bonus action on each of its turns.
Nimble Escape. Bowie can take the Disengage or Hide
Shield. Due to his unique size, especially in relation to the action as a bonus action on each of its turns.
sword, Bowie gains the benefit of half cover (PHB p. 196),
even against melee attacks. If Bowie is hit by an attack he Whirlwind. As long as nothing is within 5 feet, Bowie can
can see, as a reaction he gains a +5 bonus to AC, including use this special ability. He moves the entirety of his speed
against the triggering attack. The ability lasts until the in one direction. Any creatures within 5 feet must make
start of his next turn, and can’t be used again until after a a DC 13 Dexterity check, or be hit for 2d6+5 damage,
long rest. thrown 5 feet away, knocked prone, and stunned until the
end of their turn.
Actions
BROAD Sword. Melee Weapon Attack. +2 to hit, reach 5 Actions
ft., one target. Hit: 6 (2d6) slashing damage. Disadvantage BROAD Sword. Melee Weapon Attack. +5 to hit, reach 5
on attacks. ft., one target. Hit: 12 (2d6+5) slashing damage.

Potion Effect Changes


Hill Giant’s Strength & Heroism. The bonuses have been
added or noted in the monster block.

Growth. Ignore any bonuses to Bowie’s equipment in


terms of size. The effect is meant to be thematic, and he
simply grew into the size of his equipment, though other
changes have been introduced to increase his difficulty.

Healing. If Bowie was damaged before transforming, this


potion heals him his to maximum hit points.

Dance Magic 12
Appendix B: Magic Items
BROAD Sword

magic items
Weapon (greatsword), uncommon (requires attunement)
The sword Bowie stumbled upon appears too awkward to
wield properly. Like Bowie however, looks can be deceiving.

The blade on this greatsword is as wide as a shield, though


it weighs and does the same damage as a standard weapon
of its type.

When you are hit by an attack you can see, as a reaction


you gain a +5 bonus to AC, including against the
triggering attack. The ability lasts until the start of your
next turn, and can’t be used again until after a short rest.

Figurine of Wondrous Power


Wondrous item, rarity by figurine
Pink Opal Pig (Uncommon). This small figurine of a
pig is carved out of pink opal. By speaking the command
word, “you remind me of the babe,” a standard size pig,
with a large black rectangle running down the middle of
its back, spawns. By placing an item into the rectangle,
you will find it acts similarly to a Bag of Holding (DMG p.
153) but the item is contained in the body of the pig. The
creature lasts for 1 hour and cannot be summoned again
until after a short rest.

Baoding Orbs
Orb (uncommon), requires attunement
Three crystal balls, small enough to fit in one’s palm, let out
a quiet ring when colliding with one other. Rotating the orbs
can captivate the attention of anyone who gazes upon them.

These orbs function as an arcane focus, and by rotating


them in your hand, you can cast charm person (PHB p.
221) with a spell save DC of 13. The spell cannot be cast
again until after a long rest.

There was a Boss Fight! 13


Dance Magic 14
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System Reference Document 5.1 Copyright 2016, Wizards


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Dance Magic
Copyright © 2019 Ryan Forgione

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Dance Magic 16

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