- 📚 A living library
- 🦊 A spirit who chose to stay
- ⛩️ A walking ritual
- 🌱 A Mega who does not want to command… but does want to correct
- ❌ There is no surprise against Kuzuhamon
- ❌ Initiative only exists if she allows it
- ✔️ Emotions roll dice
- Automatically detects lies
- Illusions reveal true intentions
- A PC who lies: disadvantage on EVERYTHING until they apologize
- Someone barges in
- Someone demands
- Someone tries to “give orders”
- Modify Memory at an emotional scale
- Legend Lore about the PCs (yes, she reads them)
- Replays scenes from the party’s past
- Calm Emotions (but deeper)
- Gentle Geas (“stay a little longer”)
- Narrative Hold Person (you stop because you don’t want to leave)
- Does not reduce HP
- Reduces Agency
- Reduces Confidence
- Reduces Narrative Weight
Encounter Type: 🌀 Social · Ritual · Trial of Judgment · Optional Combat (Narrative Punishment)
Recommended Party Level: 🔹 Party Lv 15–18 🔹 Or Lv 12+ if protected by the Celestial Country
DM Warning:
If the players try to “win by damage,” they’ve already lost.
I. WHAT IS KUZUHAMON IN D&D TERMS?
Kuzuhamon is not “a caster with 100 spells.”
She is:
In D&D terms, treat her as:
A Sentient Minor Plane with Its Own Will
II. THE SETTING (VERY IMPORTANT)
The encounter does not take place in a dungeon.
It takes place in:
⛩️ A living shrine 🌸 The garden of the Ontological King 🦊 A space where affection has left magical residue
Rules of the Place
III. THE 100 SPELLS (HOW NOT TO GO CRAZY)
Do not prepare them one by one.
Divide them into ACTIVE DOMAINS:
🦊 Domain 1 — Illusion & Truth (Passive)
Always active.
⛩️ Domain 2 — Ritual & Memory
Activates if:
Examples:
🌱 Domain 3 — Dangerous Affection
This is the most Sha’ul.
Spells like:
⚖️ Domain 4 — Non-Violent Punishment
Only if provoked.
Example:
A PC loses their “role” for a scene (the leader no longer leads, the mage hesitates, etc.)
IV. ENCOUNTER STRUCTURE (3 ACTS)
🟢 ACT I — THE WELCOME
Kuzuhamon appears late.
🦊 “Oh… I thought you had already left.”