Out of The Abyss
Opening as you would expect,
Darkness. The kind that no form of light or light magic can accommodate to aid in perception. The Abyss chooses what you see, and it must. You see a single dark and deformed goblin with what appears to be the primordial form of a mimic on the goblin's ankle of blackness and contortions. You can gather these 2 are the owner and pet, who the Abyss shows are killing the final god of this world of darkness. The goblin says a final line and you are once again in the unobservable darkness. You are quickly seen with your party staring directly at the smiling goblin, declaring itself to be the embodiment of the Abyssal and will begin to spread this domain across the "multiverse." As it speaks, you notice its head protruding out unnaturally (you realize this is an abyssal variant of a Changeling)
And then you awake... to an IKEA furniture retail company warehouse ripped straight out of the modern era. Then you see tortured souls branded by infernal metal to find yourself now in the 1st and last remaining layer of Avernus, and now you are seen with your party eating cotton candy in a carnival variant of the Feywild, and finally, you're in what appears to be a realm of a classic Dungeon.
As for the goblin and mimic, you did see them. You probably saw them in great detail too because they are now in every plane. You have to find and kill them, they simply can't be
Out of the Abyss (Overview)
Essentially a "Who's who?" and a "What's what?" in the same realm. Apart from the initial introduction scene, plane shifting on this planet will depend on either a d4 or an adventurer saying the plane's name or its colloquialisms. The intent is to investigate any of the NPC's personalities in each plane to suspect the changeling and the same with each distinct object and the out-of-place mimic. It should also be mentioned that you mustn't draw any suspicion, outside of the initiative (I'll describe the combat as an alternate world divorced from the former plane but would only affect you and your adversary/adversaries.) WARNING: Changeling might convert others into lesser hostiles (half AC and half HP from original stats). The goal is just to kill the original shapechanger, but you may kill whoever gets in your way during combat.Geography
1. Ikea
One food court on the top floor, another smaller one at the exit (adventurers can't leave the Ikea), various furniture sets on display (description varies, unrelated to quest), and Three archways filled with plushies leading to the bedroom sets meant for families and children.2. Avernus
Brimstone and sulfur, a single mountain of torture is where you are, and is the only sign of this plane operating as a form of afterlife. Weapon racks are found across the mountain, each is next to some contraption accompanied by a tortured soul. Since this is the last remaining layer, no one can have the chance of leaving their apparatus.3. Feywild
An endless circus, but due to a permanent Fey curse caused by your ability to seamlessly plane shift binds you and most other outgoers to the carnival's centre. Many stands surround this area, each serving the goal of keeping the passerby happy, with a field of grass and tiny magical mushrooms in the absolute center. Paths to the unobtainable attractions of the Feywild's circus are of quartz and fairy paste making a sturdy and noticeable brick route to each place.4. The Dungeon
Traps, chests, and bricks. Anything that isn't you or your party will try to kill you.Ecosystem
1. Ikea
People are like your average customers. Getting things for their home building projects at affordable prices. Aside from bored/whiny children who just want Swedish meatballs, no one should be making a fuss about being in Ikea.2. Avernus
Demons and Devils torturing the plane. Those being tortured cannot be killed nor say any remarks about their freedom. Overcrowding makes everyone possessive and eternal.3. Feywild
While the staff and consumers are mildly concerned and reasonably upset that they can't leave the center, the joy of being in a Feywild circus is a rollercoaster in itself. While the interplanar entrance caused you all to experience the trap curse, you also have the sensation that a secondary, but temporary, Fey curse is on you as well. Every time you shift back to this plane, a new curse is applied to your party (Wisdom saving throw) which acts the same way any normal Fey curse would. In this Feywild, all the mischievous curse-wielding fey were intentionally herded into this circus to demolish the risk of wild encounters to the outside population, however, tourists/consumers loved the idea of a Fey curse so much the owners arranged one temporary curse per occupant that gets removed once exiting (which is why it is removed and reapplied upon plane shifting back and forth).4. The Dungeon
Anyone can be a goblin, anything can be a mimic. The ecosystem is simply a background filler in this domain.
Type
Planet
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