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Gallery

Levels 3 - 6

Structure

Exposition

According to the "Testimonies" section of the Art Auction, PCs have established a location from where they begin exploring. Everything is still and silent. Every surface leaves traces of a wet, oily gloop and are inclined to melt whenever the GM wants; be it objects, the ground or faceless persons.

Conflict

Exploration
Levels 3

If anything in this world is touched too many times (GM discretion), then everything around them melts together into a quadrupedal tree that attacks them.   When a player suggests an idea or makes a successful check for an idea (GM discretion), they will notice a glowing object in the distance.
Goop Plant
STRDEXCONINTWISCHA
19 (+4)6
(-2)
15
(+2)
10 (+0)10 (+0)7
(-2)
Armour Class: 13
HP: 59 ( 7d12+14 )
Speed: 20ft
Proficiency Bonus: +2
Abilities:
  • Slam: 3d6+4 bludgeoning damage
  • Should they head towards it and attempt to interact with it in any way, there is a loud sound and brilliant flash and the PCs lose consciousness.

    Rising Action

    Contact
    Levels 4

    The PCs awakened in a bland version of Patanal Screw with a relevant object, vision or any narrative element chosen by the GM that acts as a clue for the main adventure.   A structure rises just within walking distance where a small army of humanoids with yellow slime bodies and mechanical faces prevents them from entering. The party would actually need to engage with these manservants, but would not actually be able to overcome them.   At some point, they should realise that they need to retreat and take a long rest. They manservants do not pursue.
    Goop Manservant
    STRDEXCONINTWISCHA
    10 (+0)18 (+4)18
    (+4)
    12 (+1)10 (+0)7
    (-2)
    Armour Class: 14
    HP: 68 ( 8d8+32 )
    Speed: 30 ft., fly 30 ft. (hover)
    Abilities:
  • Advantage on saving throws against magical effects
  • Regains 10 hp at the beginning of each of its turns as long as it has at least 1 hp
  • Slam: 2d8+4 bludgeoning damage plus 2d8 acid damage
  • When at 0 hp, its body explodes in a 10-ft sphere. Creatures in that area must make a DC 15 DEX saving throw or take 3d6 acid damage, or half as much damage on a success. The area of its death remains acidic for 1 minute after death.
  • Climax

    Weird Landscape
    Levels 5

    The party seems to have awakened from their long rest that removes all their levels of exhaustion. Here, choose one awakened landscape to fight on.
    Choose One

    The PCs awaken atop what initially appears to be a black sphere floating over an abyssal forest. But is soon shown to be an eyeball when it opens its lid. When it is reduced to 0hp, its corpse just floats like a hot-air ballon that the PCs can direct.
    The PCs awaken submerged in a breathable fluid and are set upon by an incredibly long tapeworm. When it is reduced to 0hp, its body parts drift the party towards the surface.
    Bizarre Balloon
    STRDEXCON
    18 (+4)18 (+4)18 (+4)
    INTWISCHA
    2 (-4)10 (+0)3 (-4)
    Armour Class: 14
    HP: 119 ( 14d8+56 )
    Speed: fly 30ft
    Proficiency Bonus: +3
    Skills: Perception +3, Stealth +10
    Abilities:
  • If any part of its turn is in an area of bright light or is subjected to radiant damage, either:
    1. it radiates dim light in a 10-ft radius for 1 hour
    2. Each creature within a 20ft sphere must make a DC 15 CON saving throw or take 7d6 radiant damage, or half as much damage on a success
  • Blink: 5d6+4 piercing damage or radiant damage if radiating light
  • Slithering Goop
    STRDEXCON
    20 (+5)14 (+2)16 (+3)
    INTWISCHA
    2 (-4)10 (+0)3 (-4)
    Armour Class: 16
    HP: 93 ( 11d10+33 )
    Speed: 5ft; swim 50ft
    Proficiency Bonus: +4
    Skills: Perception +4
    Abilities:
  • Bite: Target takes 2d8+5 piercing damage and is grappled (escape DC 15). Until this grapple ends, the target is restrained and can't bite another target.
    • Swallow: A medium or smaller grappled target is blinded and restrained. It has total cover against attacks and other effects outside, it takes 4d6 bludgeoning damage at the start of each of their turns that is transferred to the goop's hp. If the goop takes 30 damage or more on a single turn from the swallowed creature, the goop must succeed on a DC 15 CON saving throw at the end of that turn or regurgitate the creature who falls prone in a space within 5 ft
  • 10ft Tail: 4d6+5 bludgeoning damage
  • When it dies, characters within a 10-ft-radius sphere, including any swallowed victim, must succeed on a DC 15 CON saving throw or take 3d6 poison damage

  • Eventually, the PC should encounter another illuminated object. Same as the first, should they attempt to interact with it in any way, there is a loud sound and brilliant flash and the PCs lose consciousness.

    Falling Action

    Finale
    Levels 6

    When the PCs reawaken, they have two levels of exhaustion and are inside whatever structure they had previously described. Searching the layout, they will eventually find the third and final glowing clue; except this one is sentient and hostile.   GMs can choose from the list of characteristics from the chart below and include and additional effect:
    Every target within 10ft must succeed on a CON saving throw or become blinded for 1 minute. Anyone sensitive to sunlight makes this saving throw with disadvantage.   If a target is concentrating, its concentration is also broken on a failed save. A blinded target can repeat the saving throw at the end of each of their turns.
      Once the clue is taken, an earthquake rocks the place and the PCs are jolted back into Patanal Screw to complete their "Investigation" in peace.

    Components

    Cruel Tricks

    When the players decide on a location, the apparition witness would overlay that location on the PCs perception and enter a 'colourfully pasty' version of that location.   These locations serve as the basis for the GM to convey the memories of that particular apparition. Due to their nature, these places are 'messy'. All surfaces are oily and their colour smears against anything that touches them.
    PCs gain a level of exhaustion every time they take a long rest

    Relations

    Adversaries

    Apparitions

    The following stat relates to any of the characteristics listed below as chosen by the GM.
    Armour Class: 7
    Hit Points: 85 ( 10d10+30 )
    Speed: 20 ft., Climb 20 ft.
    Proficiency Bonus: +2
    Abilities:
  • 1d6+3 bludgeoning damage
  • STRDEXCONINTWISCHA
    16 (+3)5
    (-3)
    16
    (+3)
    1
    (-5)
    6
    (-2)
    1
    (-5)
  • If it is a size Medium or larger, has at least 10hp and subjected to lightning or slashing damage; it splits into two. Each has hp equal to half the original's, rounded down and are one size smaller than the original
  •   The table below lays out the abilities of the apparitions and the accompanying evidence for GMs; in helping to decide how they run them.

    Characteristics

    1. Raven
      • Features: Cunning, intelligent, and resourceful.
      • Behaviour: Masters of trickery and finding hidden secrets. Often perch silently to observe before intervening.
      • Powers: Reveals hidden knowledge, enhances memory, and grants foresight in the form of cryptic omens.
    2. Wolf
      • Features: Loyal, fierce, and cooperative.
      • Behaviour: Always moves with purpose, either as a lone guardian or leading a "pack" of allies.
      • Powers: Inspires teamwork, increases combat strength when fighting with allies, and can summon spectral wolves to assist in battle.
    3. Serpent
      • Features: Mysterious, patient, and adaptable.
      • Behaviour: Lies in wait for the perfect moment to act, often moving unnoticed until it strikes.
      • Powers: Grants resistance to poisons, stealth, and the ability to paralyze enemies temporarily.
    4. Bear
      • Features: Strong, protective, and wise.
      • Behaviour: Slow to anger but ferocious when provoked; often acts as a guardian.
      • Powers: Boosts physical strength, endurance, and the ability to heal minor wounds over time.
    5. Owl
      • Features: Silent, watchful, and perceptive.
      • Behaviour: Acts as a silent observer, offering guidance when needed.
      • Powers: Enhances vision in darkness, grants knowledge of the past, and can detect lies or deception.
    6. Stag
      • Features: Graceful, proud, and noble.
      • Behaviour: Avoids conflict unless cornered, symbolizing dignity and leadership.
      • Powers: Boosts charisma, creates a calming aura, and allows fast, silent travel through dense environments.
    7. Fox
      • Features: Witty, playful, and strategic.
      • Behaviour: Outmaneuvers enemies with clever tactics and misdirection.
      • Powers: Grants illusions to confuse enemies, increases agility, and sharpens instincts.
    8. Spider
      • Features: Patient, calculating, and creative.
      • Behaviour: Meticulously plans, weaving webs of influence over time.
      • Powers: Can bind enemies with spectral threads, foresee potential futures, and enhance crafting skills.
    9. Hawk
      • Features: Keen, swift, and precise.
      • Behaviour: Always alert, striking with pinpoint accuracy from afar.
      • Powers: Boosts ranged attacks, enhances perception, and grants temporary flight.
    10. Tiger
      • Features: Fierce, stealthy, and powerful.
      • Behaviour: A solitary hunter that uses stealth and raw power to dominate.
      • Powers: Grants bursts of speed, increases unarmed combat effectiveness, and can terrify enemies with a roar.
    11. Turtle
      • Features: Patient, resilient, and ancient.
      • Behaviour: Withdraws to analyze situations before acting, favoring defense over offense.
      • Powers: Increases durability, grants resistance to magical attacks, and slows time briefly in critical moments.
    12. Dolphin
      • Features: Playful, social, and intuitive.
      • Behaviour: Acts as a mediator, bringing harmony to groups and navigating dangerous waters with ease.
      • Powers: Enhances social connections, boosts waterbased abilities, and allows breathing underwater.
    13. Lion
      • Features: Regal, commanding, and brave.
      • Behaviour: Acts as a protector and leader, commanding respect wherever it goes.
      • Powers: Increases presence in social interactions, boosts morale of allies, and grants a fearsome roar to intimidate foes.
    14. Crow
      • Features: Observant, mischievous, and clever.
      • Behaviour: Drawn to shiny objects and chaos, often helping indirectly.
      • Powers: Manipulates fate, steals small objects unnoticed, and provides cryptic guidance.
    15. Shark
      • Features: Relentless, focused, and primal.
      • Behaviour: Stalks its prey, never losing sight of its target.
      • Powers: Increases physical damage, senses nearby blood or fear, and gains strength in waterbased settings.
    16. Rabbit
      • Features: Quick, resourceful, and cautious.
      • Behaviour: Prefers to avoid conflict but acts decisively when cornered.
      • Powers: Enhances speed, reflexes, and grants luck in dangerous situations.
    17. Elk
      • Features: Majestic, enduring, and powerful.
      • Behaviour: Commands respect, navigating vast landscapes with ease.
      • Powers: Enhances stamina, increases movement speed, and creates shockwaves by stomping the ground.
    18. Panther
      • Features: Silent, fierce, and territorial.
      • Behaviour: Stalks its enemies with precision, only attacking when the moment is perfect.
      • Powers: Grants invisibility in darkness, enhances stealth, and sharpens physical reflexes.
    19. Bee
      • Features: Industrious, cooperative, and disciplined.
      • Behaviour: Works tirelessly to support its “hive” or group, attacking only when threatened.
      • Powers: Boosts teamwork efficiency, produces healing salves, and summons swarms to distract enemies.
    20. Moth
      • Features: Elusive, adaptable, and wise.
      • Behaviour: Strikes quickly, often waiting for enemies to make a mistake.
      • Powers: Enhances poisonbased abilities, grants resistance to toxins, and can temporarily paralyze enemies.
    21. Bat
      • Features: Agile, nocturnal, and echolocative.
      • Behaviour: Moves seamlessly in the dark, navigating unseen dangers with ease.
      • Powers: Grants echolocation, enhances perception in darkness, and allows temporary flight.
    22. Horse
      • Features: Freespirited, loyal, and swift.
      • Behaviour: Favours wide, open spaces, always seeking freedom.
      • Powers: Increases speed and endurance, enhances mobility for groups, and grants immunity to fearbased effects.
    23. Ant
      • Features: Hardworking, determined, and communal.
      • Behaviour: Works tirelessly to accomplish tasks, often in groups.
      • Powers: Boosts physical strength (especially for carrying), enhances problemsolving, and creates defensive barriers.
    24. Falcon
      • Features: Swift, sharp, and tactical.
      • Behaviour: Focuses on high vantage points, striking quickly and efficiently.
      • Powers: Grants enhanced ranged accuracy, boosts agility, and temporarily slows time for precision strikes.

    Parent Plot
    Related Characters
    Related Locations
    Wrong Room
    Plot | Sep 8, 2024
    E
    VIDENCE
    TypeVeilToolResidueVisionGrimoireVesselStone
    RavenXXX
    WolfXXX
    SerpentXXX
    BearXXX
    OwlXXX
    StagXXX
    FoxXXX
    SpiderXXXX
    HawkXXX
    TigerXXX
    TurtleXXX
    DolphinXXX
    LionXXX
    CrowXXX
    SharkXXX
    RabbitXXX
    ElkXXX
    PantherXXX
    BeeXXX
    MothXXX
    BatXXX
    HorseXXX
    AntXXX
    FalconXXX