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Ooztotla (ooz-TOHT-lah)

by hughpierre

Levels 9 - 12

Themes

Ecological Change

Each environment reflects the evolving stakes of the story, making the changing landscapes an integral - living - narrative device.   The arid desert, with its vast emptiness and oppressive heat, represents the harsh beginnings of the journey. The transition into a jungle introduces a thriving, yet treacherous, environment filled with vibrant life and hidden dangers. The frigid cave at journey’s end strips away warmth and external distractions, plunging the party into isolation and stark silence.

Structure

Conflict

Warm-Up Encounter
Level 9

Roll on the "Desert Encounters" Table for 2 - 3 encounters while in the desert.

Rising Action

Jungle
Level 10

The PCs come across a track of lush jungle complete with trees, ferns, grasses, shrubs and fruits. By the time the party enters the jungle, they should be running low on supplies and can easily replenish themselves with the plentiful bounty around them.  
An initial skirmish with Hiena Vamlire's touched introduces the party to a persistent enemy. Through the canopy, several childlike creature would throw rocks for 2d6 piercing damage; requiring passive WIS 13 to notice and/or making a DC 12 DEX saving throw to avoid.

Climax

Ruins
Level 11

As they proceed, they eventually come across a series of tunnels that are mostly open to the sky; but are otherwise cramped and in dim light.
  • Attack rolls, saving throws and skill checks suffer a -1 penalty per level (max -10).
  • STR and DEX also has penalty of -2 per 5 levels.
  • Wisdom (Perception) checks to hear sounds have advantage due to echoes
  • This cave system consists of several chambers, of various sizes, at the GM's discretion. The GM can design such rooms as desired or the following suggestions:
      Description Key Features Creatures /
      Threats
      Treasure /
      Rewards
      A frost-covered cave with gnawed bones and the scent of death.
    • Home of hungry creatures
    • Chilling atmosphere
    • Patches of ice and snow
    • Something attacks intruders
    • Possibly surprised if the party sneaks in.
    • No significant treasure.
      A narrow passage with an single stone stalagnate pillar at its center.
    • The pillar vibrates to a hidden place when creatures pass by it.
    • Acts as a monitoring device for Hiena’s forces.
    • None directly, but the pillar silently communicates intruders’ positions to Hiena’s minions.
    • Breaking the pillar (AC 12, 15 HP) ends the spying effect but offers no material reward
      A blood-spattered cavern filled with the touch eating their latest kill. A scene of carnage with gnawed remains.
    • Touched, depending on the party’s noise or intrusion.
    • Likely to ambush a loud party.
    • A few mundane weapons and scavenged metal scattered (DM discretion)
      A cold chamber containing old skeletal remains and shards of broken weapons.
    • Chilled crypt with a foreboding aura.
    • Walls etched with marks indicating buried treasure.
    • 2 mud covered creatures sleeping in the room
    • Movement or disturbance of remains triggers them
    • Hidden Bag of old coins
    • A cavern housing a monstrous plant devouring prey.
    • Massive plant with frost-covered skin.
    • Cracked, frozen bones litter the floor.
    • 1 moving plant matter attacks intruders mercilessly.
    • Troll uses ice terrain for advantage.
    • 2 herbs for healing
    • 1 herb for +1 temporary bonus to attack rolls

    Falling Action

    Delve
    Level 12

    Once the characters enter one last corridor, they can choose to make their way deeper into the cave system where it gets colder and colder.   If the characters have not slain Hiena, she makes her way out and across the Shadow Plain towards some settlement to make more of the touched.

    Relations

    Allies

    d6 Behaviour
    1 Paranoid Withdrawal: Avoids direct interaction with others for the next hour, speaking only in short phrases or grunts. +1 to Initiative and Perception checks.
    2 Unreasonable Distrust: Becomes suspicious of an ally’s motives, refusing to follow their suggestions or plans. Disadvantage on CHA (Persuasion) and (Deception) checks. Advantage on Insight checks.
    3 Erratic Speech: Blurts out fragmented and unrelated thoughts; causing disadvantage on all social skill checks for 1 hour.
    4 Emotional Outburst: Becomes overly emotional (anger, sadness, or laughter) for the next 10 minutes. Disadvantage on WIS saving throws against fear or madness.
    5 Fight or Flight: Instinctively prepares for danger, drawing weapons or attempting to flee a harmless situation. When no allies are within 15ft, gain a +1 AC bonus and advantage on saving throws against being frightened or charmed.
    6 Hallucinations: Hears or sees phantom voices or images, making DC 10 Concentration checks for any focused task.

    Tzapoyo

    A lost explorer driven mentally unstable due to years of isolation.

    When stressed, the character’s isolation might manifest in unpredictable ways. If a stressful or social encounter occurs then one of the following might occur.
    STRDEXCONINTWISCHA
    10 (+0)12 (+1)11 (+0)14 (+2)15 (+2)18 (+4)
    Armour Class: 16
    HP: 22 ( 5d8 )
    Speed: 30ft
    Saving Throws: INT +8, WIS +9, CHA +9
    Proficiency Bonus: +2
    Skills: Perception +4, Stealth +5
    Abilities:
  • Advantage on saving throws against magical effects
  • Club: d4 bludgeoning damage
  • (Recharge 5-6 ). One object's magical properties within 120ft is suppressed for 10 minutes.
  • (3/Day). Heal an ally by 3d8
  • The character has the opportunity to overcome the effects of isolation through roleplay, skill progression or after significant positive social interactions or successful CHA skill checks. Then the GM can allow the character to permanently remove one behaviour flaw from the Table.

    Adversaries

    Feral Children

    A clutch of touched children roam this jungle and settle these dark tunnels in an apparently primitve hierarchy headed by a raggedy-haired girl.
    Touch
    Condition | Aug 10, 2020
    None of these children can talk, are possibly decades old, and are irresolvably hostile.
    10 Minions
    STRDEXCONINTWISCHA
    10 (+0)18 (+4)16 (+3)8 (-1)8 (-1)8 (-1)
    Armour Class: 14
    HP: 39 ( 6d6+18 )
    Speed: 30 ft., climb 20 ft.
    Saving Throws: DEX +6, WIS +1
    Proficiency Bonus: +2
    Skills: Perception +1, Stealth +6
    Abilities:
  • Advantage on an attack roll against a target if at least one ally is within 5 ft
  • Regains 10 hp at the start of their turns if they have at least 1 hp
  • Hiena Vamlire
    STRDEXCONINTWISCHA
    20 (+5)18 (+4)18 (+4)6 (-2)12 (+1)9 (-1)
    Armour Class: 17
    HP: 93 ( 11d8+44 )
    Speed: 30ft
    Saving Throws: DEX +7, CON +7
    Proficiency Bonus: +3
    Abilities:
  • When she reduces a target to 0 hp with a melee attack on her turn, she can take a bonus action to move up to half her speed and make a 2d6+5 bite attack
  • (1/Encounter). Targets of her choice within 120ft and can hear, must succeed on a DC 15 WIS saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns and become immune for the next 24 hours.
  • (1/Encounter). Targets within 30 feet must succeed on a DC 15 CON saving throw or be poisoned for 24 hours. After a successful saving throw, they become immune for 24 hours.
  • Claw Weapon: 2d4+5 slashing damage
  • Backdrops

    Encounters

    4 Large Snakes
    STRDEXCONINTWISCHA
    15 (+2)16 (+3)12 (+1)15 (+2)15 (+2)16 (+3)
    Armour Class: 15
    HP: 58 ( 9d10+9 )
    Speed: 30ft
    Proficiency Bonus: +2
    Abilities:
  • Bite: 2d6+3 piercing damage plus 3d6 poison damage
  • 7 Mutant Little Brothers
    STRDEXCONINTWISCHA
    14 (+2)15 (+2)12 (+1)9 (-1)13 (+1)9 (-1)
    Armour Class: 12
    HP: 27 ( 5d8+5 )
    Speed: 30 ft., climb 30 ft
    Proficiency Bonus: +2
    Skills: Athletics +6, Perception +3
    Abilities:
    • Bite: d4+2 piercing damage
      • (Recharge 5-6). The target must succeed on a DC 11 CON saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of their turns.
    Moving Plant Matter d4min3
    STRDEXCONINTWISCHA
    18 (+4)8 (-1)16 (+3)5 (-3)10 (+0)5 (-3)
    Armour Class: 15
    HP: 136 ( 16d10+48 )
    Speed: 20 ft., swim 20 ft.
    Proficiency Bonus: +3
    Skills: Stealth +2
    Abilities:
  • Slam: 2d8+4 bludgeoning damage
  • Engulf: One medium or smaller target at a time is grappled (escape DC 14) after 2 slam hits. The engulfed target is blinded, restrained and unable to breathe, and must succeed on a DC 14 CON saving throw at the start of each of it's turns or take 2d8+4 bludgeoning damage. If the mound moves, the engulfed target moves with it.
  • 6 Mud Creatures
    STRDEXCONINTWISCHA
    15 (+2)6 (-2)14 (+2)1 (-5)6 (-2)1 (-5)
    Armour Class: 8
    HP: 39 ( 6d8+12 )
    Speed: 10ft
    Proficiency Bonus: +2
    Abilities:
  • Slam: d6+2 bludgeoning damage
  • 2 Young Burrowing Things
    STRDEXCONINTWISCHA
    18 (+4)13 (+1)17 (+3)3 (-4)10 (+0)4 (-3)
    Armour Class: 14
    HP: 93 ( 11d10+33 )
    Speed: 30 ft., burrow 30 ft
    Proficiency Bonus: +3
    Abilities:
  • Bite: 3d10+4 piercing damage plus 2d6 fire damage
  • Characters who touch or hit it with a melee attack while within 5ft takes 2d6 fire damage
  • Spitting Lizard
    STRDEXCONINTWISCHA
    1 (+5)12 (+1)17 (+3)9 (-1)15 (+2)10 (+0)
    Armour Class: 14
    HP: 85 ( 10d10+30 )
    Speed: 20ft
    Proficiency Bonus: +3
    Skills: Stealth +7
    Abilities:
    • Advantage on attack rolls against any creature grappled by it
      • Adheres to anything that touches it. A Huge or smaller creature it adheres to is also grappled (escape DC 16). Ability checks made to escape this grapple have disadvantage.
    • Advantage on saving throws against magical effects.
    • Bite: d10+5 piercing damage plus 2d6 acid damage
    • (Recharge 5–6). Target within 30ft must make a DC 14 DEX saving throw or take 9d6+1 acid damage, or half as much on a success.
    4 Maddened Explorers
    STRDEXCONINTWISCHA
    14 (+2)16 (+3)16 (+3)13 (+1)10 (+0)8 (-1)
    Armour Class: 15
    HP: 45 ( 6d8+18 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Magic +3, Insight +4, Perception +2, Stealth +5
    Abilities:
  • Advantage on WIS (Perception) checks that rely on sight
  • (Recharge 5-6). Each target within a 30ft cone area must succeed on a DC 12 INT saving throw or take 2d8+1 mental damage and be stunned until the end of their next turn.
  • One target within 30ft must contest its CHA (Deception) check against the nothic's WIS (Insight) check. If the nothic wins, they learn one fact or secret about the target.
  •  

    Jungle Cavern

    There is a list of unusual creatures that GMs can insert where ever required.   GMs can also use the environmental encounters under the "Anthropophagic Jungle" for greater options.

    Plot type
    Haunted Dungeon
    Parent Plot
    Related Locations


    Cover image: Neon Jungle by Elmehraga World

    Comments

    Author's Notes

    The longest journey - Chapter five
    Generic article | Feb 11, 2025


    Please Login in order to comment!
    Jun 14, 2025 22:16

    Belated congratulations on completing chapter 5 of "The longest journey". Here is a small memento to remember your journey by:  
      Thanks again for taking part in my journey!

    Join me at the sandy beaches of Aran'sha for new adventures.