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Unriya (OON-ree-yah)

Levels 2 - 6

Themes

Religious Devotion

Religious devotion frames faith as a lifelong act. Through years of restraint, meditation and starvation; the practitioner transforms the body into a testimony of their service. In this framework, holiness is achieved when the boundary between life and death is patiently thinned, and devotion is measured by how completely one can endure.

Structure

Exposition

The PCs are part of an expeditionary or scouting group launched by Condor Panaqa, to recon the opening of an arid valley. They are on the lookout for mountain monks who semi-regularly raid the local llama herds and extort the herders. The mission requires camping in the open for mutliple nights. All the while, the party is being observed from above.

Conflict

Night Raid

Level 2
PCs may role play setting up camp for the night and preparing to set the night watch and sleep.
During this time, PCs must make a DC 10 CON saving throw or take d4 cold damge from the environment.
In an indeterminate amount of time, 3-4 raiders would engage those still awake and the noise wakes anyone still asleep. After everyone awakens and take an action, a dozen more appear.   Midway into the fight, another 6 come out of nowhere to suprise and exhaust the party. PCs are knocked unconscious.
Mace-Wielding Acolytes
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 16 (+3) 13 (+1) 10 (+1)
Armour Class: 12
HP: 32 ( 5d8+10 )
Speed: 30ft
Proficiency Bonus: +2
Saving Throws: WIS +3
Skills: History +5, Religion +5
Abilities:
  • Causes d8 bludgeoning damage,and the target has disadvantage on all saving throws until the end of the acolyte's next turn
  • Plus, 2d8 poison damage, whereby the target must succeed on a DC 13 CON saving throw or be poisoned until the end of the acolyte's next turn
  • Rising Action

    Labour

    Level 3
    The party awaken imprisoned in the mountain temple and stripped of their weapons and equipment. They are to serve this branch of the Taytakura as forced labour and are intentionally starved to make managing them easier.
    For the duration of this phase, captives must make a DC 10 or 12 CON saving throw to avoid
    • gaining a level of starvation
    • reduced hp max by d6
    • cannot regain hp
    Subsequent checks increase in difficulty (DC 15, 20, and so on)
    While doing so, this is also the phase for the party to devise and set up their escape and recuit NPCs.

    Climax

    Breakout

    In this scene, the party enacts their plan; dealing with challenges in stealth, combat and at least one complication.

    Falling Action

    Confrontation

    Level 4
    Once the party has evaded their initial pursuers, they must endure environmental hazards.   At GM's discretion, enemy encounters can be included alongside the environmental encounter.
    Whirlwind (Recharge 4 - 6 )
    Characters must make a DC 13 STR saving throw take 3d8+2 bludgeoning damage and be flung up to d20 ft away in a random direction and knocked prone. If a thrown target strikes an object, they take d6 bludgeoning damage for every 10ft they were thrown.

    If the target is thrown at another creature, that creature must succeed on a DC 13 DEX saving throw or take the same damage and be knocked prone. On a success, take half damage and isn't flung away or knocked prone.

    Resolution

    Get Away

    Level 5
    The final stretch of the journey downward. This would generally be the easiest portion; as it may be too risky for the pursuers to chance an encounter with regular military forces.

    Components

    Cruel Tricks

    Atimusquy
    Plot | Dec 12, 2025
    If PCs ever find themselves scaling the last leg of their escape down a cliff, the GM has the option to impliment the effects of delirium: the cliff face materializes an actual face that would attack.   If they lose this illusionary fight, they would fall to their death in actuality.   If they win, they will easily walk away to a help group of NPCs who nurse them back to health.

    Unexpected Hallucination

    Living Wall
    STRDEXCONINTWISCHA
    18 (+4)8 (-1)20 (+5)8 (-1)4 (-3)5 (-3)
    Armour Class: 17
    HP: 138 ( 12d12+60 )
    Speed: 0ft
    Saving Throws: STR +7, CON +5
    Proficiency Bonus: +3
    Skills: Intimidation +5
    Abilities:
    • Target takes d4+4 bludgeoning damage and is grappled (escape DC 14)
      • When starting its turn with a grappled target, it can use its bonus action to absorb them. While absorbed, the target is blinded, restrained, can't breathe, and has total cover against attacks and other outside effects.
      • Can only hold one large target or up to six medium or smaller targets at a time.
      • At the start of each of its turns, an absorbed creature takes 3d6 damage.
      • An ally can try to pull them out by taking an action to make a DC 14 STR check and enter a space of their choice within 5ft
    • Uses CHA instead of DEX to determine its place in the initiative order
    • If reduced to 0 hp, it must make a DC 5 + damage taken CON saving throw unless from a critical hit. On a success, it drops to 1 hp instead.
    • Targets take 2d8+2 mental damage and must succeed on a DC 15 CHA saving throw or be reduced to 0 speed and frightened until the end of their next turn

    Relations

    Neutrals/Bystanders

    Lagart

    Lagart is a rouge servant within the temple staff who desperately wishes to return home. He is knowledgeable about the temple's security measures and philosophy and can convey that information to the party.   If he is caught explicitly helping the party in some escape scheme; his face and chest will be racked with an eagle claw and thrown into a shallow pit to die from exposure; in 2 days.
    Stats
    STR DEX CON INT WIS CHA
    15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (±0) 10 (+0)
    Armour Class: 17
    HP: 22 ( 4d8+4 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Athletics +4, Perception +2
    Abilities:
  • Advantage on attack rolls when being viewed by their master(s)
  • d6+2 piercing damage from javelins
  • Competitors

    Fellow Captives

    Brawler Maqakuq
    STRDEXCONINTWISCHA
    17 (+3)14 (+2)16 (+3)10 (+0)10 (+0)12 (+1)
    Armour Class: 14
    HP: 52 ( 7d8+21 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Athletics +5, Intimation +3
    Abilities:
  • (3/Day). Advantage on attack roll
  • One target at a time takes d4+3 bludgeoning damage and is grappled (escape DC 13)
    1. Grappled targets take d4+3 or 3d4+3 bludgeoning damage
    2. If grappled target is medium or smaller, they can be thrown 30ft horizontally and fall prone.
      • They also take d6 bludgeoning damage every 10ft, if they collide with anything smaller than they.
      • If the target of the collisions is size large or smaller, the target must make a DC 13 DEX save or take the same damage and fall prone.
  • Gains a +2 bonus to AC against a ranged attack when grappling a target. If the attack misses, the grappled target takes the damage.
  • Minion Kimpi
    STRDEXCONINTWISCHA
    12 (+1)12 (+1)12 (+1)10 (+0)10 (+0)10 (+0)
    Armour Class: 16
    HP: 5
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Perception +2
    Abilities:
  • When attacking with advantage, causes an extra 1 damage
  • A medium or smaller enemy within 5ft of himself and at least 2 allies, until the start of the enemy's next turn, their speed is reduce by 5ft for each opponent within 5ft of them. If their speed is reduced to 0ft in this way, they become restrained.
  • Guard Munan
    STRDEXCONINTWISCHA
    10 (+0)8 (-1)8 (-1)14 (+2)14 (+2)18 (+4)
    Armour Class: 12
    HP: 12 ( 5d6-5 )
    Speed: 30ft
    Saving Throws: CON +1, INT +4
    Skills: Acrobatics +1, Arcana +4, Performance +6, Stealth +1
    Abilities:
  • Unarmed: 1 bludgeoning damage
  • While grappling or being grappled, his attacks automatically hit the grappler and deals an additional 3 damage. May still make attack rolls to determine critical hits.
  •   Fellow survivors of the night raid, though their own means, have sought to maintain their strength and band together for the final escape.

    Adversaries

    Master Saigh Zat
    STRDEXCONINTWISCHA
    17 (+3)12 (+1)18 (+4)16 (+3)15 (+2)16 (+3)
    Armour Class: 14
    HP: 93 ( 11d8+44 )
    Speed: 35ft
    Saving Throws: STR +6, CON +7, WIS +5
    Proficiency Bonus: +3
    Skills: Athletics +6, Deception +6, Insight +5, Intimidation +6, Perception +5
    Abilities:
  • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
  • (3/Day). Can:
    1. Choose to succeed in a field saving throw
    2. Regain 20 HP and gain resistance to bludgeoning, piercing and slashing damage until the end of his next to them
  • Once per encounter and only once per round after an enemy's turn:
    1. Allies within 60 ft who can hear, can move up to their speed. Then enemies within 5ft of the allies who moved must make a DC 15 WIS saving throw or be frightened for 1 minute
    2. Allies within 60 ft who can hear, can make a STR (Athletics) check with advantage to grapple an enemy within their reach without requiring an action
    3. Can move up to his speed, then attack with advantage 5 times
  • One ally within 30ft who fails an ability check or attack roll can reroll and choose either result
  • Runner/Skirmisher Huilu
    STRDEXCONINTWISCHA
    14 (+2)16 (+3)16 (+3)11 (+0)9 (-1)10 (+0)
    Armour Class: 15
    HP: 15 ( 2d8+6 )
    Speed: 60ft
    Saving Throws: DEX +5
    Proficiency Bonus: +2
    Skills: Acrobatics +5, Athletics +4
    Abilities:
    • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
    • Can occupy a prone target's space
      • Deals d6 bludgeoning damage for the first time
    • Gain advantage when making a DEX saving throw
    • Javelin: d6+2 piercing damage
    Conduit Yago
    STRDEXCONINTWISCHA
    14 (+2)12 (+1)16 (+3)10 (+0)12 (+1)16 (+3)
    Armour Class: 13
    HP: 30 ( 4d8+12 )
    Speed: 35ft
    Proficiency Bonus: +2
    Skills: Perception +3
    Abilities:
  • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
  • Melee or Range: Targets take d12+3 cold, fire or lightning damage. (GMs choose 1 damage type per unit per game)
  • Brute Guaas
    STRDEXCONINTWISCHA
    17 (+3)12 (+1)16 (+3)9 (-1)11 (+0)12 (+1)
    Armour Class: 13
    HP: 22 ( 3d8+9 )
    Speed: 35ft
    Saving Throws: STR +5
    Proficiency Bonus: +2
    Skills: Athletics +5
    Abilities:
  • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
  • (1/Day). Regains 5hp
  • Great Axe: Targets take d12+3 or d12+6 slashing damage if prone. If the target is medium or smaller, must succeed a DC 13 STR saving throw or be knocked prone.
  • Ambusher Garro
    STRDEXCONINTWISCHA
    15 (+2)14 (+2)16 (+3)10 (+0)12 (+1)9 (-1)
    Armour Class: 14
    HP: 30 ( 4d8+12 )
    Speed: 35ft
    Saving Throws: DEX +4
    Proficiency Bonus: +2
    Skills: Athletics +4, Steath +6
    Abilities:
    • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
    • Dagger: d4+2 piercing damage. Deals an extra 2d6 piercing damage when attacks are made with advantage
    • Targets take d6+2 bludgeoning damage and are grappled (escape DC 12)
      • If this is made with advantage, the target must make a DC 12 CON saving throw or fall unconscious for one minute or until they take damage
    Religious Support Rea
    STRDEXCONINTWISCHA
    14 (+2)14 (+2)16 (+3)12 (+1)13 (+1)19 (+4)
    Armour Class: 14
    HP: 82 ( 11d8+33 )
    Speed: 35ft
    Saving Throws: WIS +3
    Proficiency Bonus: +2
    Skills: Magic +3, Insight +3, Performance +3
    Abilities:
  • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
  • (1/Day). Himself and up to 3 allies within 60ft who can hear, regain 50 hp and can ignore difficult terrain for 1 minute
  • Himself and allies within 30ft who can hear, have advantage on attack rolls until his next turn
  • One ally within 30ft can use their reaction to move up to their speed and make an attack
  • Soldier Jaka
    STRDEXCONINTWISCHA
    18 (+4)12 (+1)18 (+4)10 (+0)11 (+0)12 (+1)
    Armour Class: 18
    HP: 42 ( 5d8+20 )
    Speed: 35ft
    Proficiency Bonus: +2
    Skills: Athletics +6, Perception +2
    Abilities:
  • (1/Turn). Just before being reduced to 0 hp, but not killed, he can attack an enemy without taking an action. If the hit reduces the target's hp to 0, then he drops to 1 hp instead.
  • Enemies within 5ft targeting an ally, must target the soldier instead
  • Spear: Target takes d6+4 or d8+4 piercing damage if using two hands
  • An enemy targeted twice consecutively has disadvantage when attacking against allies other than the soldier; until the soldier's next turn
  •   Taytakura monks are not the only ones living at the temples. They are no shortage of dedicated youths and strong well-fed masters who guard the compound and watch all in it.

    Backdrops

    Locations

    Stoney Woods

    The mountain tops of the Huanacauri are rocky and windswept.   There are many dirt paths going up and down the mountain that make it easier to traverse in daylight. However, even at night, these paths also make it easier for the party to be tracked.

    Threats

    Enemy Advantage

    The taytakura monks' intense spiritual practices in such a place high in the sky, grants all sorts of advantage in their camay abilities: greater range, wider area of effects and intensity.
    Plot type
    Side Adventure
    Subplots
    Related Organizations

    Exhaustion

    A character can go without sustenance for a number of days equal to 2 + CON modifier (min 1). At the end of each day beyond that limit, they automatically suffer one level of starvation/thirst.  

    Starvation

    A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half rations in a day counts as half a day without food.   A normal day of eating resets the count of days without food to zero.
    Starved LevelTimeEffects
    Level 1: Hungry1 dayDisadvantage on ability checks
    Level 2: Weak3 daysDisadvantage on ability checks and attack rolls
    Level 3: Starving5 days
  • Disadvantage on ability checks, attack rolls and saving throws
  • Speed halved
  • Must make a DC 15 WIS saving throw to resist compulsively eating anything edible and STR damage equal to proficiency bonus
  • Level 4: Faint7 days
  • Disadvantage on ability checks, attack rolls and saving throws
  • Speed halved
  • Restrict any potential healing to just 10hp per round
  • Level 5: Critical10 days
  • Disadvantage on all rolls
  • Speed reduced to 10ft;
  • Level 6: Near
    Death
    14 days
  • Unconscious
  • Must succeed on a DC 15 CON saving throw each day or die
  • Thirst

    A character needs one gallon of water per day (two if the weather is hot). Drinking only half as much requires a DC 15 CON saving throw or results in a level of thirst each day.   Drinking less than half automatically causes a level of thirst. If a character already has starvation levels, they only take up to two levels of thirst.   If thirst is three levels ahead of starvation; whenever thirst is reduced by 1, starvation is also reduced by 1.
    Thirst LevelEffectsTime
    HydratedNo penalties0
    Mild ThirstMust succeed a DC 10 CON saving throw or take -1 penalty on ability checks, attackrolls and saving throws12 hrs
    Moderate Thirst
  • Must succeed a DC 15 CON saving throw or take -2 penalty on ability checks, attack rolls and saving throws.
  • Speed reduced by 10ft
  • 24 hrs
    Severe Thirst
  • Must succeed a DC 20 CON saving throw or take disadvantage on ability checks, attack rolls and saving throws.
  • Must make a DC 15 WIS saving throw to resist compulsively drinking anything drinkable and CON damage equal to proficiency bonus
  • 36 hrs
    Critical Thirst
  • Must succeed a DC 25 CON saving throw or take disadvantage on all checks, attack rolls and saving throws.
  • Speed reduced to 10ft.
  • Gains one level of starvation
  • 48 hrs
    Fatal ThirstMust succeed a DC 30 CON saving throw or die. On a success, they gain two levels of starvation72 hrs
    GM has discretion to reduce the time thresholds by half due to extremely hot environments accelerating the progression of thirst levels.

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    Cover image: Ley Lines Magic by Marcel Mercado

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