The Traveler's Keystone Plot in The Sundered Ring | World Anvil
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The Traveler's Keystone

Plot points/Scenes

World Hopping

Once the box is opened, the PCs will be transported from one world to another rapidly. As the pacing dictates, roll on the below table to teleport the party from one world to the next. Each transition is accompanied by a sudden lurching vertigo.

  1. Hyborea. The PCs find themselves atop a ruined stone tower in the middle of a vast snowscape. The tower is about fifty feet high and the stone beneath their feet has been inscribed with a conjuration circle of some kind. The remains of a wooden hatch lead down into a surprisingly well-preserved interior, though the cold is no less biting inside.

    After a few moments of adjustment, the PCs hear the sounds of a fight on the bottom floor. Below them, a white abishai is locked in a fistfight with a demon, with no clear winner in sight. If the PCs make any noise, the abishai will be distracted and the demon will land a killing blow, then advance on the PCs. The familiar lurch will occur again and the PCs will vanish to wherever the dice indicate.

  2. Arborea. Suddenly awaking in a jungle clearing, the sweltering heat and muggy atmosphere are immediately noticed. A startled lizard skitters under nearby foliage as the PCs hear a massive impact from somewhere behind the treeline. More and more, and getting closer. The PCs realize these are footsteps just before a T-rex emerges from the jungle in pursuit of a herd of horse-like beasts.

    The T-rex will give up on its quarry as they easily outrun it. It will then catch the PCs' scent (or sight, if they didn't think to hide), and give chase on this slower-looking prey. After a brief chase sequence, the lurch will pull the PCs away from the jungle.

  3. The Archive. The PCs find themselves in a dimly lit waiting room carved from stone and decorated with cushioned chairs, reading desks, and a single oak door in the center of one wall. There are no signs of life, though there is also no gathered dust or cobwebs; the whole place is very well maintained.

    Through the door is a labyrinthine series of corridors lined with densely-packed bookshelves. The books are untouched by time, though some of them have to be centuries old at the least. Texts on every subject can be found if one knows where to look, though the organization system is inscrutable.

    After 12 hours, the lurch will take the PCs and any books they are carrying to the next location.

  4. Yothri. The PCs will find themselves standing in a barren field of sand, the air choked with a green-black smog that burns the skin and lungs. For as long as the PCs remain here, they are considered poisoned. In the distance, a massive steel beast lumbers across the landscape, belching smoke from its mouth and single red-glass eye. Dozens of smaller creatures swarm around its feet, though their purpose is difficult to discern from a distance. If the PCs approach, the metal beings will not react to their presence unless prevented from their tasks.

  5. Flotilla. As soon as the PCs realize they are standing on the deck of a large ship, there will be a resounding blast of canon fire, and the mast above their head will splinter. Across the water is a collection of warships, all moored together and bearing a canvas banner that reads "73rd annual decommissioning ceremony." Each of them is broadside and firing on the ship where the PCs stand. As the ship begins to splinter and sink, an orchestra can just be heard playing from one of the attacking ships. The lurch will take the PCs away just before the ship sinks entirely.

  6. Corpathium. The PCs wash up on a gravelly beach, dense fog obscuring all but their immediate surroundings. Amos the beach-comber will stumble across them and offer to lead them back to the City where it's "less dangerous."

    After one hour, the lurch will take the PCs, along with their masks, into the next location.

    During the trek down the beach, Amos will vanish into the mists, as does his lantern light. The PCs can continue walking in the same direction, in which case they are eventually attacked by a patch of strangle-weed (FeF 218). Upon defeating the plant, there will be another lurch to whisk the PCs away.

  7. Banquet. The PCs find themselves at the top of a set of stairs in a grand ballroom, in the midst of a masquerade. Each character finds themselves wearing a mask, randomly determined from the list below.

    1. Owl: While wearing this mask, a character benefits from the Keen Sight and Keen Hearing features, and gains darkvision out to 60 ft. If they already have darkvision, the range is extended by 30 ft..

    2. Oni: While wearing this mask, a character has advantage on charisma (Intimidation) checks.

    3. Black Widow: While wearing this mask, a character ignores movement restrictions caused by webbing, and can cast spider climb once per day.

    4. White Wolf: While wearing this mask, a character benefits from the Keen Sight and Keen Smell features, and has advantage on saving throws made to reduce cold damage.

    5. Monarch: While wearing this mask, a character has advantage on charisma (Persuasion) checks.

    6. Raven: While wearing this mask, a character has advantage on saves against diseases, and when the wearer rolls a critical hit on any attack roll or Intimidation check, the target must make a Wisdom saving throw (DC 13) or suffer a short-term insanity.

    The effects of the masks will be initially unknown until tested, which could lead to no end of shenanigans. The other attendees of the masquerade can be interacted with as normal, but they are extremely disinterested in answering any questions that do not pertain to themselves or the party. If the PCs attempt to explain their situation, attendees will applaud them on their Narrative and suggest that they "keep the best bits a surprise until after the Contest" or "maybe prune away some of the extraneous details, as it seems a bit busy."

  8. Vernus.

Depending on how long the session runs, the PCs may experience all of the above scenarios. Regardless, the last lurch of the session will carry the PCs to Vecrona, in an unadorned room at the bottom of an equally empty dungeon. This will lead into the next session, where the PCs will emerge from the ruin into the Voiceless Wastes.

Plot type
Chapter

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