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Malfunctioning Planar Transference Portal

Tier
1
Type
Event
Difficulty
14
Impulses
Cause chaos

Environment overview

A device designed to aid in the transition to a different plane of existence, but something has gone awry!

Potential adversaries

Undead

Features

Passives

passive
  • Stabilize the Portal

    Player characters may attempt to investigate the pillars and portal. The difficulty to do this will be 14 if they are not in combat, but 16 if combat has begun. Each pillar has a rune attached to it:

    Stillness, Binding, Return, Threshold, and Passage.

    Stillness has been detached from the metal plate that affixes it to the mechanism to which the other four are attached. Along the various walls of the surroundings are hieroglyphs that describe how to use the dials.

    The correct order of the runes is Stillness to the north, Passage to the East, Binding to the South, and Return to the west.

    The last rune, Threshold, sits on a special mechanism with six images. Two of those images align with north and south, the other four are in the NE, NW, SE, and SW quadrants. The images are: A heart, a four-leaf clover, an egg, a firecracker, a jack-o'-lantern, and a turkey. Threshold currently rests between the Four-Leaf Clover and the Egg.

    To solve this puzzle, the players will need to move the pillars and reattach Stillness.

    When they begin to try and solve the puzzle, start a progress clock (8) and tick it down by two anytime they place the correct rune. When the players attempt to read the heiroplyphic instructions or to reattach the Stillness pillar to its mechanism, they require action rolls. Success should tick down the success clock by one. If they are reading hieroglyphs, give them one of the clues below. Let the player roll a d6 (reroll if they get a result already rolled) to determine which clue is given.

    Clues:
    1 - To complete this test, you must start where the needle finds its rest.
    2 - You must map the journey's flow, beginning with the Stillness of falling snow. (Stillness)
    3 - With winter's blessing received, Passage may be achieved. (Passage)
    4 - Unfettered, the path is winding; to return from whence you came requires Binding (Binding).
    5 - When every road has met its turn, the final step is to Return. (Return)
    6 - The journey’s runes must hold their place; the Threshold marks the chosen space. (Threshold).

    If at any point the players move pillars to an incorrect formation, this is a good trigger for Unstable energies.

    Once the pillars are all appropriately placed, the undead in the cave fall to the floor inanimate once more.

Actions

action
  • Unstable Energy

    Spend one fear to have either 2d4 + (1/2 party size) Skeleton Dredges OR 1d4 + (1/2 party size) Shambling Zombies claw their way up from their graves at far range. Spotlight them immediately.

    If the Undead Frost Yeti has not yet been encountered, roll 1d4 and start a countdown on that number. The Yeti begins to free itself from its resting place and will fully emerge when it reaches zero. Anytime the players move one of the pillars of the transportation circle, you may spend a fear to reduce the countdown by one. You may only spend one fear at a time as part of this GM move.

Reactions

reaction
  • Destabilizing Surroundings

    When a player fails an action roll, they can cause themselves and everyone within a very close distance to roll an agility reaction roll (14) or become temporarily restrained as their surroundings destabilize. In an ice environment, this might mean they fall into the snow and ice, whereas in a desert environment, they are swallowed by quicksand. Failure on the agility check causes 1d8 physical damage. Success avoids negative outcomes.

    Questions
    • What would the energy for the portal do to the surroundings around it? Ice can melt and refreeze haphazardly, sand can be blown violently reducing visibility and more...

About this environment

A scar in the fabric of reality itself grabs your attention as if someone had run it through with a knife and then torn it downwards. The scar radiates a vibrant energy and occasionally discharges electric pulses of that same energy. Around this scar, four ancient stone pillars rest on concentric metal discs, each slightly offset from the others so that the pillars can move independently of one another on their spinning discs. The pillars are presently haphazardly placed, with two of them relatively near one another and the other two very close to equidistance apart. There is a fifth concentric metal disc with an attached platform that appears to have been designed to hold an object with roughly the dimensions of the other pillars, but it is empty. Each pillar has a rune engraved upon it.

GM Notes:
This environment was initially written for a holiday one-shot. To adjust it for your encounter, you need only change the six outermost runes from the holiday-themed ones to your chosen destination locations for transport. You can also adjust the adversaries that are summoned by the portal’s unstable energies. Use a solo for the yeti, a standard for the zombies, and a minion for the skeletons. I’d recommend keeping them to some form of adversary that can be explained to become inactive when the portal puzzle is solved and rectified. For example elementals that evaporate, ghosts, etc.

Malfunctioning Planar Transference Portal

Tier 1 Event

A device designed to aid in the transition to a different plane of existence, but something has gone awry!

Impulses: Cause chaos

Difficulty: 14

Potential Adversaries: Undead

Features

Stabilize the Portal - Passive: Player characters may attempt to investigate the pillars and portal. The difficulty to do this will be 14 if they are not in combat, but 16 if combat has begun. Each pillar has a rune attached to it: Stillness, Binding, Return, Threshold, and Passage. Stillness has been detached from the metal plate that affixes it to the mechanism to which the other four are attached. Along the various walls of the surroundings are hieroglyphs that describe how to use the dials. The correct order of the runes is Stillness to the north, Passage to the East, Binding to the South, and Return to the west. The last rune, Threshold, sits on a special mechanism with six images. Two of those images align with north and south, the other four are in the NE, NW, SE, and SW quadrants. The images are: A heart, a four-leaf clover, an egg, a firecracker, a jack-o'-lantern, and a turkey. Threshold currently rests between the Four-Leaf Clover and the Egg. To solve this puzzle, the players will need to move the pillars and reattach Stillness. When they begin to try and solve the puzzle, start a progress clock (8) and tick it down by two anytime they place the correct rune. When the players attempt to read the heiroplyphic instructions or to reattach the Stillness pillar to its mechanism, they require action rolls. Success should tick down the success clock by one. If they are reading hieroglyphs, give them one of the clues below. Let the player roll a d6 (reroll if they get a result already rolled) to determine which clue is given. Clues: 1 - To complete this test, you must start where the needle finds its rest. 2 - You must map the journey's flow, beginning with the Stillness of falling snow. (Stillness) 3 - With winter's blessing received, Passage may be achieved. (Passage) 4 - Unfettered, the path is winding; to return from whence you came requires Binding (Binding). 5 - When every road has met its turn, the final step is to Return. (Return) 6 - The journey’s runes must hold their place; the Threshold marks the chosen space. (Threshold). If at any point the players move pillars to an incorrect formation, this is a good trigger for Unstable energies. Once the pillars are all appropriately placed, the undead in the cave fall to the floor inanimate once more.
Unstable Energy - Action: Spend one fear to have either 2d4 + (1/2 party size) Skeleton Dredges OR 1d4 + (1/2 party size) Shambling Zombies claw their way up from their graves at far range. Spotlight them immediately. If the Undead Frost Yeti has not yet been encountered, roll 1d4 and start a countdown on that number. The Yeti begins to free itself from its resting place and will fully emerge when it reaches zero. Anytime the players move one of the pillars of the transportation circle, you may spend a fear to reduce the countdown by one. You may only spend one fear at a time as part of this GM move.
Destabilizing Surroundings - Reaction: When a player fails an action roll, they can cause themselves and everyone within a very close distance to roll an agility reaction roll (14) or become temporarily restrained as their surroundings destabilize. In an ice environment, this might mean they fall into the snow and ice, whereas in a desert environment, they are swallowed by quicksand. Failure on the agility check causes 1d8 physical damage. Success avoids negative outcomes.
  • What would the energy for the portal do to the surroundings around it? Ice can melt and refreeze haphazardly, sand can be blown violently reducing visibility and more...

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