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Cursed Crystal

The ancient dragon Cissyruss, The Collector, has trapped you in their magical demiplane menagerie to participate in experiments and solve riddles. The demiplane contains strange and fantastical locations like a talking tree, a sentient mountain, and an endless plain of soothing sand. The Collector populates the habitat with bizarre creatures and encourages dangerous activities to amuse themselves by observing your struggles and trials.

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Tracy Gotardo
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0% found this document useful (0 votes)
78 views

Cursed Crystal

The ancient dragon Cissyruss, The Collector, has trapped you in their magical demiplane menagerie to participate in experiments and solve riddles. The demiplane contains strange and fantastical locations like a talking tree, a sentient mountain, and an endless plain of soothing sand. The Collector populates the habitat with bizarre creatures and encourages dangerous activities to amuse themselves by observing your struggles and trials.

Uploaded by

Tracy Gotardo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The ancient dragon Cissyruss, The Collector, has

CHOOSE TWO SKILLS trapped you in an impenetrable demiplane to participate in


their twisted experiments. There’s no telling just who or
NATURE what resides in this cursed crystal alongside you, as The
ARCANA Collector fills their menagerie with creatures from across
PERSUASION the planes. A voice fills your mind, “Collect the shards,
solve my riddle, or earn your freedom.”
HISTORY

MAGE: You are able to channel minor magical Who are you?
tricks. Roll a d6. On a 1, your trick fails. 1 - 2 Mage
3 - 4 Fighter
CHOOSE TWO SKILLS 5 - 6 Rogue
ATHLETICS 7 - 8 Cleric

INTIMIDATION
With a:
SURVIVAL 1 Crooked rapier
PERFORMANCE 2 Wineskin
3 Small gem
FIGHTER: You are an expert in battle. 4 Blank book
Add +2 to all contest rolls when in combat.
5 Playing cards
6 Waterlogged tinderbox
CHOOSE TWO SKILLS 7 Pan flute
STEALTH 8 Dirty bedroll
9 Silver locket
ACROBATICS
10 Battered shield
SLEIGHT OF HAND 11 Small animal
DECEPTION 12 _____________

ROGUE: You’ve honed your trade over many And you’re:


years. Roll your CD twice and take the higher
result when utilizing your Skills. 1 Afraid of ghosts & ghouls
2 Certain that nothing is real
3 Fascinated by strange creatures
CHOOSE TWO SKILLS 4 Not who they think you are
INSIGHT 5 Constantly starving
6 Getting too old for this
RELIGION
7 Eager to be challenged
MEDICINE 8 Covered in arcane tattoos
ANIMAL HANDLING 9 A skilled musician
10 Unusually convincing
CLERIC: You are a practiced healer. You may cure 11 Able to mimic any sound
any condition but suffer Exhaustion as a result.
12 _____________
Y ou are The Collector. No creature or location you’ve
collected has ever escaped your magical habitat.
You’re forever entertained by testing and observing your The Root:
A talking tree, hollow on the inside, with a gnarled
playthings as they struggle to survive the various trials,
Traits traps, and tribulations you’ve set up for them.
and knotted door grown - hinge and all - into the
1. Electric 1. Terrified trunk. A large sloping cave structure is revealed
2. Well-armed 2. Gargantuan tunneling out from the trunk beneath the earth.
3.
4.
5.
Well-tentacled
Flaming & screaming
Malformed
3.
4.
5.
Multi-headed
Miniature
Self-righteous
P rovide your pets hope by rewarding their strange
behaviors with meaningless crystal shards. Let them
earn a sense of accomplishment before suddenly altering
6. Exactly six 6. Vain
7. Sophisticated 7. Starving the weather or dropping a few creatures in their path. The
8. Annoyed 8. Talkative Stubborn Stone draws their attention at all times, but
appears foreboding and dangerous. The Curtain is the only
Creatures way out, don’t let them reach it effortlessly. Anything and
1. Fleshy abomination(s) 1. Golem(s)
2. Bear-ish owl(s) 2. Minotaur(s) everything is permissible here, the more bizarre your
3. Camel(s) 3. Crow(s) experiments, the better.
4. Wyvern(s) 4. Grasshopper(s)
5. Ghoul(s) 5. Human(s)
6. Dwarves 6. Goblin(s) Roll on the tables to the left at any time to populate the
7. Imp(s) 7. Statue(s) habitat with creatures.
The Whistling Cavern:
8. Elves 8. Tree(s)
9. Leprechaun(s) 9. Cherub(s) A sentient mountain named Tom is lonely. When it
10. The last person(s) to 10. Giant(s) detects intelligent life, it induces inclement weather
The Sandman’s Expanse: to coax survivors in. Tom then uses a system of air
leave the room Surrounding the habitat is an vents to create whistling noises akin to speech,
endless flat plane of sand, cool
Activities and soft -- never itchy -- on the
though the current often drowns out whatever Tom
1. Grooming themselves attempts to say, leaving faint whispers on the wind.
skin. Staying here long often
2. Tormenting a (roll another creature) lulls travelers to sleep. They
3. Struggling to light a fire
4. Singing & dancing
awake elsewhere. The Sallow Pool:
5. Sleeping soundly A beautiful and expansive oasis. When water from
The Stubborn Stone: the pool is drunk, illusory magic makes everything
6. Cooking a meal A towering pillar of basalt with
7. Playing with puppets appear rotten and fetid for d4 hours.
8. Performing an occult ritual no discernible entryway
9. Caught in a trap set by The Collector surrounded by whipping winds;
10. Covered in scrumptious goo always visible in the distance.
11. Looking for their friend(s) Asking nicely will let them in.
12. Growing from a tree Atop the pillar is an altar with
1. Arguing with each other four recesses that perfectly
2. Disguised as garden gnomes accommodate the crystal shards.
3. Holding a funeral The Curtain:
4. Raining from the sky
5. Performing a mating ritual A small hatch in the sky reached
6. Succumbing to disease only by climbing or flying
7. Taking a potty break sufficiently high, though visible
8. Eating one of their own from anywhere in the habitat. If
9. Planning an escape the Survivors climb through,
10. Putting their kids to bed describe your play space as their
11. Setting up Dragoncon
The Locked Door:
surroundings with the characters If the party opens the door, grab the nearest one-
12. Killed in battle situated in miniature and the shot dungeon (or make-one up) for any system and
Navigator replaced by the allow them to explore it.
Collector. If they escape, The
Collector applauds their ingenuity.

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