I have an idea for a campaign for my Party (They are fine with Homebrew).
One of the topics in this story is that the Party will need to go around repairing the 'holes' in reality. For a little context, this is the sequel to the campaign they already did. So, they are aware that these 'holes' are here. However, they don't know if these 'holes' will repair themselves. No, it won't. As the final boss fight they did in the previous campaign had them traveling the multiverse. Where realities would being to collapse as they fought. I'm trying to come up with ideas on what they can do to repair their reality before it caves in on itself, but I'm coming up with a blank. Moreover, I would like for it to not be locked behind a 'magic user'. I would like for others to have a chance at doing something to repair it. However, if it's the only way, that would work. Are there any D&D magic/items that already exist that can do something like this? Any ideas?
Make it into a bit of a quest to locate old ruins from an ancient plane-hopping civilization and activate strange obelisks (popular now) or hedrons (popular circa mid 2010's), that can stabilize tears in reality. Make the activation a group effort with puzzles and/or strange collected ingredients. Maybe require some physical effort to shift particular stone pieces into place, etc. Not everything has t just be an arcana roll.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I do like the time travel idea, but I have the feeling that it may have some potential plotholes in it. So far, 'artifacts' seems like the best route. Does anyone have any more ideas? I'm all ears.
They have to learn the tunes of the rifts in reality and close them by adjusting it to the original state. Sadly the creatures that can hear those tunes are said to be extinct and only appear in legends or (still pretty common) fairytales. Either as Guardian Angels or the Boogeyman. One of those Legends hints the last place they have lived. A single ancient creature remains there. It is affected by a curse that almost completly petrified it, but it has a tale to tell. All that weren't killed by an ancient foe were abducted and enslaved to plane/dimension X, as their ability to recall the tune of places (learning either by experience or by "singing" them to teach each other, from generation to generation) made it easier to travel between planes and realities. The way to repair them then could be to find and free the enslaved creatures who will mend the rifts themselves, or give instructions on how to create or recover some kind of "galactic key" (or maybe a padlock?) that can do the deed, if you want to one-up the plot here.
From researching the rifts, connecting it to what has to be done and who could do it, to collecting fairytales, finding/reaching the abandoned city, figuring out how to enter the plane/dimension the captives are held in, to free them/fight an ancient evil/escaping with the necessary knowledge, to fixing the rifts... that should be enough material for a bunch of sessions, feel free to use it all or in parts.
If you find any plot holes you can keep them. They're free!
Edit: Maybe all PCs in the end have to multiclass to gain Bard levels, lol... ok it's late, i'm sorry, i'll take myself outta here now.
You could draw inspiration from one of the SCP 001 entries in the SCP fiction, "Project Palisade". The idea is that an entity of cosmic proportions is slowly devouring realities, and seeks out those that have been weakened by anomalies. The SCP foundation is trying to protect our reality by passing anomalies into nearby realities to bait the entity away from our own reality. Adapting this fiction, there is no way to repair our reality. The best we can do is make other realities more unstable. In D&D, the players could be tasked with trying to redirect aberrations into a nearby cosmology, or try to build or activate a magical device that funnels stabilizing magic to our reality at the expense of another.
The holes in reality happen where there's a partial overlap. Say, in this reality, the saint Antoun fought the demon Apbrathix atop Skybreak Mountain. In another, a painter callen Monsoon bought brushes from a human near the Daybreak Fountain.
All the confusion has led the foundations of the multiverse to ... forget itself. So to solve this, you need to find historical records, travel to the site, and remind the multiverse of the proper sequence of events. Read the poem of Saint Antoun in a loud and clear voice, as the case might be. Finally, a chance for the bard to use his Perform skill to save the world.
Drop in combat in whatever fashion you like. Confusion Elementals spawning from the holes themselves, whatever.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Ethereal Artifacts: Scattered across different planes of existence, there are ethereal artifacts that possess the power to mend reality. These artifacts could be pieces of a cosmic puzzle that, when brought together, can mend the damaged fabric of reality. This approach allows all party members to contribute by finding and protecting these artifacts.
Ancestral Connections: The party learns that the threads of reality are tied to the ancient lineages of various races. By seeking out the oldest and wisest members of different races (not necessarily spellcasters), the party can gather knowledge and perform a ritual that repairs the damage. This approach highlights the importance of diverse skills and backgrounds.
Forging Bonds: The party discovers that the weakened reality can be strengthened through the power of deep connections. They must rekindle relationships with powerful entities, like elemental lords, ancient dragons, or even extraplanar beings. By building alliances and convincing these entities to lend their strength, the party can mend the fabric of reality.
Artisanal Creations: The party needs to create enchanted objects using rare materials and their combined skills. These items would act as anchors, holding together the fraying reality. This approach emphasizes crafting, engineering, and resourcefulness rather than spellcasting.
Arcane Nexus: The party locates a hidden place where magic and reality intersect. They must tap into the essence of this place, using it as a focal point to mend the damaged threads. This could involve solving complex puzzles, deciphering ancient texts, or even performing a physical task that channels the energy of the nexus.
Binding the Multiverse: The party learns of a forbidden ritual that binds their reality to a stronger, neighboring reality. By making a pact with the guardians of this neighboring reality, they can reinforce their own reality. This pact could require sacrifices or challenging trials that test the party's mettle.
Guardians of Order: The fabric of reality is maintained by ancient cosmic guardians who stand at the crossroads of dimensions. The party must prove their worthiness to these guardians through feats of bravery, diplomacy, and intelligence. Upon proving their worth, the guardians share their wisdom and grant the party the power to repair reality.
Remember that this is your homebrew campaign, so you have the creative freedom to introduce unique concepts and mechanics. Feel free to modify existing spells, items, or mechanics to fit the narrative. Ultimately, the key is to provide a challenge that allows various members of the party to contribute based on their strengths and backgrounds.
Returning everything to normal manually. That could mean dealing with weirdness like eliminating duplicates, returning items from other realities etc
Making the two realities diverge by changing things in different realities. Maybe in one world the king need to die and the other you need to save him
Stitching the world back together by carrying a magic needle and thread from one reality to another using different portals to mimic sowing
Absorb the chaos.,Jump into the a tear in reality, see what happens. Go on a vision quest, fight an embodiment of your worst fears, mutate, change. Who knows?
and of course the classic which is kill it. Monsters spawn and they have to die
If you want something from an adventure there is the maze engine from out of the abyss. Its an engine made to maintain reality by the plane of law. The module has an encounter where the damaged engine spits out random effects before exploding. You could run similar combat encounters
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I have an idea for a campaign for my Party (They are fine with Homebrew).
One of the topics in this story is that the Party will need to go around repairing the 'holes' in reality. For a little context, this is the sequel to the campaign they already did. So, they are aware that these 'holes' are here. However, they don't know if these 'holes' will repair themselves. No, it won't. As the final boss fight they did in the previous campaign had them traveling the multiverse. Where realities would being to collapse as they fought. I'm trying to come up with ideas on what they can do to repair their reality before it caves in on itself, but I'm coming up with a blank. Moreover, I would like for it to not be locked behind a 'magic user'. I would like for others to have a chance at doing something to repair it. However, if it's the only way, that would work. Are there any D&D magic/items that already exist that can do something like this? Any ideas?
Two ideas what spring to mind are time travel or a magufin
A. The travel through time preventing the holes, this offers chances to mess with the timeline of the previous campaign and have big ramifications
B a campaign to collect X number of artefacts which will combine and somehow fix/close the holes, bit generic but tried and true plot line
Make it into a bit of a quest to locate old ruins from an ancient plane-hopping civilization and activate strange obelisks (popular now) or hedrons (popular circa mid 2010's), that can stabilize tears in reality. Make the activation a group effort with puzzles and/or strange collected ingredients. Maybe require some physical effort to shift particular stone pieces into place, etc. Not everything has t just be an arcana roll.
Ironically, Campaign 1 was already about that. And I don't think they would want a repeat for Campaign 2. XD
I do like the time travel idea, but I have the feeling that it may have some potential plotholes in it.
So far, 'artifacts' seems like the best route.
Does anyone have any more ideas? I'm all ears.
They have to learn the tunes of the rifts in reality and close them by adjusting it to the original state. Sadly the creatures that can hear those tunes are said to be extinct and only appear in legends or (still pretty common) fairytales. Either as Guardian Angels or the Boogeyman. One of those Legends hints the last place they have lived. A single ancient creature remains there. It is affected by a curse that almost completly petrified it, but it has a tale to tell. All that weren't killed by an ancient foe were abducted and enslaved to plane/dimension X, as their ability to recall the tune of places (learning either by experience or by "singing" them to teach each other, from generation to generation) made it easier to travel between planes and realities. The way to repair them then could be to find and free the enslaved creatures who will mend the rifts themselves, or give instructions on how to create or recover some kind of "galactic key" (or maybe a padlock?) that can do the deed, if you want to one-up the plot here.
From researching the rifts, connecting it to what has to be done and who could do it, to collecting fairytales, finding/reaching the abandoned city, figuring out how to enter the plane/dimension the captives are held in, to free them/fight an ancient evil/escaping with the necessary knowledge, to fixing the rifts... that should be enough material for a bunch of sessions, feel free to use it all or in parts.
If you find any plot holes you can keep them. They're free!
Edit: Maybe all PCs in the end have to multiclass to gain Bard levels, lol... ok it's late, i'm sorry, i'll take myself outta here now.
You could draw inspiration from one of the SCP 001 entries in the SCP fiction, "Project Palisade". The idea is that an entity of cosmic proportions is slowly devouring realities, and seeks out those that have been weakened by anomalies. The SCP foundation is trying to protect our reality by passing anomalies into nearby realities to bait the entity away from our own reality. Adapting this fiction, there is no way to repair our reality. The best we can do is make other realities more unstable. In D&D, the players could be tasked with trying to redirect aberrations into a nearby cosmology, or try to build or activate a magical device that funnels stabilizing magic to our reality at the expense of another.
Here's a take:
The holes in reality happen where there's a partial overlap. Say, in this reality, the saint Antoun fought the demon Apbrathix atop Skybreak Mountain. In another, a painter callen Monsoon bought brushes from a human near the Daybreak Fountain.
All the confusion has led the foundations of the multiverse to ... forget itself. So to solve this, you need to find historical records, travel to the site, and remind the multiverse of the proper sequence of events. Read the poem of Saint Antoun in a loud and clear voice, as the case might be. Finally, a chance for the bard to use his Perform skill to save the world.
Drop in combat in whatever fashion you like. Confusion Elementals spawning from the holes themselves, whatever.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Ethereal Artifacts: Scattered across different planes of existence, there are ethereal artifacts that possess the power to mend reality. These artifacts could be pieces of a cosmic puzzle that, when brought together, can mend the damaged fabric of reality. This approach allows all party members to contribute by finding and protecting these artifacts.
Ancestral Connections: The party learns that the threads of reality are tied to the ancient lineages of various races. By seeking out the oldest and wisest members of different races (not necessarily spellcasters), the party can gather knowledge and perform a ritual that repairs the damage. This approach highlights the importance of diverse skills and backgrounds.
Forging Bonds: The party discovers that the weakened reality can be strengthened through the power of deep connections. They must rekindle relationships with powerful entities, like elemental lords, ancient dragons, or even extraplanar beings. By building alliances and convincing these entities to lend their strength, the party can mend the fabric of reality.
Artisanal Creations: The party needs to create enchanted objects using rare materials and their combined skills. These items would act as anchors, holding together the fraying reality. This approach emphasizes crafting, engineering, and resourcefulness rather than spellcasting.
Arcane Nexus: The party locates a hidden place where magic and reality intersect. They must tap into the essence of this place, using it as a focal point to mend the damaged threads. This could involve solving complex puzzles, deciphering ancient texts, or even performing a physical task that channels the energy of the nexus.
Binding the Multiverse: The party learns of a forbidden ritual that binds their reality to a stronger, neighboring reality. By making a pact with the guardians of this neighboring reality, they can reinforce their own reality. This pact could require sacrifices or challenging trials that test the party's mettle.
Guardians of Order: The fabric of reality is maintained by ancient cosmic guardians who stand at the crossroads of dimensions. The party must prove their worthiness to these guardians through feats of bravery, diplomacy, and intelligence. Upon proving their worth, the guardians share their wisdom and grant the party the power to repair reality.
Remember that this is your homebrew campaign, so you have the creative freedom to introduce unique concepts and mechanics. Feel free to modify existing spells, items, or mechanics to fit the narrative. Ultimately, the key is to provide a challenge that allows various members of the party to contribute based on their strengths and backgrounds.
I can come up with a few
If you want something from an adventure there is the maze engine from out of the abyss. Its an engine made to maintain reality by the plane of law. The module has an encounter where the damaged engine spits out random effects before exploding. You could run similar combat encounters