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Choloā (cho-lo-AH)

by hughpierre

Levels 1 - 12

Plot points/Scenes

Desert Encounters

1. Stray Dogs
1 Wild Dog, 3 Wild Dogs or a Xoloitzcuintle (variable difficulty)
Wild Dogs
STRDEXCONINTWISCHA
8 (-1)15 (+2)11 (+0)3 (-4)12 (+1)6 (-2)
Armour Class: 12
HP: 3 ( d6 )
Speed: 40ft
Proficiency Bonus: +2
Skills: Perception +3
Abilities:
  • Advantage on WIS (Perception) checks that rely on hearing or smell
  • Advantage on an attack roll against a target if at least one of the dog's allies is within 5ft
  • Bite: d4-1 piercing damage
  • Xoloitzcuintle
    STRDEXCONINTWISCHA
    10 (+0)14 (+2)12 (+1)3 (-4)12 (+1)7 (-2)
    Armour Class: 12
    HP: 9 ( 2d6+2 )
    Speed: 40ft
    Proficiency Bonus: +3
    Skills: Perception +3, Stealth +4
    Abilities:
  • Advantage on WIS (Perception) checks that rely on hearing or smell
  • Advantage on an attack roll against a target if at least one of the dog's allies is within 5ft
  • Bite: d8+2 piercing damage
  • 2. Shadow Warrior
    Karusi, a shadow warrior who crashes into the party while testing makeshift "Da Vinci"-style wings. He is indifferent, and can be made friendly or hostile depending on DC 12 CHA checks.
    While wearing a bearded bear skin, gains
  • 40ft Speed
  • AC 12
  • (Recharges after a Short or Long Rest). When he takes damage, damage is reduced by d12+4
  • Bite: 2d10+5 piercing damage
  • Claw: 2d8+5 slashing damage
  • STRDEXCONINTWISCHA
    20 (+5)10 (+0)18 (+4)10 (+0)15 (+2)10 (+0)
    Armour Class: 10 or 12
    HP: 161 ( 19d8+76 )
    Speed: 30 ft. swim 30 ft.
    Proficiency Bonus: +3
    Skills: Athletics +8, Perception +8, Survival +5
    Abilities:
  • Advantage on WIS (Perception) checks that rely on smell
  • Axe: d12+5 slashing damage
  • 3. Desert Frogs
    A mating pair of desert frogs.

    Their slime can be used in a salve, which can be applied as an action that grants resistance to heat damage for a day
    STRDEXCONINTWISCHA
    6 (-2)12 (+1)12 (+1)2 (-4)14 (+2)10 (+0)
    Armour Class: 11
    HP: 7 ( 2d4+2 )
    Speed: 40 ft., burrow 5 ft
    Proficiency Bonus: +2
    Skills: Steath +3
    Abilities:
  • Bite: d4+1 piercing damage
  • -2 penalty on attack rolls, ability checks, saving throws and DC saving throws
  • 4. Escaped Slave
    A muscular and healthy slave is found on the edge of the periphery who is eager to team up with the party as they travel towards some place of safety.
    STRDEXCONINTWISCHA
    20 (+5)13 (+1)16 (+3)9 (-1)10 (+0)10 (+0)
    Armour Class: 18
    HP: 93 ( 11d10+33 )
    Speed: 30 ft., burrow 20 ft
    Proficiency Bonus: +3
    Abilities:
  • Can burrow through solid rock at half its burrowing speed that leaves a 5ft-wide, 8ft-high tunnel in his wake
  • Can add one additional damage die to any weapon attack roll
  • 5. Land Trap
    A trap within an 120ft area is buried 5ft below the location, from where a thorny rope (AC 20; 10 hp) protrudes. Within 3 rounds each stage is enacted:
    1. Immediately deals 4d8+4 piercing damage, which can also be broken if a creature takes an action and succeeds on a DC 15 STR check against it.
    2. The target is grappled (escape DC 15). Until the grapple ends, the target is now restrained and has disadvantage on STR checks and STR saving throws, and another target cannot be grappled.
    3. The rope pulls each creature grappled up to 25ft straight into the earth that, even if freed, halves speed until healed.
    Destroying the rope deals no damage to the trap mechanism.

    While buried the trap has full cover but it can be dug up by any character as an action.
    6. Great Cats
    3 great cats around a water hole.

    Their jaws can be crafted into small tools which grant a +1 bonus to rolls, but break on a natural 1.
    STRDEXCONINTWISCHA
    16 (+3)15 (+2)14 (+2)3 (-4)12 (+1)6 (-2)
    Armour Class: 12
    HP: 39 ( 6d8+12 )
    Speed: 40 ft., climb 20 ft., swim 20 ft
    Skills: Acrobatics +4, Perception +3, Stealth +4
    Abilities:
    • Bite: d8+3 piercing damage. On a critical hit, it rolls damage three times, instead of twice.
    • Claw: d6+3 slashing damage
      • If a claw attack hits a surprised target, it may use a bonus action to make a bite attack
    • Advantage on WIS (Perception) checks that rely on smell
    • With a 10ft running start, it can long jump up to 25ft. It can jump 10ft vertically and can safely land twice that distance.
    7. Police Patrol
    The party notices warriors in pursuit of the PCs. They might be good fighters, but poor trackers and investigators.
    Roll a d6 at the start of each of their turns. On a 1, they do nothing competent that would lead them to discovering the PCs
    STRDEXCONINTWISCHA
    16 (+3)12 (+1)17 (+3)9 (-1)11 (+0)9 (-1)
    Armour Class: 13
    HP: 90 ( 12d8+36 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Survival +4
    Abilities:
  • At the start of their turn, can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn
  • Mace: d8+3 bludgeoning damage
  • 8. Desert Bandits
    2 desert bandits fire a volley of warning shots at the PCs from behind some rocks that grant them three-quarters cover. They demand the PCs surrender their possessions and leave.
    They can only be dissuaded with a DC 20 CHA check or a DC 15 CHA check with a suitable bribe determined by GM
    STRDEXCONINTWISCHA
    19 (+4)16 (+3)17 (+3)17 (+3)15 (+2)18 (+4)
    Armour Class: 15
    HP: 127 ( 15d10+45 )
    Speed: 40ft
    Proficiency Bonus: +3
    Skills: Perception +5, Stealth +6
    Abilities:
  • Slam: Target take 2d6+4 bludgeoning damage and is grappled (escape DC 14). Until this grapple ends, the target is restrained.
  • Longbow: 2d8+3 piercing damage plus 3d6 poison damage
  • 9. Rock Miners
    d6+2 Mountain Toiks are heading towards home carrying rock samples, rations, bedrolls and medicine.

    Though grim, they are neither violent nor spoiling for a fight.
    STRDEXCONINTWISCHA
    14 (+2)11 (+0)14 (+2)11 (+0)10 (+0)9 (-1)
    Armour Class: 16
    HP: 26 ( 4d8+4 )
    Speed: 25ft
    Proficiency Bonus: +2
    Abilities:
  • Advantage on saving throws against poison and illusions
  • Resistant to being charmed or paralyzed
  • Disadvantage on attack rolls and WIS (Perception) checks that rely on sight
  • (1/Short or Long Rest). For 1 minute, double on STR-based attacks and advantage on STR checks and STR saving throws
  • 10. Dragon
    The PCs encounter a dragon at a distance; either the PCs see it soaring in the sky or striding the wastes from miles away. If the adventure is particularly perilous, the PCs may stumble upon it on the ground.

    If, to their peril, the PCs disturb or interact with it, the creature can be dissuaded from destroying them with:
    1. DC 12 Insight check to realize it is dying; otherwise, PCs perceive it as hostile
    2. DC 15 CHA check to soothe it
    3. a substantial offering of food
    All conditions must be met for PCs to avoid hostilities. In the event of hostilities, the GM might allow the PCs can escape with sufficient effort or ingenuity; since it has other priorities.
    STRDEXCONINTWISCHA
    29 (+9)14 (+2)29 (+9)30 (+10)17 (+3)25 (+7)
    Armour Class: 22
    HP: 370 ( 19d20+171 )
    Speed: 40 ft., climb 30 ft., fly 80 ft.
    Saving Throws: CON +17, INT +18, WIS +11
    Proficiency Bonus: +8
    Skills: Magic +18, Insight +11, Perception +11
    Abilities:
  • (3/day). Can choose to succeed a failed saving throw
  • Advantage on saving throws to maintain concentration
  • Advantage on saving throws against spells and other magical effects
  • Bite: 2d8+9 piercing damage plus 4d6 fire damage
  • Tail: 2d6+9 bludgeoning damage
  • At the end of another's turn, target within 15ft of him must succeed on a DC 25 DEX saving throw or take 2d4+9 bludgeoning damage and be knocked prone. Can then fly up to half their flying speed
  • 11. Hungry Coyote
    A hungry coyote that will scavenge human meat but prefers its normal prey. If characters toss food, it will eat it before chasing elusive prey.
    STRDEXCONINTWISCHA
    10 (+0)15 (+2)11 (+0)3 (-4)14 (+2)5 (-3)
    Armour Class: 13
    HP: 9 ( 2d8 )
    Speed: 40ft
    Saving Throws: DEX +4
    Proficiency Bonus: +2
    Skills: Steath +4
    Abilities:
  • Advantage on WIS (Perception) checks that rely on hearing or smell
  • Can use a bonus action to take the Disengage action and move up to 5ft
  • Bite: 2d4+2 piercing damage
  • 12. Hunger-Mad Hunters
    d4+3 desert hunters driven mad with hunger attack the PCs.
    STRDEXCONINTWISCHA
    14 (+2)12 (+1)11 (+0)6 (-2)10 (+0)7 (-2)
    Armour Class: 15
    HP: 22 ( 5d8 )
    Speed: 30ft
    Proficiency Bonus: +2
    Abilities:
  • Spear: d6+2 piercing damage or d8+2 piercing damage if used with two hands to make a melee attack
  • When they reduce a target to 0 hp with a melee attack on their turn, they can take a bonus action to move up to half their speed and make a d4+2 bite attack
  • 150ft Range Bow: d8+1 piercing damage
  • 13. Hunting Band
    6 member hunting band from Crochide is seeking food. They are hostile at first but can be reasoned with on the successful DC 15 or 20 of any relevant ability check.
    STRDEXCONINTWISCHA
    12 (+1)15 (+2)13 (+1)8 (-1)12 (+1)7 (-2)
    Armour Class: 15
    HP: 33 ( 6d8+6 )
    Speed: 40ft
    Proficiency Bonus: +2
    Skills: Perception +3, Stealth +4, Survival +3
    Abilities:
  • Advantage on DEX (Stealth) checks made to hide
  • 14. Physical Competition
    4 elkin are bizarrely walking inline in the desert far from home. They are looking for bragging rights:
    1. Tharnak Nenemi
    2. Cetl Nenemi
    3. Vornak Maskab
    4. Aldra Quiyahuātl

    STRDEXCONINTWISCHA
    18 (+4)11 (+0)16 (+3)10 (+0)15 (+2)10 (+0)
    Armour Class: 12
    HP: 67 ( 9d8+27 )
    Speed: 30ft
    Proficiency Bonus: +2
    Skills: Athletics +6, Perception +4, Survival +4
    Abilities:
  • (Recharges after a Short or Long Rest). When they take damage, damage taken is reduced by d12+3 .
  • Greataxe: d12+4 slashing damage
  • Javelin: d6+4 piercing damage
  • d4 Contest
    1 Tug o' War. Two teams grip opposite ends of a 50ft long rope. The teams need not have the same number of members, and the Elkin have no objection to being outnumbered.

    If the sum of the characters' combined STR scores is higher than the sum of their combined STR scores, the characters win the tug o' war. If the sums are the same, the contest ends in a draw. Otherwise, the Elkin win.
    2 Hand Standing. Each participant must do a handstand and hold that position for as long as possible. The contest ends when the majority of one team can't hold their handstands and either give up or fall over.

    Resolve the contest using DC 10 STR (Athletics) group checks: each team repeats the group check until one team fails it.
    3 Rock Lifting. Two large rock of roughly equal size are located nearby, and each team picks a champion. Whichever champion lifts their boulder first wins the contest for their team.

    The champions make one or more simultaneous DC 20 STR (Athletics) checks; the first one to succeed wins. If both succeed at the same time, the one who rolled the highest first, wins. If both succeed and their rolls are the same, the contest ends in a draw.
    4 Boulder Roll. Two 10ft diameter boulders are dug up, and a finish line is drawn in the sand 50ft away from them. The first team to roll their boulder across the finish line wins.

    Resolve the contest with a series of simultaneous DC 15 STR (Athletics) group checks. With each successful check, a team rolls their boulder 10ft closer to the finish line.
    15. Drunk
    A drunk intoxicated by chichinanácatl comes stumbling through the waste on his own. He is familiar to other wanderers in the party's group who will take him with them, no matter what the PCs say. This with delay the group as a whole by a day.
    STRDEXCONINTWISCHA
    6 (-2)15 (+2)10 (+0)14 (+2)14 (+2)11 (+0)
    Armour Class: 12
    HP: 7 ( 2d6 )
    Speed: 5 ft., fly 30 ft.
    Proficiency Bonus: +2
    Skills: Arcana +4, History +4, Religion +4
    Abilities:
  • If knocked prone, roll a d6 . On an odd result, he lands upside-down and is incapacitated. At the end of each of his turns, he can make a DC 10 DEX saving throw, righting himself and ending the incapacitated condition.
  • (1/Day). Characters within a 15ft cone must succeed on a DC 10 DEX saving throw or be vomited on in a foul-smelling liquid. A coated character exudes a horrible stench for d4 hours, but can be removed by using a short rest to bathe in water, alcohol or vinegar.
  • 16. Disguised Adventurer
    A disguised adventurer, wearing only non-metal armour and carrying bone weapons.

    He will attempt to deceive the party into thinking he is friendly and try to accompany them until the next encounter with a hostile creature or the rest of his gang; at which point he becomes hostile.
    STRDEXCONINTWISCHA
    10 (+0)16 (+3)12 (+1)12 (+1)10 (+0)13 (+1)
    Armour Class: 15
    HP: 33 ( 6d8+6 )
    Speed: 25ft
    Proficiency Bonus: +2
    Skills: Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7
    Abilities:
  • On each of his turns, can use a bonus action to take the Dash, Disengage or Hide action
  • Advantage on saving throws against poison, magic and illusions
  • Resistant to being charmed or paralyzed
  • Once per turn, can deal an extra 2d6 damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5ft of an ally and doesn't have disadvantage on the attack roll.
  • 17. Opportunist Wanderers
    A group of 2d4 wanderers, with the same stats as the party, require a DC 15 CHA check to avoid violence if there is a balance in numbers.

    If the PCs outnumber and threaten them, they would offer a dried herb or animal pelt to avoid violence.
    18. Terror Birds
    d6+4 river toik are managing their flock around Lightning Lake or Lake Lightning; and who on a d20 1-13 are indifferent to the party. Otherwise, they are hostile.

    5d6 terror birds are domesticated for their raw eggs, which are regarded as a nourishing delicacy for any traveler. Their meat, however, is less appetizing.
    STRDEXCONINTWISCHA
    14 (+2)12 (+1)12 (+1)2 (-4)10 (+0)5 (-3)
    Armour Class: 11
    HP: 19 ( 3d10+3 )
    Speed: 50ft
    Proficiency Bonus: +2
    Abilities:
  • Claw: d8+2 slashing damage
  • 19. Highway of Lizids
    The party comes across a highway of lizids that can be caught for food with a successful DC 10, 15 or 20 Survival check.

    This can be modified by appropriate tool use for advantage on their check or that lowers the DC by 2-5 depending on its usefulness.
    • Success: Catch d4 lizards, enough to provide sustenance for the day
    • Partial Success: Catch d2 lizards, enough for a light meal
    • Critical Success: Catch 2d4 or more
    STRDEXCONINTWISCHA
    6 (-2)15 (+2)13 (+1)10 (+0)12 (+1)10 (+0)
    Armour Class: 13
    HP: 7 ( 2d4+2 )
    Speed: 15ft
    Proficiency Bonus: +2
    Skills: Perception +3, Stealth +4
    Abilities:
  • Bite: Target takes d4+2 piercing damage and must succeed on a DC 11 CON saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until they takes damage or another character uses an action to shake them awake.
  • Advantage on WIS (Perception) checks that rely on sight, hearing or smell.
  • 20. Dragonflies
    A giant swarm of dragonflies appears overhead that gives a temporary reprieve of the sun.
    STRDEXCONINTWISCHA
    6 (-2)17 (+3)10 (+0)4 (-3)10 (+0)6 (-2)
    Armour Class: 13
    HP: 22 ( 5d8 )
    Speed: 10 ft., fly 40 ft.
    Abilities:
  • Can occupy another's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect
  • Can't regain hp or gain temporary hp
  • (1/Day). Characters within 10ft must succeed on a DC 13 DEX saving throw or be outlined for 10 minutes to everyone beyond the desert horizon within 1 mile and can be unerringly tracked.
  •   Roll d20 for an encounter that reflects a harsh desert setting.

    Themes

    Social Displacement

    Forced to navigate the world without what they once had, the PCs are now strangers in a strange land; struggling to adapt to new norms and customs.   As they move from place to place, they face prejudice, mistrust, and sometimes even hostility from locals who view them as outsiders. The group must learn to survive without their previous status, forming alliances with other groups or learning to exploit the local hierarchies in different regions.   Throughout the campaign, characters are constantly reminded of their loss, with moments of homesickness and longing for the life they once knew. They are forced to grapple with identity and belonging, questioning whether they should try to reclaim their former glory or embrace their new roles in a new society.
    d6 Issue
    1 On a failed CHA check, you can retry with -10 penalty with each consecutive retry
    2 The duration of effects you can apply to allies is halved. Only applies to effects with a specified duration.
    3 Whenever you must break off from the team to do something you must add d5min3 to any DC save during the action.
    4 Whenever you apply an effect on an ally, make a DC 10 WIS save. If you fail, they have a -4 penalty when making a WIS or INT check for 1 minute
    5 The duration of effects applied by allies are halved. Only applies to effects with a specified duration.
    6 The duration of effects applied by enemies are doubled.

    Structure

    Exposition

    The party starts out laying low on a ferry that is taking them from the central capital to an outlying district. For whatever reason, the PCs are on the run and must quickly gather as much useful resources as they can, before escaping into exile.  
    At the end of each hour spent fishing or bird catching near the lake(s), the character must make a DC 15 WIS (Survival) check. A failed check indicates nothing is caught during that hour. If the check succeeds, the character hooks a fish or nets a bird and must make a STR (Athletics) check contested by their prey's STR check to pull it towards them. The prey has advantage on its check.   If PCs fail the check, it escapes. A character who fails the check by 5 or more must succeed on a DC 10 DEX saving throw or lose the related tool.

    Conflict

    Calixtlahuaca Campa
    Level 1 - 4

    PCs have gotten away from the initial search for them.   They find their way to a border territory and have to move through an urban setting, dodging patrols and nosy NPCs, before escaping into exile in the desert.

    Rising Action

    Under The Sand
    Level 4 - 6

    Having found sanctuary in a desert town, the PCs are entreated to purge a bandit hideout. However, that base turns out to be a buried fortress hiding a secret weapon under the earth that will inevitably cause mass destruction to those on the surface.

    Climax

    Crochide
    Level 7 - 9

    The party's previous refuge is under attack and the PCs play a roll in its defense and saving its people.

    Falling Action

    Jungle
    Level 9 - 12

    To speed up Crochide's recovery, the PCs are asked to travel, a week or more away from Crochide, to the lush and dangerous northern jungles to retrieve resources for their rebuilding.

    Resolution

    Weather Forts
    (Level 12 - 15)

    As an option, PCs explore an ancient settlement that is visibly alien. It contains all manner stranger and stranger living things and malfunctioning technicals.

    Relations

    Protagonists

    PointsEffect
    1+
  • -1 on CHA checks
  • 11+
  • Another -1 on CHA checks
  • a -2 CON reduction
  • 21+
  • Additional -2 on CHA Checks
  • 31+
  • Another -2 on CHA checks
  • Another -2 CON reduction
  • 41+
  • Another -2 on CHA checks
  • Exiles

    The PCs are either
    1. a slave fleeing for their freedom
    2. breaking a quarantine
    3. on the run from a crime they did, or did not, commit
    It is a situation outside their comfort zone and experience a level of stress that impacts how strangers perceive them.
    Depending on the situation, the GM can issue a point that inflicts a role play penalty on the PCs. PCs accrue these points according to how poorly they have interacted with new cultures they come across.

    Allies

    Desert Nomads

    The Toiks on the Plain do not have a home most times out of the year. they use scavenged materials, bone weapons, and scarce resources to defend themselves against marauding raiders, fickle winds and relentless heat.   Regardless, the treks they take are well traveled by them in medium to large group for protection. They are generally not opposed to walking with strangers if they are going the same way.

    Neutrals/Bystanders

    Other Travellers

    In spite of the barren environment, a few from greener pastures have ventured into the unfamiliar for any number of reasons:
    • To extract resources
    • To search for answers
    • To hide
    • To get to the other side

    Competitors

    Old Rivalry

    Despite best efforts; relationships from the homeland can follow the characters, even to the edge of civilization.   Otoerm Coil is vulnerable to raids via the Garden Plot. Thus, their leadership aims to preempt such incursions with several hidden observational positions in the desert itself. However, these outposts are minimally regulated and unscrupulous bosses have a tendency to exceed their mandate.

    Adversaries

    There is no shortage of people who might understandably rob the party for their food. But the Berons and the Taulli are especially war-like in these parts. These groups are either set in an eternal war or as part of intense training.   Wargs may also wander from the Northern Range and ambush PCs with military precision with better equipment than others. Though not all are so outwardly aggressive.

    Weapons

    MaterialsCost RangeWeightDamageMelee To-HitBreakage %
    Bone30%50%-1-150%
    Obsidian50%50%--75%
    Metal100%100%---
    Stone50%75%-1-225%
    Wood10%50%-2-350%
    Nonmetal weapons are prone to breaking. If on an attack roll, you roll a natural 1 or a natural 20, roll a percentile die . If the result is equal to or more then its breakage percentage, the weapon breaks.

    This does not apply to weapons that fire ammunition. However, non-metal ammunition are not recoverable. Against metal armours, non-metal weapons automatically fail a breakage check.
    Achtoqueztli
    Tradition / Ritual | Dec 7, 2020

    Exhaustion Conditions

    d6-1 Effect
    1 Heat Penalty: Disadvantage on CON saving throws to resist dehydration and heatstroke.
    2 Blistering Winds: Speed is reduced by 10ft if traveling through sandstorms or harsh winds.
    3 Sunburned Skin: Long rests do not recover hp unless the party finds shelter from the sun.
    4 Searing Pain: Any healing received is reduced by half while exhausted.
    5 Total Fatigue: Unable to move due to heat exhaustion. Must succeed on a DC 15 CON saving throw every hour or gain another level of exhaustion.
    6 Final Collapse: The character collapses under the weight of the sun and dehydration. Without immediate intervention (healing or magical aid), death occurs.
    • If a character fails a CON saving throw against dehydration, they gain a level of exhaustion; in addition to other sources of exhaustion.
    • If characters do not find shelter or appropriate heat protection during travel through the day, they must make a DC 10 CON saving throw or suffer one level of exhaustion.
    • Consuming insufficient food or water per day results in a level of exhaustion.
    • A short or long rest in deep shade or underground or by an oasis may allow the recovery of one level of exhaustion.


    Cover image: Me and the Moon by Amr Gamal