Chaos of the Multiverse

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Introduction

I had a strange dream about traveling between worlds using magical portals, and decided to test ChatGPT. So this adventure is based on my dream and answers from Opes language model, ChatGPT.

All images are generated by different image generation AIs.

I use the Fudge Shape-shifting rules, and assume that the reader has read that article first.

In this high magic and intrigue adventure, 4-6 shape-shifting characters will embark on a journey through multiple worlds. Players will experience a world filled with magic and unknown dangers as they uncover the secrets behind their shape-shifting abilities. As the adventure progresses, players will be faced with challenges that test their skills and resolve, leading them to uncover hidden truths about the world and themselves. The adventure promises to be a thrilling ride through fantastical realms, as players use their shape-shifting abilities to overcome obstacles and uncover the mysteries of this unique world.

Comes with 6 pre-generated player characters suited for this adventure.

A mysterious force is causing rifts to open between different worlds, unleashing chaos and destruction. The players are tasked with traveling through these portals and stopping the source of the rifts before it's too late.

Setting

The adventure takes place in a fantasy world with elements of high magic, where magic portals and shape shifting are common. The players can start in their own world and travel to others as they progress through the adventure.

Sample PCs

The Warrior

Name Suggestions

Sir Roland, Thraindor, Lady Kaela, Lyra the strong

A seasoned warrior who has honed their combat skills through years of experience on the battlefield. They are fearless and willing to charge into any fight, armed with a powerful weapon and a strong sense of honor.

In addition, they possess the ability to shape-shift into a fierce beast, granting them increased strength and ferocity in battle.

They have a deep respect for the Cleric, who has saved their life in battle on multiple occasions, and a friendly rivalry with the Psion, who they often compete with to see who can solve puzzles the fastest.

In addition to their fearless nature, the Warrior harbors a deep-seated fear of being betrayed by those they trust. They keep this fear hidden from their companions, as they don't want to appear weak or indecisive.

Flaw

Overconfident, often rushes into dangerous situations without proper planning.

The Nature Focus

Name Suggestions

Aric Hawkwood, Arwendil, Wildwood, Nightwatcher, Lady Rosalind, Lady Arianne, Thorne Nightrunner

A ranger or druid who has a deep connection to the natural world. They are an expert in tracking and survival, and are able to harness the power of nature to aid them in their quest.

They can also shape-shift into any animal they have a deep connection with, granting them increased agility and the ability to blend into their surroundings.

They have a close bond with the Wizard, who they grew up with and learned magic from, and a mutual respect with the Warrior, who they often work with to overcome obstacles and defeat enemies.

The Nature Focus is searching for a powerful magical artifact that they believe is hidden within one of the other worlds they will be visiting. They keep this a secret from their companions, as they don't want to share the reward with anyone else.

Flaw

Arrogant, believes that their vast knowledge grants them the right to make decisions for others.

The Wizard

Name Suggestions

Starweaver, Alistair the wise, Eilira Shadowweaver, Marisella Moonstone

A powerful wizard who has devoted their life to studying the arcane arts. They are capable of harnessing immense magical power, but must be careful not to become consumed by their own abilities. In addition, they have the ability to shape-shift into an elemental form, granting them increased resistance to physical harm and the ability to control the elements.

They have a lifelong friendship with the Nature Focus, whom they grew up with and learned to appreciate the natural world from, and a professional respect for the Psion, who they often collaborate with to solve complex problems.

The Wizard has a dark secret that they have been using forbidden magic to extend their life, but at a cost. They fear that their powers will eventually consume them and they will become a monster, which is why they are on this quest. They keep this a secret from their companions, as they don't want to be rejected by them.

Flaw

Paranoid, constantly mistrusts others and hoards information.

The Thief

Name Suggestions

Robin Goodfellow, Shadowclaw, Elvira Swiftfoot, Ysabelle

A nimble rogue who is skilled in the arts of thievery and deception. They are quick and cunning, able to slip in and out of situations undetected and gather valuable information for their allies. They also have the ability to shape-shift into an inanimate object, allowing them to evade detection and escape danger.

They have a friendly rivalry with the Warrior, whom they often compete with to see who can complete tasks the fastest, and a professional relationship with the Cleric, whom they often rely on for information and guidance.

The Thief is secretly searching for a long-lost relative, Remy, whom they believe is in one of the other worlds. They keep this a secret from their companions, as they don't want anyone else getting in their way.

Flaw

Greedy, often puts personal gain above the well-being of the party.

The Cleric

Name Suggestions

Lightbringer the Paladin, Mithrellas, Brother Marcus, Kaela the Radiant, Arianne the Holy

A devout follower of a deity who wields powerful divine magic. A healer and a protector, and driven by a strong moral code to aid those in need and defeat evil wherever it may be found. They also possess the ability to shape-shift into a radiant being, granting them increased charisma and the ability to project holy energy.

They have a deep respect for the Warrior, whom they have saved from danger on multiple occasions, and a professional relationship with the Thief, whom they often rely on for information and guidance.

The Cleric is struggling with a crisis of faith, as they have begun to question the morality of their deity's actions. They keep this a secret from their companions, as they don't want to lose their followers or be seen as weak.

Flaw

Overzealous, their crisis of faith causes them to overcompensate in their religious zeal and leading to hypocritical behavior.

The Psion

Name Suggestions

Isadora, Lilith, Dreamseer, Valtorion, Kael Mindstar

A gifted telepath and telekinetic who has honed their psychic abilities to remarkable levels. They are able to read the thoughts of others and manipulate objects with their mind. In addition, they possess the ability to shape-shift into a being of pure energy, granting them increased mental fortitude and the ability to project powerful psychic forces.

They have a friendly rivalry with the Warrior, whom they often compete with to see who can solve puzzles the fastest, and a professional collaboration with the Wizard, whom they often work with to solve complex problems.

The Psion is haunted by vivid nightmares and strange visions, which they believe are messages from another realm. They fear that they may be losing their grip on reality, and they keep this a secret from their companions, as they don't want to be seen as crazy.

Flaw

The Psion character's nightmares and strange visions are not just random occurrences but instead a manifestation of their own inner turmoil. This turmoil is a result of a traumatic event in their past that they have not yet come to terms with. The visions and nightmares serve as a constant reminder of this trauma, causing the Psion to struggle with feelings of guilt and shame.

Act I: The Call to Adventure

The players receive a summons from a powerful wizard, Archmage Eudora, who informs them of the rifts and the need for their help. Eudora explains to the character that rifts are opening to this world, and that the characters must travel through these rifts and find what causes them and stop who or whatever is creating them.

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Image of Eudora generated from the description using canva.com

Eudora is an enigmatic wizard, known for her wisdom and knowledge of the arcane. She has spent a lifetime studying the planes of existence, and is considered one of the foremost experts on interdimensional travel. Despite her vast intellect, Eudora is known to be a bit reclusive, spending most of her time in her laboratory, conducting experiments and delving into the mysteries of the multiverse. Despite her reserved nature, those who have worked with her speak highly of her, praising her dedication to the advancement of magical knowledge and her unwavering commitment to the greater good.

Eudora has a stately appearance with silver hair, piercing blue eyes. Her tall, slender frame is draped in long flowing robes of deep blue, trimmed in silver and adorned with intricate patterns and symbols. She carries herself with grace and a calm demeanor, and often has an enigmatic smile on her face. Despite her age, Eudora has a youthful energy and vitality that belies her years, and is a charismatic and inspiring figure to those who meet her. She carries a long, slender staff that she uses as a tool for casting spells. Overall, Eudora exudes an aura of power and knowledge, and those who meet her are often left in awe of her wisdom and skill.

Before they leave, Eudora hands them a World Key to bring the characters back to their own home world. She explains to the characters how the world key works, and explains that this intricate golden key with a red ruby is their only guarantee of returning home. Eudora will also gift a Shape Bracelet to each character who cannot inherently change shape.

World Key

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Images of world keys generated from the description using DALL-E

The World Key is a small, intricately carved, golden key with jagged teeth and a singular red gem in the center. The key is small enough to be held in the palm of a hand and its design is unique to each world it opens a portal to. Some believe that there exists only a single key for each world, while others believe that several copies can exist.

The World Keys are highly sought after by those who seek to explore the multiverse, and their value is considered priceless by those in the know.

Once per day the World Key can be used to open a portal to the keyed world. The portal is by default a 1.5m x 2m rectangle which glows golden along the frame and reveals what the world looks like beyond. The portal stays open for 1 minute, or until the opener chooses to close it, as long as nobody is in the middle of the door. The portal is only visible from the activation side. From the destination side it looks like the traveler is stepping out of thin air. Closing of the portal makes an audible cracking sound on both sides of the portal.

With a successful Good (+1) Magic skill check the portal shape can be changed to anything as long as the size of the portal remains within 0.5x to 2x the original size.

The portal will appear on a random spot in the target world, but it can be moved with a Superb (+3) Magic use skill check.

Shape Bracelet

The magical bracelet is a small, delicate piece of jewelry, made of an unknown metal that seems to shimmer with inner light. It is said to have been created by a long-forgotten race of shape-shifters, and imbued with powerful magic to allow the wearer to take on the form of any sentient species they choose.

The bracelet has a simple, unassuming design, with a single gemstone set in the center that seems to change color depending on the light and the user's thoughts. To activate the bracelet, the user need only touch the gemstone and focus their mind on the desired form. The transformation is immediate and flawless, with the user's appearance, mannerisms, and even their vocal patterns adapting to match their new form. The bracelet is said to be incredibly difficult to find, and even more difficult to unlock its full potential, but for those who do, the possibilities for adventure and exploration are truly limitless.

Act II: Traveling Through the Portals

The players must navigate through various portals, each leading to a different world with unique challenges and obstacles. These worlds could include a world of elemental magic, a world inhabited by strange creatures, or a world controlled by a powerful evil sorcerer.

In each world, the players must gather information and complete tasks to help them locate the source of the rifts. Mainly it will require them to find another rift and travel through it to the next world.

They may encounter allies and enemies along the way, and use their shape-shifting abilities to blend in and overcome obstacles. GMs may add in as many additional adventures in exotic worlds as they see fit, after Act III and before Act VI. The purpose of Acts III to VI is to bring the plot forward.

Act III: The Animator

In one of the worlds, the players encounter a benign creature known as the "Animator". The Animator has the ability to control inanimate objects and use them to its advantage.

The players must negotiate with the Animator or complete a task for it in order to pass through the world safely. The task could involve retrieving an object from a dangerous area or solving a puzzle.

Alternatively, the Animator could join the players on their journey and use its abilities to help them along the way, providing an ally for the rest of their adventure.

Concluding Thoughts (from ChatGPT)

The encounter with the Animator could serve as a puzzle-solving or negotiation challenge, requiring the players to think creatively and use their skills.

The Animator could provide a unique and memorable experience, adding diversity to the worlds the players visit.

Consider incorporating the Animator's abilities into future challenges, requiring the players to work with it or overcome its powers.

The Animator

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The Animator generated with canva.com from the description.

The Animator is a benign fragile creature with the ability to control inanimate objects. It protects itself by taking the shape of inanimate objects, like a rock or a statue. It's also intelligent and sentient.

Stat Score
Body Fair (+0) (Scale -1)
Mind Good (+1)
Will Good (+1)

Gifts / Supernormal powers

  • Control Inanimate Object

  • Shape Shift (Inanimate Object)

  • Unfazeable

    • The Animator cannot be surprized in any situation

  • Innate Magic Talent

Faults

  • Curious x 2

    • The Animator is curious about everything and everyone, and likes to investigate interesting things by hand. The Animator must make a Superb (+3) Will check to resist satisfying its curiosity.

  • Fragile

    • Body Scale -1 when dealing and receiving physical attacks.

Skills

Skill Level
Shape Shift Superb (+3)
Magic Theory Good (+1)
Animation Fair (0)

Notes

Control Inanimate Object allows the Animator to bring inanimate objects to life and control their movements within a 5m radius. If anyone is holding the object they must make an opposed Will check versus the Animator. If the Animation skill attempt fails the object doesn't come to life.

Shape Shift (Inanimate Object) allows the Animator to transform into an inanimate object, such as a statue or a rock. The Superb level indicates the Animator's mastery of this ability.

Innate Magic Talent reflects the Animator's ability to perform magical feats.

Curious and Fragile reflect the Animator's tendency to act impulsively and its vulnerability to harm in its natural form.

This stat block is a starting point, and the GM may adjust the abilities, skills, and attributes based on the specific needs of the adventure.

Act IV: World of Betrayal and Dark Magic

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The World of Betrayal generated from the description using canva.com

The PCs find themselves in a strange and unique world where the air is thick with magic and the creatures and landscapes are unlike anything they have seen before. This world is unique in that it's dominated by powerful arcane energies that can be harnessed by skilled wizards.

The sky is constantly covered in a thick shroud of storm clouds, casting a dim and eerie light upon the land. The earth is scarred by deep gorges, towering peaks and jagged rocks, making travel treacherous. The rivers run red with an unknown, supernatural toxin that causes mutations in the local flora and fauna.

Despite its inhospitable environment, the world is home to a number of unique species, including sentient creatures capable of shifting their forms, much like the PCs. However, the most dangerous inhabitants are the twisted creatures, born from the toxic rivers, who roam the land in search of prey.

However, the balance of this world was shattered by the arrival of a powerful wizard, Arcturus the Arch Mage, who is using evil mind control to bend these creatures to his will. He seeks to conquer this world and use it as a stepping stone to take over other worlds utilizing the same rifts that the PCs are investigating.

The PCs soon discover that there is a cabal of seemingly good wizards trying to oppose Arcturus, and they ask for the PCs' assistance. However, as the PCs delve deeper into this world, they begin to realize that the supposed good wizards are not as they seem. In fact, they are also evil and plan to use the PCs as a decoy while they make their move against Arcturus.

As the PCs navigate the dangerous and treacherous world of betrayal and dark magic, they must also deal with their own struggles. The wizard of the party has been using dark magic to extend their own life, putting them at odds with the other members of the party. Meanwhile, Arcturus' grip on the world tightens, and the PCs must race against time to stop him from achieving his ultimate goal.

Arcturus carries with him a magical map that shows the locations of various portals between worlds. This map, which he keeps well-guarded, gives the PCs a glimpse into the scope of his plans and a hint of his true origin.

The map is written in a mysterious script that only the most learned of wizards can decipher, but the PCs may be able to use it to find their way back to their own world. However, they must be careful, as Arcturus is likely to guard the map fiercely and will not hesitate to use his dark magic to protect it.

By obtaining the map, the PCs can begin to unravel the mystery of Arcturus' plans and potentially find a way to the source of the rifts. But they must be quick, as the wizards' cabal and the twisted creatures of this world will be hot on their heels.

Arcturus the Arch Mage

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Images of Arcturus the Archmage from the description using canva.com

Arcturus the Arch Mage is a tall, imposing figure, with a regal bearing and a menacing presence. His long white hair and beard give him the appearance of a wise elder, but the cold gleam in his eyes betrays his true nature. Arcturus is a master of the dark arts, a cunning and powerful sorcerer who uses his magical abilities to control those around him and bend them to his will. He is a cold, calculating individual, with a ruthless streak that is matched only by his ambition. With his powerful mind control spells, Arcturus seeks to conquer this world and use it as a stepping stone to take over other worlds, using magical portals to spread his tyranny across the multiverse. Despite his evil deeds, Arcturus is a charismatic and cunning individual, who can be charming and convincing when it serves his purposes. He is a formidable opponent, who should never be underestimated.

Attributes

Attribute Level
Strength Mediocre (-1)
Dexterity Good (+1)
Constitution Fair (0)
Intelligence Great (+2)
Wisdom Good (+1)
Charisma Good (+1)

Skills

Skill Level
Spellcasting Superb (+3)
Portal Magic Amazing (+4)
Mind Control Great (+2)
Leadership Good (+1)
Intimidation Good (+1)

Advantages

  • Staff of the Arch Mage

    • Grants +3 bonus to spellcasting

  • Robes of the Arch Mage

    • Provides protection against magic: +2 to defence against incoming spells

  • Magical map of portals

Disadvantages

  • Arrogant (-2 to rolls involving humility or modesty)

  • Sadistic (-2 to rolls involving mercy or compassion)

Equipment

  • Staff of the Arch Mage

  • Robes of the Arch Mage

  • Map of the Portals

Personality

Arcturus is an arrogant and cunning individual who takes great pleasure in bending others to his will through the use of magic. He seeks to conquer this world and use it as a stepping stone to take over other worlds, and will stop at nothing to achieve his goals.

Winged Horror

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Image of a Winged horror from the description using DALL-E

This mind-controlled mutant monster is a large, terrifying creature with leathery wings, a barbed tail, and razor-sharp claws. Its movements are graceful and fluid, but its eyes are wild and crazed, evidence of the mind control it is under. Despite its fearsome appearance, the creature is easily controlled by Arcturus, who uses it to terrorize his enemies and spread chaos.

Attributes

Attribute Level
Strength Fair (0)
Dexterity Great (+2)
Constitution Good (+1)
Intelligence Terrible (-3) [Mindless]
Wisdom Poor (-2)
Charisma Terrible (-3)

Skills

Skill Level
Unarmed Combat Good (+1)
Flight Great (+2)

Advantages

  • Aerial Agility (+2 to rolls involving maneuverability in the air)

  • Intimidating Presence (+1 to rolls involving fear or intimidation)

Disadvantages:

  • Dumb (-2 to rolls involving intelligence or knowledge)

  • Fearful (-1 to rolls involving courage or bravery)

Mutant Beast

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Images of Mutant Beasts from the description using canva.com

The mutant beast is a terrifying creature, a hybrid of several different animals. It has razor-sharp claws, a muscular body covered in fur, and a snarling maw filled with teeth. Its eyes are wild and crazed, and its movements are erratic and unpredictable. Despite its ferocity, the beast is easily controlled by Arcturus, who uses it as a tool of terror and destruction.

Attributes

Attribute Level
Strength Good (+1)
Dexterity Great (+2)
Constitution Good (+1)
Intelligence Terrible (-3)
Wisdom Mediocre (-1)
Charisma Terrible (-3)

Skills

Skill Level
Unarmed Combat Great (+2)
Stealth Good (+1)

Advantages

  • Ferocious (+2 to rolls involving fear or intimidation)

  • Fast (+1 to rolls involving speed or quickness)

Disadvantages

  • Dumb (-2 to rolls involving intelligence or knowledge)

  • Unpredictable (-1 to rolls involving teamwork or coordination)

Act V: Overgrowth

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Images of overgrowth generated from the description using canva.com

The world of Overgrowth is a place where nature has run rampant. A mysterious, magical object from another world has been deposited here, causing the flora and fauna to grow at an exponential rate. The once-thriving cities are now being consumed by towering trees, tangled vines, and brambles that seem to come alive with a will of their own.

The people of Overgrowth are struggling to survive, as their crops wither and their homes are destroyed by the unstoppable growth. Many have fled to the few remaining pockets of civilization, but even there, the encroaching wilderness is slowly taking over.

The PCs can help this world by discovering the source of the overgrowth and neutralizing its effects. This may involve traveling deep into the heart of the overgrown forests, braving the dangers of the wilds, and facing off against powerful and hostile creatures. They may also need to seek the aid of the wise elders of the few remaining settlements, who may hold the key to unlocking the secrets of the magical object.

Ultimately, the PCs must use their skills and cunning to uncover the truth behind the magical object and restore balance to the world of Overgrowth. In doing so, they may not only save the lives of its inhabitants but also uncover the secrets of another world and potentially unlock the door to even greater adventures.

Example obstacles

These are just a few examples of the kinds of animated plants that might be encountered in the world of Overgrowth.

Tendril Vine

The tendril vine is a slender, green plant that can grow to great lengths, wrapping itself around anything in its path. Its coiling attack is its primary method of capturing prey, wrapping tightly around them and restricting their movements. The tendril vine can also rapidly regenerate damage by absorbing sunlight through its photosynthesis ability.

Coiling Attack

Agility - Good (+1). The tendril vine uses its flexible, vine-like body to wrap around its prey, dealing damage and restricting their movements.

Photosynthesis

Endurance - Great (+2). The tendril vine can quickly regenerate damage by absorbing sunlight.

Thorn Bush

The thorn bush is a dense, prickly plant covered in long, sharp thorns. Its spiky defense makes it difficult to approach, damaging anyone who tries to get too close. The thorn bush can also blend seamlessly into its surroundings, waiting patiently for unsuspecting prey to pass by.

Spiky Defense

Strength - Good (+1). The thorn bush's sharp thorns make it difficult to approach, dealing damage to anyone who tries.

Ambush

Perception - Great (+2). The thorn bush can remain perfectly still, blending into its surroundings, waiting for prey to pass by.

Poison Ivy

The poison ivy is a creeping, green plant that grows quickly and can spread over a large area. Its leaves secrete a toxic sap that can cause skin irritation and vomiting, making it difficult for prey to escape. The poison ivy's spread ability allows it to quickly grow and cover a large area, trapping prey and making escape difficult.

Toxic Touch

Power - Good (+1). The poison ivy's toxic sap can cause skin irritation and vomiting, making it difficult for prey to escape.

Spread

Will - Power (+2). The poison ivy can quickly grow and spread over a large area, trapping prey and making escape difficult.

Act VI: The City of New Haven

Remy the master Thief

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Image of Remy generated from the description using canva.com

Remy is a charismatic master thief, who is known for his exceptional thievery skills and quick thinking. He is a smooth talker, able to talk his way out of sticky situations and charm his way into high society events. Remy is a shape-shifter, able to change his form at will to better suit his needs, be it for infiltration, distraction or escape. He is confident in his abilities and always has a backup plan, making him a difficult target to catch. Despite his criminal activities, Remy has a code of honor and will not hesitate to use his skills for the greater good.

Remy had come to this world after escaping from the authorities in his home world. He quickly rose through the ranks of the criminal underworld, using his cunning and shape shifting abilities to become the most feared criminal in the city. However, despite his success, Remy is constantly looking over his shoulder, as he knows that there are powerful forces that want him dead.

Attributes

Attribute Level
Agility Great (+2)
Strength Good (+1)
Endurance Fair (0)
Will Fair (0)
Intelligence Great (+2)
Perception Superb (+3)

Skills

Skill Level
Stealth Superb (+3)
Lockpicking Superb (+3)
Climbing Great (+2)
Pickpocketing Great (+2)
Disguise Great (+2)
Charm Superb (+3)
Thievery Great (+2)

Powers

Shape-shifting

Remy is a talented shape-shifter, able to change into any sentient species. This allows him to blend in with crowds, escape detection, and gain access to restricted areas.

Quick thinker

Remy is always quick to assess situations and find a solution, allowing him to get out of tight spots in a pinch.

Equipment

  • Set of lockpicks

  • Grappling hook and rope

  • Disguise kit

  • Dagger for self-defense

Flaws

Wanted

Remy's reputation as a master thief has earned him many enemies, who are constantly seeking retribution for their crimes.

Entering the City

The party finds themselves in a bustling metropolis, the city of New Haven. The city is plagued by crime and corruption, and the people live in fear of the notorious criminal organization, the Iron Hand. The PCs soon discover that the leader of the Iron Hand is none other than the long-lost relative of the Thief, Remy.

The PCs are approached by a group of concerned citizens who are tired of living in fear of Remy and his gang. They ask the PCs for help in overthrowing Remy and bringing peace back to the city.

In the process of stopping Remy, the PCs will have to navigate the treacherous streets of Thieve's Haven, avoiding the many dangers that lurk in the shadows. They will also have to contend with rival gangs and corrupt officials who are in league with Remy. In the end, the PCs will face a final showdown with Remy, where they must use all of their skills and cunning to defeat him and restore peace to the city. The Thief PC will be torn between their loyalty to their family and their fellow PCs. The PCs will have to use all of their skills and smarts to outwit the deadly forces of New Haven and bring Remy to justice.

The city of New Haven is unique in that it is built on the ruins of an ancient civilization. The remnants of this civilization have granted the city a certain level of magical power, which has been harnessed and exploited by those in power. The PCs will have to navigate the magical and dangerous ruins in order to reach Remy.

Reaching The Next World

Remy, the rogue and shape-shifter, has discovered an ancient tome hidden in a forgotten library that holds the secrets to accessing a place called "The Next World". The book is written in an unknown language, but Remy is able to decipher some of the text through his knowledge of ancient cultures and artifacts. According to the tome, The Next World can only be reached by using a rare and powerful magical artifact, a World Key, which is said to be guarded by a powerful entity. The tome also reveals the location of the World Key and the steps necessary to reach it. Remy realizes that he cannot complete the journey alone and seeks out the rest of the party to help him uncover the secrets of The Next World.

The location of the artifact is described in the tome as being located in the heart of the city on which New Haven is built on. The heart of that ancient city is the heart of the slums of New Haven. An ancient temple still stands there, and the remnants of powerful magic still linger… This part of the city is crumbling and overgrown with vines. To reach the temple, one must navigate through a maze of twisting alleys and decrepit buildings, avoiding dangers of the worst of New Haven or travel beneath the streets and face the remnants of traps and guardians left behind by the long-dead sorcerers. The journey to the temple is treacherous, but those who persist will be rewarded with the chance to claim the artifact and unlock the secrets of The Next World.

The tome states that the World Key is safeguarded by the Trials of Shadow and Light, a vault with an intricate lock, and a guardian spirit.

The Trials of Shadow and Light

The Trials of Shadow and Light is a series of challenges and obstacles that must be overcome in order to reach the vault where the powerful artifact is guarded by the Guardian Spirit. These trials are designed to test the players' ability to think creatively, solve puzzles, and navigate a challenging environment filled with illusions and traps.

The trials are focused on the manipulation of light and shadow, and the players will need to use their wit to overcome them. Some challenges might involve finding hidden pathways in the shadows, deciphering illusions to uncover the correct path, or solving puzzles that involve both light and shadow in order to progress.

The trials are meant to be both challenging and rewarding, offering the players a chance to test their skills and demonstrate their bravery and smarts. They also serve as a rite of passage, separating those who are worthy from those who are not. Once the players have successfully completed the Trials of Shadow and Light, they will be ready to face the Guardian Spirit and claim the artifact.

The Vault of the World Key

The vault is located deep within the temple and can only be accessed by those who have successfully completed the Trials of Shadow and Light. The entrance to the vault is marked by a large, intricately carved stone door, with symbols of Light and Shadow etched into the surface.

As the characters approach the door, they will feel a chill run down their spine as the Guardian Spirit's presence becomes apparent. The door itself is sealed with powerful magic, and can only be opened by solving a puzzle that involves both light and shadow.

Once the puzzle is solved and the door is opened, the players will find themselves in a chamber of cold stone, with flickering torches providing the only light. In the center of the chamber lies the World Key, resting on a pedestal of dark stone. The Guardian Spirit floats ominously in the air, ready to defend the World Key from intruders.

The Guardian Spirit

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Image of the Vault and the Guardian spirit from the description using DALL-E

The Guardian Spirit is a formidable opponent, and will use its powers of illusions to confuse and disorient the characters. The chamber itself is also filled with traps and illusions, making it a challenging environment to navigate. The players will need to rely on their skills and teamwork to overcome the Guardian Spirit and retrieve the World Key, before escaping the vault and making their way to The Next World.

Attributes
Attribute Level
Strength Fair (0)
Dexterity Good (+1)
Endurance Good (+1)
Will Great (+2)
Knowledge Superb (+3)
Perception Good (+1)
Skills
Skill Level
Illusion Magic Superb(+3)
Defense Great (+2)
Insight Good (+1)
Intimidation Fair (0)
Advantages
  • Immune to normal weapons

  • Can create and control illusions

Disadvantages
  • Vulnerable to certain magical attacks

  • Physical form is an illusion, making it difficult to hit with physical attacks

Powers
Phantom Blast

The Guardian Spirit can unleash a blast of phantom energy, causing Good damage and potentially disorienting the target.

Confusing Illusions

The Guardian Spirit can create confusing and convincing illusions, potentially causing targets to become lost or disoriented.

Reality Warp

The Guardian Spirit can warp reality within a limited area, altering the perceptions of those within it and potentially making objects or structures appear or disappear.

Act VII: World of Conflicted Identity

The PCs arrive in a world where they encounter Nivana, the confused demi-god, who is plagued by inner turmoil. Nivana has just learned that she is the daughter of Aamin, the Lord of Chaos, and one of his Priestesses. This discovery has thrown Nivana's identity into disarray, as she has always been raised as an agent of Law by Luminar, the Lady of Law. Nivana's powers stem from her connection to Chaos, yet she was raised to serve Law.

The Next World is a manifestation of Nivana's own internal conflict, as it is a place where the forces of Chaos and Law are constantly at odds with each other. The landscape is torn apart by violent storms and powerful magic, with strange portals opening and closing at random. The inhabitants of this world are caught in the crossfire, struggling to survive amidst the chaos and destruction.

In The Next World, the Psion character will discover that their vivid nightmares and strange visions are actually coming from a powerful entity trapped in a mystical realm. The confused demi-god, Nivana, is the source of the portals and opens and closes them subconsciously as she is crying out for help. However, the Next World is draining Nivana's power and she is unable to open the portals on her own to or from this world.

The characters must navigate this dangerous world and find a way to help Nivana come to terms with her place in the pantheon. They must learn about the conflict between Chaos and Law, and find a way to help Nivana find balance between the two. They will face many challenges, including the opposition of agents of Law who view Nivana as a traitor, as well as the unpredictable and dangerous forces of Chaos.

In the end, the characters may be able to help Nivana gain a greater understanding of her divine powers and her place in the pantheon. By doing so, they may be able to restore balance to this world and help Nivana find peace within herself.

The confused demi-god, Nivana

The demi-god, Nivana is a being of immense power, but also of great confusion. This entity was once revered as a deity, worshipped for her ability to bring order and balance to the world. However, as time went on, she became trapped in a state of confusion and uncertainty, unable to fulfill her divine purpose.

As they journey through the world, they will encounter Nivana's embodied fears and desires, which will try to stop them. They will also discover memories and events from Nivana's past that have contributed to her current state of confusion.

To aid Nivana, the characters must not only physically reach her but also help her come to terms with her past and reconcile her conflicting desires. This will require not only bravery and cunning, but also empathy and a deep understanding of Nivana's motivations.

Only by helping Nivana find peace within herself can the characters restore balance to this manifestation of her confusion and free her from its grasp.

The final task

The players must find a way to communicate with Nivana, understand her confusion, and help her regain control of her powers.

The unique challenge the characters face in this world is the duality of the situation. On one hand, they must find a way to free the demi-god and restore her power, as her confusion is affecting not only the entity, but also the balance of the entire world.

On the other hand, they must also deal with the aftermath of the Cleric's crisis of faith and help the character find their own truth and beliefs. The characters must navigate through the complicated and conflicting desires of both the demi-god and the Cleric character to succeed in their mission.

The final battle could involve the players working together with the demi-god to close the rifts, while also defending against other forces seeking to exploit the situation.

Concluding Thoughts (from ChatGPT)

The encounter with the confused demi-god offers a unique twist to the typical "defeat the evil entity" climax.

The players have the opportunity to demonstrate empathy, problem solving, and communication skills, in addition to combat abilities.

The resolution of the adventure could have a profound impact on the demi-god, leaving open the possibility for future encounters or even alliances.

Concluding Thoughts for the campaign (from ChatGPT)

Encourage the players to use their shape-shifting abilities to overcome challenges and think creatively.

The worlds and tasks can be tailored to the players' strengths and weaknesses to make the adventure challenging and rewarding.

Offer the possibility for future adventures in different worlds, allowing the players to continue their journey through the multiverse.

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Final Thoughts (my own)

Using ChatGPT was a very eye-opening experience. I learned a lot more about AIs, and found a new amazing tool to use as a GM to generate and flesh out adventure ideas. I also learned that to use ChatGPT effectively this way it's better to also give it the context of RPGs. I was surprized to find that it knew enough about Fudge to be able to make NPCs and monster stat blocks.

Sometimes ChatGPT did get a bit confused or came up with a new idea while I was trying to flesh out some vague detail. I also found that it often gives generic content such as there should be a puzzle, but when I tried to get it to make a puzzle it was sometimes hard. ChatGPT also got a bit hung up on certain words and phrases. I also had to regenerate the description of Arcturus as I discovered it was pretty much a copy of Eudora's description. ChatGPT will happily keep re-using things if you let it. Basically it is constantly just full of BS, so you have to be a bit on your toes with its replies.

It was very easy to have ChatGPT to create descriptions of people and things, and it will also use whatever context you give it, sometimes in surprising ways.

Images: It was amazing to be able to generate cool images for this post by just describing what I wanted. Sometimes it was a bit of a miss. I found that DALL-E is good at creating images without humans in it, and was really impressed by the images of people that canva.com is able to generate! I tried a few other AI image generators, but with less success. They often tend to generate somehow psychedelic images.

I can also see myself having ChatGPT as a permanent GM tool, not only in session preparation, but also when running a game, to give more flavor to scenes, and to help flesh out NPCs which weren't meant to be more than a background character. A quick line to ChatGPT will easily give a name and a personality to a random NPC.

So thank you ChatGPT, I look forward to our future adventures together! A question to you my dear readers, would you be interested in reading about more ChatGPT shenanigans?