All over the place on this dimension chaos and ache are yoked into kind by the momentum of a protracted gone entity’s unbridled rage. None are positive how lengthy Wheel has turned, if it is going to ever cease, or what would possibly occur ought to that happen—however all know the title of Kevaxxa for it echoes nonetheless within the uncommon lull from the screams of those that have change into trapped right here. What is maybe most wretched of all is that there’s all the time offered the hope of escape, the slight likelihood of getting out of this hellish place goading the struggling souls inside onward in an infinite cycle of torment.
Though they aren’t native to Wheel, demons of every kind discover they’re welcome right here and by no means compelled to endure it. As an alternative these fiends enjoyment of capering in regards to the wretched realm, inflicting tortures and consuming the mortals that die in its cruel embrace. Everybody else has been despatched right here as punishment, occurred upon the dimension by likelihood, or have been in any other case fooled into coming to Wheel—and it’s uncommon for any of them to flee to warn others of their destiny.
Planar Traits. Wheel has the next planar traits and the Narrator ought to make use of the acid, crowd, dense smoke, excessive warmth, fireplace, excessive gravity, miring floor, and powerful winds encounter components. When it’s potential to take action, noticing certainly one of these encounter components earlier than it’s too near keep away from requires a DC 16 Faith examine.
Word. This dimension just isn’t acceptable for tier 0 events.
Inevitable Ingress
When a non-fiend enters Wheel it all the time seems inside the Gelatinous Gullet until introduced there by a want spell, although sufficiently highly effective entities (like epic adventurers or gods) can find its exit on the Ethereal Airplane and pressure their means inside from the alternative finish. Makes an attempt to go away Wheel with out using the want spell or by touring via the Ethereal Escape mechanically fail.
A creature that dies in Wheel completely reduces its hit cube by 1d4 and its whole hit factors by the end result × 2. If a creature has no hit cube left or its whole hit factors are lowered to 0, it dies and can’t be restored to life by any means.
Large Threat Large Reward. The primary time an adventurer completes the cycle of Wheel and escapes they achieve a degree’s value of expertise. As well as, alongside the best way they discover a randomly decided magic merchandise of a rarity outlined by their tier (tier 1: unusual, tier 2: uncommon, tier 3: very uncommon, tier 4: legendary).
Good Options. Every spoke of Wheel affords PCs an edge or some different means for overcoming it, and Narrators ought to encourage adventurers to be artistic when tackling these infernal obstacles.
1st: Gelatinous Gullet
The primary place practically each customer to Wheel encounters is the nigh-endless gullet of the creature that slayed Kevaxxa, cursed to without end keep right here consuming the weak. How far down the gullet a creature is once they enter Wheel is the same as 20 ft × its problem ranking or degree. In the beginning of every of its turns a creature makes a Energy saving throw (DC 2 + 1 per earlier profitable save) or it’s grappled by pustulating polyps, the greedy arms of people who have fallen already, or malevolent quasits that pull it 40 ft again into the gullet. On a hit, a creature is as a substitute slowed till the beginning of its subsequent flip.
Aerobatics. A creature with a fly pace is ready to make an Acrobatics examine as a substitute of a Energy saving throw, although on a failed examine it’s pulled 80 ft again into the gullet.
2nd: Spiked Span
Rolling out of the maw of Wheel’s accursed behemoth is a metallic tongue stuffed with row upon row of serrated spikes. That is the place a creature exits the Gelatinous Gullet, and despite the fact that few nonetheless have an urge for food to get out of it once they see the place it goes there are fiends ready to poke and prod them again from whence they got here. To cross the Spiked Span a creature should first use an motion to make a DC 13 Energy or Structure saving throw, taking 13 (3d8) piercing harm and being pushed again into the Gelatinous Gullet the place it’s grappled till the beginning of its subsequent activate a failure. On a hit the creature can transfer ahead throughout the 50-foot bridge, making an Acrobatics examine (DC 5 + 2 per earlier profitable examine) for every 5 ft of motion or taking 7 (2d6) piercing harm.
Small-Footed. Creatures of Small measurement mechanically succeed on Acrobatics checks to cross the Spiked Span.
third: Triple Trapdoors
After crossing the Spiked Span is a wall with three shuttered home windows round which fiends aplenty watch. Behind every window waits a sadistically playful demon: two pink and one inexperienced. When a creature crosses the bloodying bridge the monsters name out in voices identified to it with a problem: level to the window with the inexperienced demon behind it. Because the creature makes its choice they implore it to level at one window or one other with guarantees of salvation, accusations of deception, and private insults because the horrible viewers jeers.
Whichever window a creature chooses, roll 1d8 (granting a +1 bonus for each time it has overcome the Fiery Fortress). On a results of 8 or larger it chooses the proper window and is allowed to proceed to the Crushing Channel, however on a decrease end result it chooses the incorrect window and is quickly deposited into the Fiery Fortress—whether or not by falling via a gap that all of a sudden seems within the flooring, being flung there by telekinesis, plucked up by a big abyssal claw and dropped, or briefly swallowed by a large bouncing fiendish amphibian solely to be vomited again out.
Particular Senses. A herald’s Divine Sense permits them to detect which window has a inexperienced demon behind it by making a DC 13 Charisma saving throw to deal with the fiends behind the wall, and a ranger with fiends as a Studied Adversary features an experience die on the d8 roll. When one other creature in a position to see behind the wall (or such a herald or ranger) makes use of the Assist motion to help a creature with the Triple Trapdoors, roll the d8 twice and use the upper end result.
4th: Fiery Fortress
What as soon as could have been a proud citadel has been lowered right into a labyrinth, the shatters of piled rubble making up the maze eternally burning from embers left by the fires of Kevaxxa’s rage. When a creature begins its flip within the Fiery Fortress or first enters into it, the creature makes a Dexterity saving throw (DC 6 + 1 per earlier profitable save) or it takes 7 (2d6) fireplace harm. To flee the Fiery Fortress a creature should transfer a minimum of 30 ft every flip, making an Intelligence saving throw (DC 5 + 3 per earlier profitable save) with benefit if transferring 60 ft or extra. After 3 profitable saving throws, the creature escapes the Fiery Fortress.
Burrow Down. Any makes an attempt to leap or fly over the Fiery Fortress end in being slapped again down by a large fiendish hand that offers 9 (2d8) bludgeoning harm or an abyssal blast of fireside that offers 9 (2d8) fireplace harm. A creature with a burrow pace is ready to dig beneath nevertheless, and doesn’t must make Dexterity saving throws to keep away from fireplace harm every flip.
fifth: Crushing Channel
Victims which have handed the Triple Trapdoors are prodded and poked by fiends into a large funnel, hellhounds ravaging anybody that tries to flee the press of our bodies. After making three profitable Acrobatics or Athletics checks (DC 9 + 2 per earlier profitable examine) a creature can pressure its means via the Crushing Channel. On a failed examine a creature takes 7 (2d6) bludgeoning harm, and on a failure by 5 or extra it suffers a degree of fatigue. A creature that’s already fatigued as a substitute suffers a degree of strife.
Coordinated Effort. As an alternative of an Acrobatics or Athletics examine, an Intimidation or Persuasion examine with drawback can persuade different mortals being pressured via the Crushing Channel to work collectively to push via.
sixth: Rigged Racket
On the opposite aspect of the Crushing Channel is a gambler’s desk the place a demon and debt taker sit ready. To proceed ahead a creature should wager one thing; examples embrace its sense of marvel or pity, the reminiscence of a beloved one, fiery hatred for a nemesis, a longtime hope, childhood ambition, favourite taste, capability to smile or frown, or an necessary secret.
Bets listed below are both move or don’t move, and the shooter should all the time guess. First the shooter rolls 2d6. On a 7 or 11, the shooter made the move and bets are matched. On a 2, 3, or 12, don’t move bets are paid as a substitute. When bets are paid to the shooter there are 3 ways to gather: if the shooter has wagered something it’s returned to them, they might select to amass what others have wagered, or to easily proceed onward to Ethereal Escape. Another end result (4, 5, 6, 8, 9, or 10) turns into the purpose and the shooter continues rolling till they get the purpose once more (and move bets are paid) or they roll a 7 (and don’t move bets are paid). After failing because the shooter thrice a creature is pulled by cosmic forces in the direction of Brutal Butchery.
Sly Shooter. When a creature proficient with Sleight of Hand checks is the shooter, it rolls twice and chooses the end result, and if it additionally features experience cube on Sleight of Hand checks it as a substitute rolls thrice and chooses the end result.
seventh: Brutal Butchery
A creature drawn to this space of Wheel is magically paralyzed by the realm’s telekinesis till it’s strung the other way up by its ft in entrance of a butchering demon (of a CR equal to ¼th its degree, or if it has no ranges then ½ its CR). The creature is strung up utilizing thick leather-based (escape DC equal to the creature’s degree or CR; AC 13, 20 hit factors) and whereas strung up it’s grappled and restrained. The butchering demon makes an attempt to slay the creature in single fight, but when the fiend is defeated the creature is as a substitute allowed to wander in the direction of Ethereal Escape.
Discount Escape. A demon about to engorge itself on violence inflicted towards an already struggling mortal is troublesome to cease, but when supplied one thing of immense worth it is likely to be satisfied in any other case. All the things a soul has supplied as much as the fiends of the Rigged Racket is probably going not useful sufficient to suffice—it’ll need the love one has for his or her little one, father or mother, or partner, the recollections of their best triumph, or a life-changing secret to cease itself.
eighth: Ethereal Escape
Reaching this space means discovering the one route to go away Wheel, and a creature right here is ready to use its motion to open the traditional picket doorways and transfer from right here out into the Ethereal Airplane. As soon as there it’s drawn in the direction of the realms materials—although the way it can absolutely return there after escaping this torturous place is one other matter altogether.
Ideas and Prayers. So long as a creature is acutely aware on this space, the dynamics of planar forces defend it from fiends and it is ready to take a brief relaxation. As well as, it may well see different creatures all through Wheel and pray for them with a DC 15 Faith examine for every section of the cycle. On a hit, the creature additional again in Wheel features an experience die on capability checks and saving throws to beat that impediment, or on a results of 20 or larger it as a substitute features benefit.