Click on the number/letter of your prompt to jump to it.
When rolling for the story, don't forget to add your modifiers based on your character type + items you may have!
It is recommended to use a D20 dice, which you can do if you have one or use an online one.
On your last adventure, you traversed your home world of the Drifted World in search of The Lost City. Successful in your findings, you entered the city that was long considered lost and even myth. You expected to find treasures beyond your imagination and a kingdom to call yours. What you didn't expect was to be sucked into a portal into a world that is unlike anything you've ever seen.
Upon entering the drowned world, you feel a sense of wrongness and like the world has been turned upside down. Well, quite literally. Above you, the sky seems viscous and is teeming with swimming creatures, the likes of which you’ve never seen. Below, your ship floats on a sea of pure black, nothing to indicate what might move beneath the glossy surface. There is no sun or moon to speak of as you are thrown into this world of darkness.
A cross between a whale and octopus nearly sideswipes your ship as you are sucked towards three tunnels.
The first tunnel you can glimpse a glittering land of purple, so vibrant it certainly must be a vision of witchcraft. The sands of the land seem to twinkle like the stars missing from the sky… (this is stop 1)
The second tunnel seems to be made of ice, as if you could step on the towering mountains and crack it wide open. Shadows move across it as it reflects the things moving around it… (this is stop 2)
The last tunnel image burns against your eyes with its bright flaming island. The sand seems to shift as you try to look at it, but it might just be a trick of your eyes or perhaps it suggests strong winds for your sails… (this is stop 3)
You arrive at an island covered in glittering purple sand that even twinkles like the night sky, as if the stars are trapped under the surface. No light exists in this world’s sky, so the sand seems to gleam from within.
The moment you step ashore, you realize the problem: gravity doesn’t exist here. Sand floats upward in shimmering clouds where you step and your loose items begin to drift away into the sky. You need to find a way to keep your crew from floating away and immediately.
Ahead, you can see a ray of purple light that seems to be shining out of the middle of the island. With your spyglass, you can see a necklace floating within the light. You just have to find a way to it without floating into the dark sea of the sky…
To get this treasure, you will need to roll 11 or higher in Wit.
Failed Roll (1-10):
Your brain just can't wrap itself around the idea of no gravity. You misjudge your movements and can't seem to figure out any items that might help you get across. As you continue to disturb the sands and manage to at least get back to your ship, the necklace floats away into the sky...
Success Roll (11-20):
You are able to create a chain of your crew using ropes and manage to get to the necklace. It glows purple and shimmers. As you pick it up, gravity starts to return. The sand settles and you are able to make it back to your ship.
Pendant of the Moonveil
+1 Wit
This necklace gives the wearer the ability to briefly control gravity once per day.
Glass mountains loom around you, reflecting your crew from every angle, making impossible copies of them. As you continue to sail through this mirror hell, you begin to notice that not all the reflections seem to be staying. At first, a smile when the owner of the reflection is not. Then some barring weapons you have never seen before. Movements keep catching your eye and before you know it, your ship is being surrounded by copies of your crew, the reflections stepping out of the mountains. Mirror images rippling with their own sneers, impossibly wide mouths and long teeth, fingers tipped with claws begin to advance.
You try to fight off what looks like an army of yourself. Then, ahead you see a palace made of the same glassy ice. You know the answer to this problem likely lies within.
To get this treasure, you will need to roll 11 or higher in Luck.
Failed Roll (1-10):
The fighting is rough, with several of your crew falling to evil versions of themselves before reaching the palace. Inside, the only thing is a mirror sitting upon a pedestal. When you look in it, your reflection smiles eagerly back at your frowning face. It reaches out and you attack it, rejecting the horror in front of your eyes. The reflection retreats back into the mirror and shatters the glass, showing no more reflections.
Success Roll (11-20):
As you fight, you begin to realize the mimics each represent a possible version of its owner. You get lucky in guessing what will counter each version of you.
Inside the palace, the only thing is a mirror sitting upon a pedestal. When you look in it, your reflection smiles eagerly back at your frowning face. You recognize it as a part of you and the mirror becomes yours.
Mirror of Shadowself
+1 Luck
The mirror can be asked once a day, "What am I not seeing?" and it will show a brief vision of a hidden truth.
Your ship immediately breaches onto an island of golden, burning sand. You decide to venture inland to see if you can get a better understanding about where you have landed. As you take a few steps, you look back at your ship to find that the shore is now miles away. Every time you take a step, the sand shifts beneath you, as if the island is rearranging itself to keep you there.
You know the only way forward, it to keep going. Sometimes, you catch strange hints: a half buried map, footprints appearing and disappearing in directions, broken watches and shovels. Heavy footfalls seem to take you far away, with light ones keeping you close. Then, a looming doorway into a large dune appears. Inside, an hourglass full of water lays on its side, water twisting back and forth between the chambers.
To get this treasure, you will need to roll 11 or higher in Stealth.
Failed Roll (1-10):
Unfortunately, you step too heavily and the island realizes where you are. Sand begins to pour into the doorway, rapidly filling the room. You and your crew scramble to get out as the chamber collapses into the sand, the hourglass lost in its depths. You are careful to tread lightly until you hit the shore again.
Success Roll (11-20):
You instruct your crew to stay back as you carefully place each step into the chamber. The sand begins to swirl as you get closer, trying to learn where you are in attempts to fight you back. In a swift motion, you grasp the hourglass, and the sand freezes midair. As you tilt the hourglass, the sand falls and the island is still. When you board your ship, you look back to find the island is gone.
Shifting Sands Hourglass
+1 Stealth
Flipping the hourglass rewinds the last 6 seconds, undoing an action, attack, or failed check. The user remembers what happened, but no one else does.
You and your crew are drifting through this dark sea, looking for any signs of human life, when you spot a glow on the horizon. As you get closer, you begin to make out a massive pirate ship, double even the size of your vessel. You know there are likely great treasures aboard if you can just convince them to let your crew onboard...
But as you demand to meet with the captain of the ship, the sailors don't seem to hear you. In fact, they are still as statues and seem to fade in and out of view. The boat itself seems to be illuminated with a sickly green light, which you assume is some sort of magic. You become uneasy as the sailors remain frozen, until a single figure moves, just a bit, just to catch your eye. They open their mouth, but no words come out, and beckon you onto the ship before freezing again.
Upon setting foot on deck, a large mass of darkness comes slamming into you. It has no real shape, the shadows moving here and there all around you. It screams, "FEED ME YOUR SOUL! FORFEIT YOUR SOUL TO ME!" It does this to each of your crew that steps aboard, and you realize it is attracted to sound. You must find a way to release the souls of this ghost ship without having your own taken by the Ghastly Warden.
To get this treasure, you will need to roll 9 or higher in Stealth.
Failed Roll (1-9):
It doesn't seem to matter what you do, you manage to step on every creaky board on the boat, alerting the Warden to you every time. Feeling threatened, the Warden demands his sailors come to life and attack you. You just manage to get off the ship, but you can feel the ghost of a hand print on your back, as if marking you.
Success Roll (10-20):
You are able to reach the captain's cabin without much incident, with your crew doing some distracting when you made noise. Inside, you see souls trapped within a large glass bottle, swimming within a green substance. You grab the bottle, rushing out to find the ghost crew coming alive to fight yours. You smash the bottle on the deck. While the souls fly back to their owners and the Warden screams in anguish, you and your crew slip back to your boat and race away. A ghostly figure has joined your crew in the chaos, begging to help in some way.
Grateful Spirit
+1 Stealth +1 Luck
The spirit, feeling indebted to you, remembers the seas from its lifetime and can provide clues about routes, monsters, hidden islands, or lost treasure.
You manage to spot a large, deep river running between mountainous lands. The peaks glitter blue and black at this distance, unlike any snow you've ever seen. Although in this world, you highly doubt it is snow. You hope to find some settlements, some sign of human life on the banks. Rivers tend to lead to towns and trades.
As you sail through, you begin to notice dark shapes moving in the waterlike sky above your ship. They seem to grow in number, and before long, there are wyvern's circling your ship, claiming you as their next meal. The black shapes on the mountains you realize were wyverns and their nests and you've sailed right into their territory. You need to fight them off if you plan to make it through with all your limbs...
To get this treasure, you will need to roll 9 or higher in Vigor.
Failed Roll (1-9):
A wyvern catches you off guard, grabbing you with its talons and raising you into the inky sky. You fight against the grip, watching as your ship gets smaller below you. You tear off your beloved coat, falling through the sky before crashing into the water beside your ship. Your shoulder burns where the talons gripped you, but you manage to fight off enough to get your ship away, coatless and without some of your crew.
Success Roll (10-20):
You are able to anticipate the dive movements of the wyverns and use it against them. You and your crew strike at the perfect moments, sending many reeling away. Realizing you are not easy pray, the wyverns retreat to the mountain tops. You pick up the reminder of the battle off the deck: a long fang.
Wyvern Fang
+1 Vigor +1 Wit
Drips with a paralyzing poison that never seems to run out.
Coming around a bend through a group of islands, you spot a breathtaking city. Pearly white towers rise far into the dark sky, glowing coral bridges linking the clusters of opalescent buildings. Upon entering the city, you are greeted by masses of beautiful and breathtaking humanlike creatures. Their eyes are larger, their mouths more supple, their limbs longer and more graceful. They are dressed in fluid like cloths and adorned with shells of which you've never seen the likes. The most telling part of them being very much not human though, is their skin. Deep shades of purples and blues and greens. But, they are welcoming and each of your crew members if given a personal guide through the luxuries they have to offer.
You start to settle in after a few days. You know there is a reason you should go, something related to home, but you can't be bothered to think about it. Everything here is perfect, and you need a few more days of rest damnit! You deserve the pampering. Plus, you are enjoying the attention of your very attractive guide who you can't seem to stop finding reasons to see and touch.
Then, as you lay beside your guide after a long day of parties and events, the thought "Siren! Siren! Siren! " pops into your head...
To get this treasure, you will need to roll 9 or higher in Luck.
Failed Roll (1-9):
You dismiss your silly thoughts and continue to enjoy the lavish, beautiful city and its people. Weeks go back, and you begin to notice how sickly you feel. You have become malnourished, bruised, tired when you thought the opposite was happening. One of your crew finds you and convinces you that you've been hypnotized by sirens. You are able to make it out with most of your crew, but you spend the rest of your life longing for the touch of your siren guide.
Success Roll (10-20):
Turns out, your siren guide has taken quite the liking to you as well. After a great feast, instead of returning to your room, they lead you through tunnels hidden beneath the city. They bring you to a cove, full of bioluminescent fish swimming around your head, swirling like stars around your ship sitting there. The siren kisses you before revealing their true self, dangerous tail and teeth, and hands you one of their scales. They spend the rest of the night breaking the spell over your crew and bringing them to you, before watching you escape.
Siren's Scale
+1 Vigor +1 Stealth
Gives the owner the ability to breathe underwater for several hours and swim three times as fast as normal.
While trying to sail past a cluster of small islands, your ship is suddenly pulled to them through a wicked wind. You find yourself trapped in multiple, overlapping storms, making it near impossible to leave the area and get back to open ocean. Lightning seems to strike your boat from below, rain flies around your face like buzzing insects, and tornados swirl around, as if hunting each time you try to move your boat.
One gust of wind snakes out from a tornado, like an arm reaching out, and you order your crew down into the cargo holds below. In the wind, you notice something glint, the source of the power revealed to you.
To get this treasure, you will need to roll 9 or higher in Wit.
Failed Roll (1-9):
You try to calculate the way the storm is moving, but you can't think through the chaos. In trying to reach out into the tornado arm for the treasure, you are ripped off the ship and tossed from tornado to tornado, the rain soaking you over and over, until you are thrown on the empty beach of one of the outer islands. You make your way back to your ship, using the edges of the islands as they seem to be out of reach, and are able to yell orders to your crew on how to get out. The ring in the tornado glints at you, mocking, as you sail away.
Success Roll (10-20):
You realize the storm is not moving randomly, and there is a pattern. Watching the pattern, you realize the best time to try to snatch the treasure is actually when all the tornados seem to come together as one for a brief moment. It seems the most dangerous option, but there is a passing of the ring in that moment, where no storm has claim over the ring as it is transferred. You manage to get to the area where they converge, hiding among the debris littering the land, and are able to leap into the tornados just as they begin their pass of the ring. You immediately shove it on, and the storm pauses, awaiting your command.
Ring of Reckless Luck
+1 Wit +1 Luck
Before making a roll, declare that you're being reckless. On a success, you get +2 to your roll. On a failure, it is -2.
You have decided to try to stick to the open ocean while you gather your thoughts on this new world and how to get home. As you are sailing, a shout comes from the crow's nest that their are a lot of moving barriers ahead. As you near, you find the way forward is completely blocked by hundreds of sea serpents. Their smooth bodies glow different colors are they swim through the ocean and then fly into the air. You look up from the water and see the sky is also filled with them, as they dip in and out of the waters and skies.
Interestingly, they seem to have no interest in you or your crew, and you could swear they are playing through this area. You decide to test this theory and slowly drift into the swarm. They part of your ship, but before long, they are swimming under you and coiling around your sails, making moving through them slow and near impossible at times. You know you need to be patient, but the more you let slither around your ship, the more that seem to come. You can feel the boat dipping further into the water as serpents rest upon your vessel. You need to get them gone without them becoming hostile towards you...
To get this treasure, you will need to roll 9 or higher in Vigor.
Failed Roll (1-9):
You decide to use force and fear to drive the sea serpents away. You and your crew swing your weapons at them, startling them off. Unfortunately, this causes them to thrash and coil tighter around the ship. You continued to be pushed dangerously low into the water. You decide to go back to waiting as the boat slowly makes its way through the masses until finally there are no more.
Success Roll (10-20):
Rather than trying to startle the serpents, you decide to try to slowly pry the ones latched on and coax the others off. You show your crew how to treat the serpents, and as your boat begins to speed up, you find something amazing. Upon looking down, several of the sea serpents have gathered and are pushing your boat along, as if realizing your goal.
As you near the ends of the swarm, one slithers up and drops a figurine on the deck before returning to its kin.
Sea Serpent Figurine
+1 Vigor +1 Luck
If the wearer is in an ocean, they can summon a spectral sea serpent beneath themselves, which they can ride safely through the water.