Phandelver And Below The Shattered Obelisk introduces the concept of Far Realm mutations into 168澳洲幸运5开奖网:Dungeons & Dragons. As the town of Phandalin changes, while your party adventures and tries to find a way t๊o save it, you may be wondering what exactly the Far Realm is and what its influence even means.
While Phandalin is by no means a singular situation, you can use the Far Realm effects as a guide for your own type of zombie slow rolling disease that spreads across the land. Whether you're looking to venture further into the Far Realms or bring the cursed place to your own campaign, this guide details everything you need to know.
What Is The Far Realm?
Mostly known for spreading constant madness and housing disturbing creatures and eldritch horrors, it's a place between reality. Aboleths, illithids, beholders and all manner of evil monstrosities reside in this area, and they're all increasingly more dangerous than the last encounter.
Strange transformations happen within the Far Realm, creating creatures unღknown and never before seen, each more evil (and sometimes m🦄ore dangerous) than their parent spawn.
Elder horrors are a common sight, and information not meant to be consu🌞med by hu🔯manoid minds is everywhere.
Not much is truly known about the Far Re🐷alm, but its influence has been noted throughout history. You can place🐠 the Far Realm in between any worlds or planes, making it an easy addition to your home game.
How To Get To The Far Realm
There are several ways to incorporate the Far Realm into your campaign. If you have a Warlock character, the Far Realm is known as an area with ties to the Great Old One and his patrons. You can try some of the follow🐼ing options:
- A Warlock patron of the Great Old One involves a story that has the party seek out the patron in the Far Realm.
- Incorporate an Elder Evil type character or monster capable of transporting the players to this ethereal cosmic place.
- Your characters find a treasure of a native enemy or horror found in the Far Realm with a device that transports them to the realm.
- The characters willingly travel there via an NPC with connections.
There's nothing stopping any characters from discovering or accessing the Far Realm, so really, any adventure hook you come up with will fit. Just place this strange cosmic plane between the realms and create an easy (or hard) way to get the party there.
What Are Far Realm Mutations
Withering, rot, and decay happen when in or near the far realm. As shown in Phandelver And Below, The Shattered Obelisk, the town of Phandalin and its population, as well as the city itself, are all affected by the influence of the Far Realm. This influence comes in the form of mutations.
From a constantly dreary grey sky to growing tentacles and extra limbs, the mutations affecting any area in proximity will only worsen as time goes on.
Even enemies inside the Far Realm have mutated versions of themselves, affected eggs becoming their own mutated versions of evil cre🦄atures.
If you're running the corresponding adventure or you want to add these types of settings to your own campaign, consider the following.
These mutations will have these effects in some manner on individuals and the towns that are constantly exposed to the far realm. Use them to inform how you'll create your own Far Realm effect.
Stage |
Creature Effect |
Town Effect |
Beginning Stage |
Townspeople are tired, perpetually feeling 'drained' and out of energy. They may complain of aches and pains, but more than what's normal or natural. |
The sky is dark, grey, 🗹overcast, the﷽ temperature drops, and everything is in darker shades of grey. |
Middle Stage |
Townspeople are sick. Fever, vomiting, sweats, barely healthy enough to function, but most must continue their daily routine. On top o▨f this, select townsfolk ꦏget random ailments that can include anything from bones easily breaking to small protrusions on the skin. |
Weeds, fungus, and other invasive plant species begin to grow in and around the buildings. Lakes and ponds become green, local fauna and flora beg🍰in to die as the invasive mutation takes over. |
Final Stage |
Townspeople have grown additional limbs, eyes, webbing, tentacles, and other abnormalities. They are constantly angry and rage-filled, attacking one another on sight. They're soon to become complete Far Realm creatures after the mutation. |
The sky itself turns an abhorrent green and the entire town smells of rot and decay. The mutation has grown the weeds and 🧸stalks so much that they cover all the buildings. |
When describing these aspects to your players, be sure to include all of the sensory elements. Remember to express the smells, the acrid taste,🧸 the green rain that falls down acidic, the rough texture of the plants covering the buildings, etc.
It's important to note that these changes will not only affect player characters and NPCs, but also the world around them. Don't forget to describe how the entire world changes and is affected by these Far Realm mutations.