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Recovery on Burton Station

The PCs are hired by an old starfarer named Guff to sneak onto a space station that’s set to be blown up in less than a day and recover an item of value that he left behind: an old astromech droid named G2-P3.

Burton Station, rumoured to be a science station studying alien life, is set to be destroyed in a day. A company called Skimworld Demolition has been tasked with the job. Guff doesn’t know that, all he knows is that it’s set to be destroyed in one day.

NOTE: in fact, the station is set to be destroyed on account of an infestation of weird plant beasts, the result of an experiment on recovered alien life that went horribly awry.

PCs need to figure out how to get past the construction crew’s safety perimeter. In addition to the members of the demolition team, there is a small squad of Imperial stormtroopers and an Imperial delegate overseeing the job.

Onboard the space station are signs the plant life has begun to grow over the controls, in the ducts, and through the systems onboard. The PCs discover logs of what happened on the station. The journals describe the delivery to the station of an unknown form of plant life by a old courier named Guff. Guff turned the package over to them, rested at the station for a few hours, and then departed. A few hours later as the plants were transferred to a holding bay for further study they began to demonstrate peculiar activity: they were able to react to touch and sound in a way that implied that they were sentient.

Over the next few days the researchers grew fond of the plants and devoted all of their time to them, forgetting about their previous experiments. Then, their lack of focus caused an accident in a lab that turned the whole station upside down. Fluids that had been feeding the plants became contaminated with an unknown mixture that caused the plants to wither and die. Then, overnight the plants were bright once more, but curiously: they were twice their original size.

The scientists mistook this turn of events to be a positive one. Within an hour the plants’ sentience, mixed with the fluid, caused them to become bloodthirsty. Two of the large plants tore one of the scientists in half. While the others fled, the plants rose up and shambled after them, slaughtering them all.

The last entry in the station’s logs - audio recorded by a terrified scientist named Nesh Sho’ta - describes what appeared to be the deadly plants fused with the bodies of scientists they’d killed, closing in on him.

Amidst the tangle, the PCs find G2-P3 powered down and unresponsive. The only way to get the droid off the station is to carry/drag it. The PCs are racing against the station’s termination clock as well as the plants that begin to threaten their lives and hunt them down.

NOTE: use stats for Gamorrean Villager for plant monsters: http://swa.stoogoff.com/#gamorrean-villager

Once they leave the station, and are on their way back to the old man, the droid suddenly comes to life with a flash and begins mimicking the clicking sounds the plants made. A light on its chest begins to pulse and a nearby computer changes its screen, displaying a readout.

To a trained eye, the readout appears to be a DNA sequence. After a while of showing genomes and markers, a single line appears at the bottom of the screen:

“Primary task initiated: routing DNA sequences through designated channels.”

The droid hums and pulses with a series of friendly-sounding notes and tones. Computer analysis of the droid indicates it’s transmitting a great amount of data to an at first unknown target. With some hacking, the PCs discover it’s being sent to a nearby Imperial shuttle.

Upon returning to Guff, the PCs find his place torn to hell and Guff himself has been battered and left for dead. Before he dies, he coughs up the following info:

“Just a job. Hired… by Goorda… Should’ve known… Imperials cast long shadows… P3 knows where Goorda is. Careful… whole system in trouble.”

Guff dies. If searched, the PCs find a key that can be used to unlock a lockbox in his house. Inside that are the credits he promised to pay initially, plus 400 more. If they miss it, G2-P3 will indicate the location of Guff’s lockbox to the PCs.


Just a quick one-shot that I whipped up for Fantasy Flight’s Star Wars RPG. No real stats for creatures, etc. Just a few details - enough to get you and your party on their way.

- Mo!

PS: let us know if you end up using this (or a version of it) at your table and how it goes! :)

Some more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple whereSome more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple where

Some more dnd tokens I made for a quickie recently. The players went to a hidden jungle temple where these Dino Druids lived. The party had the option of fighting them to get into the temple, but they had the languages they needed to speak with them…and it devolved into playing soccer with an offering, haha. I’ll post their chief tomorrow.


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In our prior battle, our gnome had opened a portal to the plane of air elementals which, as our GM informed us, is very easy to open but very hard to close.

Gnome: Wait… It’s hard to close from here. So WHAT IF

Ranger: Don’t do thi-

Gnome: WHAT IF I go into the plane of air elementals and close that portal and then open a new one here come back through it, and THEN close that portal.

GM: Sure, if you want to risk opening a portal on the other side of the world.

Gnome: …. I’ll get back to you.

The druid is sneaking through the camp site and a few soldiers start walking towards her general direction.

Druid: Uhhh I TURN INTO A TREE.

DM: The camp you’re sneaking through is in an open field.

Druid Player: Shit.

Soldier: Has that tree always been there?

Druid: I’ve been here for weeks!

DM: Roll bluff.

Druid Player: Crit.

Soldier: Well the tree would know better than us I suppose!

We had just found the cleric’s mom crucified in town, took her down and let her rest.

Cleric: Mom, how are you doing?

Mom: Well I’m hanging in there.

Cleric: Mom.

Context: So this was our first session of the campaign, and our Arakokra Druid was just killed for good. Our entire party had been getting awful rolls, and there hadn’t been a single nat 20. So the Teifling Warlock ( and my characters sister ) decided to make a deal.

Warlock OOC: Okay so we all know { Druid } is suffering…
Druid: [overly dramatic dying noises ]
Warlock OOC: Hey, { me } if I roll a 20, you have to buy us all drinks.
Me, making up a mourning speech: Alright, hit me.

Everyone went silent as our Warlock rolled, and to my dismay got the first nat 20 of the night. Needless to say, I bought everyone a drink.

So… I was playing a one-shot with my friends and we were trying to kill this gorgon with increased hit points. I’m playing a wood elf ranger, and we have a gnome bard and a half orc rogue. Everyone is getting *garbage* rolls including the DM. Nothing but 3’s and 7’s. At this point we’re trying anything, and my friend who’s playing the half-orc rogue made the terrible mistake of asking us what we thought she should do.

Rogue: Guys, what should I do?

A small moment of silence.

Me: Go for double penetration up its ass with your daggers.

Rogue (laughing): Ummm… ok?

Bard (losing his shit): If you get a nat 20…

Rogue gets a nat 20. She then proceeds to rip its asshole apart. She was using 2 daggers and was getting sneak damage, so she rolled 2d6+2d4. She rolled 2 sixes, a two and a four, and then doubled it because of the nat 20. She dealt 36 damage and brought it down to 4 hit points. We go through another round of everyone missing their attacks, but then the rogue rolled an 18, which was enough to hit.

DM: So, how do you want to kill this thing?

The rogue then made a big mistake.

Rogue: Any ideas?

Me: climb inside it and kill it from the inside.

She did exactly that.

Dm: I’m not describing that… it’s dead… everyone roll a constitution saving throw to see if you throw up.

We all failed.

And that was how we saved the village.

Context: So our party had just freed a few salves from a mine, and one of the slaves happened to be a witch. She decided to give us some gifts as a thank you. The gifts consisted of magical items, some of which were pretty cool. Then, it was our half-elf Druid’s turn to receive her gift…

Witch: And for this brave half-elf….*pulls out a tiny bird shaped bell* The bird keeper’s bell!
Half-Elf: Ummm…thanks? *awkwardly receives it*
Half-orc: Ha! But that’s so plain compared to the other gifts!
Witch: On the contrary! With this bell, she will be able to summon a bird friend to aid her in battle.
Party: Huh?
Witch: And not any bird either. Using this bell, Aethel now has control over a giant dodo.
Party: A DODO?!
Aethel: *GASP* gUYS. IMMA NAME IT DODO BAGGINS.
Party and DM: ROTFL

9 Shrines (Tomb of Annihilation)

The link above provides a google drive link to these maps which also includes individual maps, overlays of the cubes, and secret passages.

Zip File: https://drive.google.com/file/d/1IUwil8x-VQ3QhOaSXLbhdc6N1s5L9AGn/view?usp=sharing

Hrakhamar Mine Entrence
Tomb of Annihilation

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Battle for Vorn Battlemap

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Sample Encounter

This area is home to a deactivated shield guardian that local tribes of goblins, grungs, and vegepygmies worship as a god. The tribes consider this a neutral zone and typically don’t fight one another in this area. It just so happens that at the moment the party arrives, so do members of all the tribes, coming to make offerings to their god. Roll 4d4 for each tribe, goblin, grung, and vegepygmies, to see how many of their tribesman arrive when the party does. The tribes may not take kindly to others at their god or may ask a tribute be offered to their god. The tribes enter from areas 1, 4 and 6. The tribes that enter from areas 4 and 6 utilize the terrain for the most tactical advantage firing their ranged attacks down at those on the lower levels. It’s up to the DM and the party to decide if a fight occurs or if the party can pacify the tribes with offerings and negotiations.

  1. Entrences

A clearing through the trees suggests that the area is well traversed by many creatures that make their way through here. The muddy pathway branches off in a fork in two different directions. Overlooking the path is a 30 foot vine covered cliff. On the ground, standing next to some rocks and ferns is an 8-foot-tall statue, humanoid in shape with bronze fists, iron joints, an adamantine breastplate, and an iron helm with slits for eyes. The rest of the statue is made of sculpted wood reinforced with bands and rivets of adamantine. Scattered around its feet are offerings of food, feathers, colored stones, and skulls.

2. Puddle of Death

A small puddle of water overgrowing with plan life rest below a large palm tree and heavy boulder.

Puddle:The puddle of death is harmless, unless of course you fall out of the palm tree, knock yourself unconscious on the large boulder beside it and land face first and drown in it.

Tree: A creature that takes the time to investigate the tree, DC 12

Investigation check or has a passive Perception score of 14 or higher can see humanoid claw marks that slide down he bark of the tree from the top until about midway down where they suddenly stop. Some poor fool must have fallen while climbing the tree.

Footprints:A creature who searches the area and succeeds on a DC 10 Wisdom (Survival) check finds footprints in the dirt—evidence of nomadic tribes of goblins, grungs, and vegepygmies. Some of the footprints seem to go to vines hanging from the cliff where they then disappear.

3. Vorn

The statue is a deactivated Shield Guardian named “Vorn”

See the description in Tomb of Annihilation.

4. Mid-Cliff

The mid-tier of this cliff is 30 feet from the ground and is accessible by climbing the vines that hang over the edge of it or by using a climber’s kit. To climb, a creature must succeed on a DC 13 athletics check every round until they reach the top taking 1d6 bludgeoning damage for every 10 feet they fell. Once here, the cliff branches off in two directions leading to different local tribes in the area.

Swinging Vines. A pair of vines crosses a 30 foot gap between area 4. Creatures can climb the vines with little effort by succeeding on a DC 10 Athletics check. A creature that fails the check falls 30 feet below taking 3d6 bludgeoning damage and landing prone.

Natural Defenses. The area is littered with small boulders and logs that a hostile tribe will use to assault anyone attempting to climb the vines from area 1 to area 4. Creatures in the path of a rolling log must succeed on a DC 16 Dexterity saving throw taking 2d6 bludgeoning damage on a failed save and falling prone, or half as much damage on a successful save and not landing prone.

5. Rope Bridge

The local tribes built a rope bridge so they could view their god, Vorn. The bridge was built by goblins, grungs, and vegepygmies and is not that reliable for most others. The bridge is 85 feet across and accesses area 6, the 3rd tier of the cliff.

Crossing the Bridge. The bridge is safe so long as a creature doesn’t dash across it. If a creature other than a goblin, grung, or vegepygmie uses the dash action while on the bridge, pieces wooden plank brake off and the creature must succeed on a DC 13 Dexterity saving throw, falling 30 feet down to area 1 and taking 3d6 bludgeoning damage and landing prone on failed throw.

6. High Cliff

This cliff overlooks all the others in the area. A slim path around the mountain leads to the villages of local tribes. This cliff stands 20 feet above area 4 and 50 feet above area 1.

Mbala’s Pterafolk Nest

Tomb of Annihilation

2520x1610

Hvalspyd “Whale Spear”
Tomb of Annihilation

Frost Giant Longship
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Kir Sabal (Updated)
Tomb of Annihilation

3500x3500

redwinterrises:

RIGHT okay so if anyone else out there in the mineblr community has the same problem I do of “I want to build a cool survival base but I have no inspiration and I’m tired to just following tutorials–”

Have I got a gift for you.

This mansion generator will use procedural generation to randomly give you a house – complete with 3D model AND floorplan. You can customize it based on how many floors you want, how big, regional style, what kind of roof, how many outcroppings, etc.  

I am 100% going to use this to inspire my next survival build.

This will be extremely helpful for TTRPGs for mapping dungeons and the like.

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