The Aperture That Remembers You
The heroes are trapped on a dying demiplane where distance, memory, and identity are being peeled apart. The aperture above them is not merely a portal. It is a pressure point where an incomprehensible intelligence is forcing its awareness into the plane. Tentacles emerge whenever a hero's mind forms a coherent plan, attempting to wrap around thought before flesh.
The Aperture That Remembers You
Defenses
Detection
“A circular wound in the air hangs above the demiplane, its edges formed from overlapping black stars and translucent tentacles. The opening reveals impossible angles, distant eyes, and a lightless ocean that seems to press against reality. Fine silver threads descend from it and pierce the ground around the trapped heroes.”
Standard Engagement
The hazard triggers when a creature attempts to leave the demiplane, openly names the avatar, or touches one of the silver anchor threads. It also triggers automatically when three or more creatures within the demiplane become stupefied.
On its initiative, the aperture uses Engulfing Tendrils against every creature within 60 feet, then uses Shattering Insight against the creature that currently has the highest Intelligence, Wisdom, or Charisma modifier. It can target a creature only once with each effect per round. If no creature is within range, the aperture causes the demiplane to convulse, creating a 20-foot burst of warped terrain at a point within 120 feet. Creatures in the burst attempt the Reflex save for Engulfing Tendrils.
The hazard does not reset once disabled or destroyed. If merely suppressed, it reactivates after 1 minute. If the heroes leave the demiplane without disabling it, the aperture resumes its routine the next time they enter the area.
The creature attempts a DC 48 Will save. On a critical success, it is unaffected. On a success, it takes 4d10 mental damage and is off-guard until the start of its next turn. On a failure, it takes 8d10 mental damage, becomes stupefied 2 for 1 minute, and is grabbed by a spectral tentacle. On a critical failure, it takes 16d10 mental damage, becomes stupefied 3 for 1 minute, and is immobilized by spectral tentacles until it Escapes against the hazard's DC 48. A creature that becomes stupefied from this hazard also experiences a vivid false memory chosen by the GM.
The creature attempts a DC 48 Reflex save. On a critical success, it is unaffected. On a success, it takes 4d12 bludgeoning damage. On a failure, it takes 8d12 bludgeoning damage and is knocked prone. On a critical failure, it takes 12d12 bludgeoning damage, is knocked prone, and is dragged 20 feet toward the aperture. A creature dragged into the aperture disappears until the end of its next turn, then returns in the nearest open space and is confused for 1 round.
Whenever a creature within 120 feet uses a teleportation effect, enters an extradimensional space, or critically succeeds at a check to Disable the hazard, the aperture gains one Fracture point. At three Fracture points, the aperture loses its resistances for 1 round and all creatures within 60 feet can see the anchor points clearly. Fracture points reset when the hazard completes its next routine.
The aperture's routine is not mind-affecting in the conventional sense, but its effects target cognition and identity. Creatures immune to mental effects gain a +4 circumstance bonus to saves against Shattering Insight, but they are not immune.
A creature that dies while stupefied by Shattering Insight is not immediately dead to the demiplane. Its body becomes translucent and its consciousness is drawn into the aperture. Revivification requires first disabling the hazard or succeeding at a DC 48 counteract check against the aperture.
The first time the hazard is reduced to half its Hit Points, the avatar speaks through every creature in the area at once. Each creature must attempt a DC 48 Will save. On a failure, it is frightened 2. On a critical failure, it is frightened 3 and stupefied 1 for 1 minute.
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