 
    D&D Adventure: “Eye of the Unmaking – Into the Chaos Storm”
Under the Dome is a settling that has been created because of Chaos Storms. These storms have the ability to be a major plot point allowing for anything to happen, items disappearing or  appearing, character wants to make some changes to race or class or you just want something funky to happen in your world, it can all be done with one kind of chaos storm or another. But it can be more than a narrative tool as well. But with as dangerous as they are, what happens when an adventuring group is caught without protection under a powerful storm?
appearing, character wants to make some changes to race or class or you just want something funky to happen in your world, it can all be done with one kind of chaos storm or another. But it can be more than a narrative tool as well. But with as dangerous as they are, what happens when an adventuring group is caught without protection under a powerful storm?
Setting: The Wastes between the Domes
Level Range: 7–10
Adventure Length: 1–2 sessions (or a nightmare players will never forget)
Themes: Reality unraveling, survival horror, inner reflection, temptation of power
Tone: Surreal, desperate, cosmic
🌪️ Introduction: The Storm That Devours
The domes stand to keep the chaos out—but sometimes, it finds its way in.
A storm is coming. Not wind, not rain—chaos. The sky fractures like glass, lightning crawls sideways, and gravity forgets which way is down. Time stutters. Color bleeds. Reality ripples and snarls like a wounded beast.
The party’s dome has detected an approaching Category Five Chaos Event, its projected path cutting straight across their intended route. Evacuation is impossible. Shelter is unreliable. There’s only one way forward—through it.
But no one who enters a chaos storm ever comes out the same.
⚙️ Adventure Hooks
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The Lost Convoy: A dome’s caravan of grind, medicine, or supplies vanished in the last storm. The party is sent to recover whatever’s left before the next one hits. 
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The Fractured Signal: A repeating transmission cuts through the chaos static—someone inside the storm is calling for help. 
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A Stormborn Artifact: Rumors speak of a crystal grown in the eye of a storm—a shard that can warp fate itself. Every dome wants it. 
⚡️ The Nature of the Storm
Every Chaos Storm is alive—an ecosystem of madness. It warps time, terrain, and thought. Within it, even the laws of D&D can twist.
Environmental Effects (roll 1d6 per hour):
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Gravity Inverts: Everyone must anchor or fall upward 60 feet. 
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Liquid Sky: Rain hardens into shards of glass or dissolves armor into vapor. 
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Time Skip: Lose 1d4 hours—or gain them. Long rests may vanish or repeat. 
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Reflections Manifest: Each PC’s shadow peels free and attacks as a chaos echo. 
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Terrain Mutates: The ground pulses, shifting between stone, bone, and mirror. 
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The Voice Calls: A storm-spirit speaks to one PC, offering a “gift” in exchange for a memory, a bond, or their name. 
Encourage improvisation—chaos should feel alive and personal.
🧠 Encounters & Terrors
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Chaos Elementals: Living distortions that flicker between elements, forcing PCs to adapt mid-battle. 
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The Lost Caravan: A skeletal convoy caught in temporal flux—half the wagons are from tomorrow, the other half from years ago. 
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The Storm’s Heart: A colossal storm-wraith, a mass of swirling light and bone dust. It doesn’t fight—it tests. 
🧩 The Test of the Storm
At the eye of the chaos, everything stops.
The storm subsides to stillness. Each character is confronted by an illusion or alternate version of themselves: what they could have been—or what the storm wants them to become.
Give each player a personal choice or temptation:
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“You could undo your worst mistake.” 
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“You could have been stronger—just say yes.” 
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“Trade one memory for a future no storm can touch.” 
These are not illusions to slay. They are reflections to survive. Success might earn power. Failure might earn mutation.
🎁 Rewards
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Chaos-Touched Weapon: Once per day, can deal an extra 2d8 random elemental damage—but has a 10% chance to trigger wild magic. 
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Stormscar: A glowing mark that grants advantage vs. chaos effects but disadvantage on persuasion checks in any dome. 
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The Shard of the Eye: A crystal that hums when reality is weak; can stabilize or destabilize magic fields once per session. 
⚖️ DM Tips: Running Chaos
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Play with Perception: Change the order of initiative mid-battle. Describe impossible geometry. Let players narrate what they think happens, then tell them what the storm allows. 
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Reward Improvisation: Encourage bold, cinematic moves—chaos rewards chaos. 
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Embrace Consequences: No one leaves unchanged. Offer minor physical or mental mutations to mark survival—glowing veins, flickering pupils, voices that echo slightly. 
💬 Closing Scene
As the storm breaks, the world reforms—slightly wrong. The sky hums with static. The ground still trembles. The dome lights flicker on the horizon, a promise of safety that suddenly feels smaller than before.
The characters step forward—scarred, altered, stronger maybe, but marked forever by what they’ve seen.
They survived the storm.
But the storm didn’t forget them.
Thanks for reading. Until Next Time, Stay Nerdy!!


 
							 
                    


 
             
                         
                         
                         
                        
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