Friday, October 11, 2013

The Weight of it All - a DnD Scenario. I guess. I don't remember writing this....

UPDATE - Dan Myers wrote this. Not me. That explains very clearly why I don't remember writing it!




The Weight of it All

First Encounter

All characters wake up in a dungeon that is 40 by 40.There are 4 blue flamed torches on each wall. A voice wakes the players stating the following:

“Wake up my pretties. You can’t sleep and save your lives at the same time. You have proved worthy adversaries up till now, so don’t disappoint me. I do apologize, but I have had to deprive you of your memories. Please take a moment to take in your surrounding”





Inform Characters they are 6th level characters. Give them 10 real minutes to ID what they are wearing. Give characters options for all standard equipment with money allotment for a level 6 character (13,000). DM will award magic items/armor/and weapons as the game proceeds. No character has any armor on at this time.

Fighter is wearing a nice padded cloth shirt and rugged pants but is not wearing any boots.
Rouge is wearing a well constructed leather shirt with many pockets and items. Black pants and leather boots.
Cleric is wearing a white shirt with a red symbol on its chest and normal pants and heavy boots.
Mage is wearing a finely tailored robe, pants and boots.
Monk is wearing a loose fitting robe and sandals.
All have packs and belt pouches.

“Now that you know what you have and have had a minute to chat, let me tell you why you are here. You have all impeded my progress in my endeavors for too long and I need to keep you occupied while I complete my tasks; not to mention, entertain myself as I do enjoy seeing what creatures like yourselves can do when motivated. But I am not without sport. While I could have killed you outright I have shown my benevolence. You will be given a chance to free yourselves, regain your memories and stop me from putting my plans in place, but I have little hope for creatures like yourselves. Every time, you complete a task, you will regain some of the items you are missing, and parts of your missing memories, starting with this room.”

A wall panel opens revealing a rack with weapons and another panel across the room opens with hollowed out

“As you can see, I have provided you your weapons but which weapon belongs to whom. When the correct owner places the correct weapon into the hollow on the back wall, the door to this room will open and you will retrieve some of what I have taken from you. But if the correct owner does not put their weapon in the slot, it may get hot in here….”

Trap Explanation:

Fighter must place the Great Axe +1 (2320)
Rouge must place the Long Sword +1 (2315)
Cleric must place the Light Mace +1 (2305)
Wizard must place the Dagger +1 Returning (4302)
Monk must place his Fist (0)

When all are weapons are put in place, a door in the wall opens. See below for consequences of wrong placement:

First misplace – 1 magic missile to each player as 3rd level caster/ Fire start in center.
Second misplace – 2 magic missiles to each player 3rd level caster/ Fire moves out to 10 ft square.
Third misplace – 3 magic missiles to each player 3rd level caster/ Fire moves out to 20 ft square.
Forth misplace – 4 magic missiles to each player 3rd level caster/ Fire moves out to 30 ft square.
Fifth misplace – Fire engulfs the room.

Rewards:

At this time, have characters roll up sheets with their classes, hit points, and saves and standard equipment. Feats and Skills are not available. All players remember their Gods and their classes.

All characters get 750XP for the encounter

Special reward: If Monk can make a DC 15 roll Will Save, the name Mefesto comes into his mind and images of Illithid and a Drow come into his mind.


Second Encounter

After leaving the room, players will move down a 10x60 foot hallway to a wooden door. The door is locked. The rouge will be given a DC 15 Will Save to remember his open lock skill. If made, he can apply a skill bonus to a DC 20 Lock and get 100XPand remember the skill, if not, must roll a 20 to open it. The only other way to get through the door is to smash it with weapons.

Door opens up into a large room 100X80. There is a 20 Foot wide strip along the length of the room that is lit from the ceiling from a source players cannot see. The rest is in magical darkness. Once the players reach the center of the room, a voice says:

“Naked is the man who’s coverings kill them….”

As this is said, the magical darkness is removed and there are 5 (insert creatures) wearing the armor of the players. Creatures begin to attack this round. Every hit players make against the creatures have a 10% chance of destroying the armor and a 15% chance of damaging the armor by one armor class until repaired. Special: If any one set of armor is destroyed, the voice says: “Awww…. Did you break your armor… Well, I hope you can fight without getting hit… (Laughter).”


Rewards:

Upon defeating the creatures, players choose the armor best suited to them. If they choose the armor correctly, they will regain their skills.


Fighter +2 Breast Plate (4350)
Rouge +1 Mitheral Chain (2200)
Cleric +1 Breast Plate with Holy Symbol on chest (1350) and +1 Steal Shield (1159)
Wizard +1 Chain Shirt (1250)
Monk +2 Bracers of Armor (4000) and Gloves of Dex +2 (4000)

Special reward: If Fighter can make a DC 15 roll Will Save, in his mind, he sees the Illithid commanding Durgar and other slaves to dig tunnels through the earth and a Drow smiling at the progress.

Third Encounter

After dispatching the creatures and re-donning their armor, players leave the room by an open wall panel at the end of the long hall. Players enter a hallway 10 feet wide and 40 feet long. The hallway turns left for 40 feet and right again for an additional 40 feet. Lining the walls of the hallway are skeletons lying in embedded hollows in the walls. Once the players reach the center point of the second leg of the hallway, the skeletons animate. Players have 1 round to act against the skeletons before they can attack in the middle leg of the hall. Skeletons from the first and last legs of the hall will start coming into the middle leg after 3 rounds. There will be 8 skeletons per leg, 24 in all and all CR1.

If the Cleric makes a DC 10 Will Save, he remembers he can turn the skeletons. If he makes any successful turn, he will remember that his god gives him spells and that if he rested, he and any other spell caster will regain their spells. If he makes no successful turns, players will be given another opportunity to come to this conclusion.

Once all the skeletons are either dispatched or turned, players leave the hallway by an unlocked door at the end of the hallway. Once inside the door, there is a wooden block and means to bar the door. This room appears to have been last used as a small funeral chapel. It is 60X60 feet with 6 benches and has 3 doors, the one the players just blocked, one on the opposite wall and one to the right of

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