Tuesday, March 27, 2018

Original Adventure

If anyone was curious, here's the original one-shot/adventure I wrote for my 2 players. ^^

Please know that this was my rough draft/original work; it's been heavily modified since we started playing, mostly because of my players, lol. I'm sure you're able to see that in the session notes: Session 1Session 2.1Session 2.2.


Aarakocra
Goliath
Ranger
Barbarian

Premise: Players get called in by a priest who wants their help recovering an artifact.



What is the artifact? Holy Hand Grenade of Antioch
As an action, you can throw the holy hand grenade up to 60 feet. It affects a 20-foot radius sphere centered on the point to which you threw it. Each creature in that area must succeed on a DC 19 Dexterity saving throw or take 12d12 radiant damage on a failed saving throw, or half as much on successful one. Any fiend or undead is vulnerable to this damage.

First shalt thou take out the Holy Pin. Then, shalt thou count to three. No more. No less. Three shalt be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then, lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.” —from the Book of Armaments, Chapter 2, verses 9–21.



Where is the artifact? Sunken Temple Notes: There are no “big” bosses in the temple, only fodder who serve the main boss. When players take the artifact, the temple will start to rumble and shake like an earthquake has centered on its location, and the players will have to escape the temple before it collapses.


After some more campaign, the players will meet the other bosses (minus the big one) and after being defeated the first time, will be sent to the temple, where they summon the big one.


Enemies in the Swamp
Name
CR
AC
HP
Quantity
1/2
12
19
5
1/2
13
15
1
1/4
12
13
2

Sunken Temple Enemies
Name
CR
AC
HP
Qty
1/8
12
11
4


Step 1: Arrive in town.
Step 2: Find priest.
Step 3: Get quest.
Step 4: Go to swamp.
Step 5: Fight through swamp.
Step 6: Get to temple.
Step 7: Fight through temple.
Step 8: Find artifact.
Step 9: Solve puzzle.
Step 10: Get artifact.
Step 11: Get back to town.
Step 12:
  1. Keep artifact
  2. Return artifact
Step 13: Talk to priest.
If keep artifact: “Thanks anyway for trying. I have no idea how to open it.”
If return: “Take whatever you deem your services to be worth.”


Temple Puzzle:
Entering the final chamber, an altar sits at the center with dried blood caked on the sides and top. (red herring)

On a DC10 perception check, a player will find two numbers written on each of the altar’s sides:

1 2
3 4
5 6
7 8



On the top of the altar, the code is written:

_//_ _ _ _ _
_ _ _ _ _ _ _ //_ _ _

Answer:
2 // 66666
8888888//444

(one 2, three 4s, five 6s, seven 8s)


Solving the puzzle causes the altar to open and reveal the locked chest. All that’s left is to take it back to the priest!

Starting out:
Upon meeting the priest, each player is given 4 1d4 potions & 1 d6 potion.

Weapons & Armor
Item
AC
DMG
Price
Slot




1,800gp
head




2,500gp






2,500gp
belt




4,500gp
head




12,000gp
feet
+2 Dex
+2 resistance bonus on saving throws against poison
+1


8,000gp
chest

How did the priest get these items?

Orren: “Adventurers die in the woods all the time.”

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