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 1, Session 2.1, Session 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:
-
Keep artifact
-
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
|
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.”
No comments:
Post a Comment