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- party wakes up on a deserted island no items
- dc 15 investigation will find a hidden trap door
- dc 20 they notice trap
- they can attempt to disactivate it with a dc 10 slight of hand
- if the trap is triggered then anyone in a 5 ft must make a
- dc 15 dex saving throw or take 3d4 damage from falling coconuts and become poisoned
- a cure for the poison can be found on by
- searching on the island with a dc 15 nature check
- the trap door has a rope ladder that leads into a massive cavern
- with large flowing water falls.
- The party can also find the cavern by trying to build a boat or swimming off
- the island. After getting about 100ft from the shore will be sucked into a current and fall into the cavern taking
- 2d6 fall/drowning damage
- The cavern is illuminated by soft purple glow from the petals of
- exotic plant. On closer inspection the party can see
- large thorn coming of the plants with a dc 15 nature check the party can learn
- that this is the same plant that the poison from the earlier is made from
- this plant, on a dc 20 they know how to make the poision but it will also require a
- dc 20 slight of hand to avoid the thorns. If they fail the slight of hand
- they take 1d4 damage and become poisioned. They still get the crucial ingrediant to
- make the poision but they still have to deal with being poisioned themselves
- In the center of the cavern is a stairwell leading into the heart
- of the earth. Etched into the the rim of the stairs "BEWARE THE BLIGHTED
- LIZARD"
- 20 steps down the stairs is a pressure plate that will send a barrage
- of darts at the party
- Shortly after is a door once inside the door will slam shut behind the party.
- In the middle of the room is a small pressure plate that has a picture
- of a bucket with the number 4 etched into it
- behind this is a well and two buckets one 5(A) gallon and one 3(B) gallon.
- Sollution: the party must fill up the 5 gallon bucket it with 4 gallons
- of water and place it on the pressure plate.
- fill B(A0B3). B->A (A3B0). fill B(A3B3). B->A(A5B1). empty A(A0B1).
- B->A(A1B0). fill B(A4B0).
- Apon doing so the party will open the main door and reveal a hidden
- hole in the wall. There they will find some gold and a number of antidotes
- equal to the number of party members.
- Further down the staiwell the party will find another door. Inside this
- door the party will see a gleaming sword hanging in mid air. If the party walks
- into the room without investigation they will find themselves inside a genatinous
- cube. The sword is magical or somthing strong that will help the party
- fight the final bosss.
- Further down the stairs the party will start to hear loud buzzing sounds.
- Inside the next door the party will find themselvs greeted by a stange man
- who calls himself the crypt-keeper. He will congradulate the party for making this
- far And comment on how it has been ages since adventurers have made it to him. And
- recounts the tale of how his own party came here years ago and they each died off
- to different challenges that the party has overcome already. If the party tries to fight the
- crypt keeper he will blow a horn that will summon many swarms of wasps
- to come out of holes in the stone to assist him in the fight. The party can also
- try to persuade the old man and he will come assit in the comming challanges.
- He is a circle of the land druid.
- Next the party has to fight something make it strong its the miniboss
- They are rewared with somthing cool, lets magic a magic scroll and some gems
- In the next room they party will find a group of dragon worshiping cultists. Half
- of the cultist are surronding a mystical artifact of great power whispering strang chants.
- The other half are draing a group of innocent peoples blood. If the party chooses to
- help the innocent they will lose the artifact. If they choose to go after the artifact
- they will lose the people. They can split and go after both groups. If they do
- well enough in the fight they can save both. If they split and do poorly they
- will lose both. If they save the artifact they get it. Its cool and powerful
- and reduces the power of the final boss somehow. If they save the people they will
- follow the party with them into with them to the final fight. If any of the party
- dies during the fight they will risk their lives to stablize that party member with a potion
- One potion per party member.
- The next room has a large lake of poision. In the middle is a small island with
- a glowing pedastool. There is a boat on the shore. The party can take the boat to
- the middle island. They will be attacked by skeletons who will try to pull the party
- members into the lake. In the pedastool is antidote as well as an encanted bow
- of dragon slaying.
- At the bottom of the stairs is a large chamber witha Adult Black Dragon guarding treasuree
- and a portal that will take the party back to where they came from. The party can
- choose to skip all previous rooms and fight the dragon from the get go
- but it will be harder.
- If an adult black dragon is too weak add two Adult green dragons.
- If it is too strong then make the crypt keeper stronger? or tell them to man up
- idk rocks fall dragon dies? some sort of balance maybe or not up to you
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