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Lets kill the party!

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Aug 25th, 2018
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  1. party wakes up on a deserted island no items
  2.  
  3. dc 15 investigation will find a hidden trap door
  4. dc 20 they notice trap
  5. they can attempt to disactivate it with a dc 10 slight of hand
  6. if the trap is triggered then anyone in a 5 ft must make a
  7. dc 15 dex saving throw or take 3d4 damage from falling coconuts and become poisoned
  8.  
  9. a cure for the poison can be found on by
  10. searching on the island with a dc 15 nature check
  11.  
  12. the trap door has a rope ladder that leads into a massive cavern
  13. with large flowing water falls.
  14.  
  15. The party can also find the cavern by trying to build a boat or swimming off
  16. the island. After getting about 100ft from the shore will be sucked into a current and fall into the cavern taking
  17. 2d6 fall/drowning damage
  18.  
  19. The cavern is illuminated by soft purple glow from the petals of
  20. exotic plant. On closer inspection the party can see
  21. large thorn coming of the plants with a dc 15 nature check the party can learn
  22. that this is the same plant that the poison from the earlier is made from
  23. this plant, on a dc 20 they know how to make the poision but it will also require a
  24. dc 20 slight of hand to avoid the thorns. If they fail the slight of hand
  25. they take 1d4 damage and become poisioned. They still get the crucial ingrediant to
  26. make the poision but they still have to deal with being poisioned themselves
  27.  
  28. In the center of the cavern is a stairwell leading into the heart
  29. of the earth. Etched into the the rim of the stairs "BEWARE THE BLIGHTED
  30. LIZARD"
  31.  
  32. 20 steps down the stairs is a pressure plate that will send a barrage
  33. of darts at the party
  34.  
  35. Shortly after is a door once inside the door will slam shut behind the party.
  36. In the middle of the room is a small pressure plate that has a picture
  37. of a bucket with the number 4 etched into it
  38. behind this is a well and two buckets one 5(A) gallon and one 3(B) gallon.
  39.  
  40. Sollution: the party must fill up the 5 gallon bucket it with 4 gallons
  41. of water and place it on the pressure plate.
  42. fill B(A0B3). B->A (A3B0). fill B(A3B3). B->A(A5B1). empty A(A0B1).
  43. B->A(A1B0). fill B(A4B0).
  44. Apon doing so the party will open the main door and reveal a hidden
  45. hole in the wall. There they will find some gold and a number of antidotes
  46. equal to the number of party members.
  47.  
  48. Further down the staiwell the party will find another door. Inside this
  49. door the party will see a gleaming sword hanging in mid air. If the party walks
  50. into the room without investigation they will find themselves inside a genatinous
  51. cube. The sword is magical or somthing strong that will help the party
  52. fight the final bosss.
  53.  
  54. Further down the stairs the party will start to hear loud buzzing sounds.
  55. Inside the next door the party will find themselvs greeted by a stange man
  56. who calls himself the crypt-keeper. He will congradulate the party for making this
  57. far And comment on how it has been ages since adventurers have made it to him. And
  58. recounts the tale of how his own party came here years ago and they each died off
  59. to different challenges that the party has overcome already. If the party tries to fight the
  60. crypt keeper he will blow a horn that will summon many swarms of wasps
  61. to come out of holes in the stone to assist him in the fight. The party can also
  62. try to persuade the old man and he will come assit in the comming challanges.
  63. He is a circle of the land druid.
  64.  
  65. Next the party has to fight something make it strong its the miniboss
  66. They are rewared with somthing cool, lets magic a magic scroll and some gems
  67.  
  68. In the next room they party will find a group of dragon worshiping cultists. Half
  69. of the cultist are surronding a mystical artifact of great power whispering strang chants.
  70. The other half are draing a group of innocent peoples blood. If the party chooses to
  71. help the innocent they will lose the artifact. If they choose to go after the artifact
  72. they will lose the people. They can split and go after both groups. If they do
  73. well enough in the fight they can save both. If they split and do poorly they
  74. will lose both. If they save the artifact they get it. Its cool and powerful
  75. and reduces the power of the final boss somehow. If they save the people they will
  76. follow the party with them into with them to the final fight. If any of the party
  77. dies during the fight they will risk their lives to stablize that party member with a potion
  78. One potion per party member.
  79.  
  80. The next room has a large lake of poision. In the middle is a small island with
  81. a glowing pedastool. There is a boat on the shore. The party can take the boat to
  82. the middle island. They will be attacked by skeletons who will try to pull the party
  83. members into the lake. In the pedastool is antidote as well as an encanted bow
  84. of dragon slaying.
  85.  
  86. At the bottom of the stairs is a large chamber witha Adult Black Dragon guarding treasuree
  87. and a portal that will take the party back to where they came from. The party can
  88. choose to skip all previous rooms and fight the dragon from the get go
  89. but it will be harder.
  90. If an adult black dragon is too weak add two Adult green dragons.
  91. If it is too strong then make the crypt keeper stronger? or tell them to man up
  92. idk rocks fall dragon dies? some sort of balance maybe or not up to you
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