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Onyx3173

The Dungeon of Trials

Sep 21st, 2011
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  1. Dungeon of Trials
  2.  
  3. After entering the dungeon, you are in a large circular room with eight doors evenly placed along the walls.
  4.  
  5. If a player tries to open a random door: The door is stuck closed. There is no obvious lock.
  6.  
  7. Spot check (DC13) - You see your silhouette on one of the doors. (No one else can see anybody else's silhouette. Players can enter the door with their own silhouette. A wall of force blocks others from entering behind them. The door shuts behind them.)
  8.  
  9. Each player must go through 4d4 rooms.
  10.  
  11. Roll 2d10 on the following chart to find out which rooms they go through.
  12. STR
  13. 2 - Wrestle the bear standing between you and the exit
  14. 3 - Break the chains binding the chest with the key in it
  15. 4 - Climb, jump, and swim your way through this room
  16. DEX
  17. 5 - Run through a room full of arrow traps
  18. 6 - Outrun a rolling boulder
  19. 7 - Shoot a small target across a large chasm to lower a drawbridge
  20. CON
  21. 8 - Swim through a pit of acid
  22. 9 - Make it through a room full of poisoned air
  23. 10 - Make it through a room where every step deals subdual damage
  24. INT
  25. 11 - Play 20 questions to guess what's inside a chest (a wrong guess means the spiked ceiling lowers 1d4 feet)
  26. 12 - Forge a document giving you permission to leave the room
  27. 13 - Find a key to open the door out
  28. WIS
  29. 14 - Fight a shadow version of yourself
  30. 15 - Face your greatest fear
  31. 16 - Escape a rolling boulder with no obvious escape
  32. CHA
  33. 17 - Bluff or deal your way through a room of goblins
  34. 18 - Gather the 3d4 parts of a password to open the door to leave
  35. 19 - Intimidate a room full of barbarians
  36. Misc.
  37. 20 - Reroll
  38.  
  39. -----2 - One Bear of a man
  40. As you enter this room, the door slams shut behind you and you hear a roar from up ahead. As you walk up the short hallway, you see the source of the sound. A large bear is guarding the way forward.
  41.  
  42. Brown bear (Monster Manual, page 269)
  43.  
  44. After the bear's last breath, it starts to dissipate. As it dissipates you can feel the floor beneath you rise up a few inches. When the floor stops rising, the door out opens.
  45.  
  46. -----3 - The chains that bind me
  47. In the center of this room stands a single solid stone chest set into the ground. The chest is bound shut by thick ropes/chains.
  48.  
  49. 1d6 bonds.
  50. Strength check to burst ropes/chains. (Ropes DC23, Chains DC26) Can be lowered to DC20 if it's impossible for a character to roll high enough. (Ropes only.)
  51.  
  52. Ropes/chains dissipate one round after being broken.
  53.  
  54. -----4 - Climb 1,000 walls and swim 100 rivers
  55. As you enter this room, you see a river directly across from you. The source of the river is a waterfall flowing off the top of a large cliff across the way.
  56. The river is 20d10x10 feet across. The cliff is 10d10x5 feet tall.
  57.  
  58. Roll 1d6 when player enters room. 1/3/5 means waters are calm (DC10), 2/6 means waters are rough (DC15), 4 means waters are stormy. (DC20)
  59. Swim (DC10, 15, 20) to swim the river. A successful swim check means you move 1/4 base speed as a move action or 1/2 as a full round action.
  60. Climb (DC20) to climb the cliff. Must make one climb check per round. Successful checks mean character moves 1/4 base speed as a move action or 1/2 as a full round action up the cliff.
  61.  
  62. -----5 - Driving straight to the Point of the problem
  63. This room is more of a wide hallway.
  64. The room is 10d10x10 feet long with an arrow trap every ten feet on one of the walls. Room is 25 feet wide.
  65.  
  66. Spot (DC18) - You see small holes about the size of your finger along the walls spaced every ten feet.
  67.  
  68. Arrows are the same as fired from a small short bow at +1BAB. 1d4 damage per arrow vs character's AC. Arrows are fired once per round. Reflex save (DC15) to avoid damage.
  69.  
  70. Arrows dissipate one round after being fired.
  71.  
  72. -----6 - Indiana Jones and the temple of elemental evil
  73. This room is oddly shaped. It's a long hallway that is completely round. The hallway is angled slightly downwards.
  74. Hallway is 10d10x10 feet long and 10 feet wide/tall.
  75.  
  76. As you are walking along, you hear a rumbling in the distance behind you.
  77. Spot (DC15) - You see a 10 foot spherical boulder rolling towards you. (Boulder perfectly fills the hallway.)
  78. If the character fails to outrun the rock, they are crushed for 20d12 damage. (No save.)
  79.  
  80. -----7 - Duck hunt
  81. As you enter this room, you see a large chasm between you and the exit across the way. There is a bridge about 200 feet down the cavern rotated 90º.
  82. Chasm is 80 feet across and from the outer walls to the edge of the chasm is 50 feet on both sides. The room is 180 feet across and 260 feet wide.
  83.  
  84. Spot (DC16) - You see a bow on a small altar near the edge of the chasm. There's a quiver with 40 arrows in it. (Simple intelligence check or related knowledge check (int DC14, knowledge DC12) to find out it's a composite longbow. Range increment is 110 feet.)
  85. Spot (DC18) - You see a small target on the wall 60 feet above the door on the other side of the cavern. (Room is 120 feet from floor to ceiling. Chasm is 240 feet deep.)
  86.  
  87. As your arrow strikes the target (AC13) you hear a slight rumbling and the sound of chains moving and gears turning and the bridge starts to rise up out of the cavern slowly rotating until you can cross.
  88.  
  89. If the character tries to leave the room with the bow/arrows, they dissipate.
  90.  
  91. -----8 - The ring of fire
  92. In the middle of this room is a large pit of what appears to be water.
  93. Room is 120 feet long, pit is 100 feet across and is centered in the room.
  94.  
  95. Listen (DC13) - There's a slight hissing sound all around you.
  96. Spot (DC15) - The floor around the pit appears to have been eaten away by something.
  97.  
  98. Pit is full of a mild acid. The acid deals 1d4 damage per round when fully submersed. A Fortitude save (DC13) reduces the damage to 1 point.
  99.  
  100. If the character tries to get any of the acid in a container, the liquid disappears.
  101.  
  102. -----9 - Every breath, closer to death
  103. This room is a long hallway.
  104. Room is 15 wide and 250 feet long.
  105.  
  106. Spot (DC13) - You notice a slight haze in the air around you.
  107. WIS check (DC12) - You notice that the air smells slightly odd.
  108.  
  109. The poison deals 1d12 subdual damage per round. A fortitude save (DC14) reduces the damage to 1d4 subdual damage per round.
  110.  
  111. -----10 - The weight of the world on your shoulders
  112. This room is simply a hallway. The air within it feels heavy. The walls have engravings of a man holding a large sphere.
  113.  
  114. Make a fortitude save (DC13) every 5 feet or take 2+2 per every 5 feet travelled points of subdual damage.
  115.  
  116. -----11 - I spy with my little eye
  117. This room is a circular room. (40 foot radius) In the center is a winged statue kneeling and holding a chest.
  118. As you approach it, the eyes light up. (Blue for a lawful good character, white for neutral good, green for chaotic good, yellow for lawful neutral, grey for neutral, rainbow for chaotic neutral, red for lawful evil, black for neutral evil, and purple for chaotic evil.) A loud deep voice comes from out of nowhere. "Guess what is in my chest or perish here! You may ask 20 questions to narrow it down."
  119.  
  120. The ceiling is 80 feet high and has many foot long spikes protruding from it. Every wrong question lowers the ceiling by 4 feet.
  121.  
  122. What is in the chest, by alignment:
  123. LG - The symbol of the character's god of choice.
  124. NG - A white dove. (Dove flies out of the chest and upwards out of sight.)
  125. CG - A small woodland animal. (Climbs out of chest and scurries off through an unnoticed hole in the wall.)
  126. LN - A handful of dirt.
  127. TN - A scale.
  128. CN - A small satchel of gold.
  129. LE - A whip.
  130. NE - An assassin's dagger.
  131. CE - A human skull.
  132.  
  133. If the character tries to remove the item from the room, it disappears.
  134.  
  135. -----12 - Passport please
  136. This is a small L shaped room. Right inside the door is a small desk and chair. On the desk is a stack of parchment, some pens, and a few bottles of ink. Standing in front of the door is a very heavily armed and armored guard. When you approach him he speaks. "You must provide a letter from the king stating you are allowed to proceed further into the dungeon."
  137.  
  138. Forgery check vs guard's forgery check (+0). Character gets +4 to the forgery check.
  139.  
  140. If the character fails the guard says, "This isn't a letter from the king! I cannot let you pass unless you provide a legitimate letter." (Guard gets a cumulative +1 to his forgery check per failure to a max of +4 .)
  141. If the character succeeds the guard says, "Please proceed and good luck with your future trials." And then the guard vanishes into mist.
  142.  
  143. If the character tries to take any supplies out of the room, they disappear.
  144.  
  145. -----13 - It's like a freaking needle in a haystack!
  146. This room is covered to a height of about half a foot in fresh hay. (Room is a 40 foot by 40 foot square room, ten feet from floor to ceiling.)
  147.  
  148. If the character examines the door: The door is locked tightly.
  149. If the character attempts to pick the lock: The lock is extremely advanced, you doubt you would be able to pick it. (DC40 if they persist. Every failed check lessens the bonus from lockpicks by 1. At -1, the lockpick set is rendered unusable.)
  150.  
  151. Search (DC20) - After [1d20x5] minutes of searching, you finally find a key.
  152.  
  153. If character tries to remove the hay from the room, it disappears. (Hurr!)
  154.  
  155. -----14 - I am my own worst enemy
  156. As you walk into this room, the door slides shut behind you. The room is about 40 feet in diameter and perfectly circular. Where the other door should be is instead a mirror.
  157.  
  158. When the player examines the mirror, they see a dark shadowy version of themselves on the other side. As the player looks, the shade steps through the mirror and draws its weapon.
  159.  
  160. When the player attacks the shade it takes no damage and they take half the damage they roll. The shade won't attack unless the player does nothing. When the shade attacks, it deals 1 damage to the player and full damage to itself. It shows no signs of pain but as it takes more damage it shows signs of breaking down. (Flickers, chunks disappear, cracks appear as if it were glass, etc.) Alternatively as the shade takes damage, the mirror itself could become more and more cracked as well as the shade flickering.
  161.  
  162. After the shade defeats itself, the mirror shatters in a flash of light revealing the door behind. (Attacking the mirror deals no damage to the mirror and deals 1d4 force damage to the player throwing them 5 feet per point of damage.)
  163.  
  164. -----15 - I ain't afraid of nothing!
  165. Player must confront their greatest fear. (DM's choice/character specific)
  166.  
  167. -----16 - Everything is not as it seems
  168. This room is oddly shaped. It's a long hallway that is completely round. The hallway is angled slightly downwards.
  169. Hallway is 250 feet long and 10 feet wide/tall.
  170.  
  171. As you are walking along, you hear a rumbling in the distance behind you.
  172. Spot (DC15) - You see a 10 foot spherical boulder rolling towards you. (Boulder perfectly fills the hallway.)
  173. Spot (DC19) - You notice that above the door is a small alcove. The wall is too small to climb and the alcove is too high to jump up to.
  174. Wisdom check (DC17) - You realize you could wait until the last moment and use the boulder itself to get a boost up to the alcove.
  175. Reflex (DC14) to make it into the alcove.
  176.  
  177. If the character fails to escape the rock, they are crushed for 20d12 damage. (No save.)
  178.  
  179. If the character is in the alcove: The boulder strikes the wall below you and seemingly continues on through it without a sound. When you hop down from the alcove you see that the door is now open.
  180.  
  181. -----17 - Goblin's bluff
  182. When you enter this room, you see that it is filled with dozens of goblins. They don't seem to notice you.
  183.  
  184. When you approach the goblins they tell you to buzz off.
  185.  
  186. Intimidate (DC16/20) - 16: The goblin cowers in fear but you've garnered the attention of the other goblins who all start staring at you. (If player attacks, he takes 3d10 subdual damage. If player does not attack, the goblins go back to what they were doing.) 20: You have frightened the goblin severely as well as every other one in the room. They cautiously clear the way to the door for you.
  187. Bluff (DC16) - You convince the goblin that its master wishes for you to pass. It spreads the word and the goblins clear out of your way. (Failure: "Nope, masters said nos ones is getting throughs here.")
  188. Diplomacy (DC17) - You convince the goblins that you don't want any problems, you just need through. They clear the way for you. (Failure: "Nope, masters said nos ones is getting throughs here.")
  189.  
  190. -----18 - All the parts make a whole. But what's this part for?
  191. There are [3d4+1] statures within this room, all around the edges with one standing next to the door on the other side of the room. The room is about 40 feet in diameter and perfectly round.
  192.  
  193. When the player approaches the statue near the door it speaks. "If you wish to pass, you must tell me the password."
  194. If the character asks how to find the password: "You must talk to my friends if you wish to know it."
  195.  
  196. A gather information check (DC 10+2 per piece of the password you've gathered) is required to receive a given statue's password portion. There is no penalty for failure.
  197.  
  198. Not all statues have to have a piece of the password. (Gather information check would be required to find this out though with the same DC as a statue that had a piece of the password.)
  199.  
  200. When the player tells the first statue the password it says, "that will do." and the door slides open.
  201.  
  202. -----19 - Try not to piss yourself when you fail
  203. When you enter this room, the first hing you notice is the dozen or so large barbarians staring you down from the other side of the room. As you approach the door on the other side of the room, they quickly and silently assemble between you and the door. The largest one steps forward and bellows "SHOW ME YOUR RAGE FACE!!!" then steps back to his previous position with the others.
  204.  
  205. Intimidate (DC20) - The largest barbarian steps forward again and says, "Very impressive for such a puny one. You may pass." the barbarians clear a path to the door and allow you to pass unharmed.
  206.  
  207. Failure has no penalty. On a failure, the leader says, "Is that the best you've got? I've seen little bunnies that were more intimidating than you!"
  208.  
  209. -----Final room - You've done it boy
  210. This room looks much like the first room. It is a large circular room with 8 doors nearby (including the one you came through) and another larger double door on the other side. In the center of the room is a large chest. (Chest cannot be opened until the whole party is dead/assembled.)
  211.  
  212. Within the chest is one item per character of the DM's choice. Each player can only see the one item until they remove it from the chest, then everyone else can see it as well.
  213.  
  214. Walking through the double doors leads them outside through the entrance to the dungeon.
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