Icarus88

Minions Quest 2

Dec 15th, 2017
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  1. Room 1: Locked door, sentient and very rude. Refuses to open unless the players say the word please. Behind are 3 barrels of ale: Dragon's Flame, Red Cross Ale, and Stout Man's Brew. DF gives adv on dex but disadv on wisdom, RCA gives adv on wis but disadv on str, SMB gives adv on str but disadv on dex.
  2.  
  3. Room 2: 4 floating discs the players must jump across. Str to jump. Turns out the discs are not balanced, and they must make a dex save to keep the discs balanced. Having more than one minion on a disc will cause it to tip unless they are placed on opposite sides, where a dex save is not needed. Uneven weight will cause the disc to tip. Anyone who falls hits sand below and turns to stone
  4.  
  5. Room 3: Long hallway filled with gems. The gems will fire upon and kill anyone who wanders too close. There is a dead carrion crawler in the room before, buckets of paint, and a toychest full of wind-up mice. The way through is to cover the gems in paint or use the carrion crawler to climb across
  6.  
  7. Room 4: This is a large room laid out like a tavern. There is a long bar, many tables, a fireplace, and a set of stairs that leads to an upper floor balcony. Crude training dummies are set up at various points in the room: Two patron dummies at the bar. Four card-playing dummies at a table. A musician dummy at the fireside. An innkeeper dummy.
  8.  
  9. A magical voice comes through a stone statue: “Hello and welcome to my tomb. If you're hearing this: I'm dead and you are trying to rob me. That's ok however, it's just that if I am being robbed I would very much enjoy more than just the ability to fight, perform magic, or disarm traps. My grave robbers must also be able to execute their duties with a certain degree of flair and style. In this room you will demonstrate your ability to attack an enemy while using a catchphrase. You will be graded on originality and delivery."
  10.  
  11. Room 5: This is a large open room with a dotted line painted across the far end. Across the line there is a large
  12. hopper. Near the entrance where the characters are, there are several separate areas of note:
  13.  A large open chest filled with what look like
  14. bars of dwarven steel (100 bars)
  15.  A small table with some gold pieces
  16. scattered atop it, along with several large
  17. sacks
  18.  A small mockup of a wizard’s lab with a
  19. table full of equipment and a bookshelf
  20.  A shelf full of small statues andjewelry
  21.  A large banquet table with food and
  22. expensive looking cutlery
  23.  A jeweled crown and scepter on the wall
  24.  
  25. A magical voice comes through a stone statue nearby "In this room, you will demonstrate your ability to quickly
  26. and efficiently gather treasure. You will have one minute to bring as much treasure as possible across the finish line.
  27. You will be graded based on value of materials acquired, and ranked in comparison to the rest of your group. Do not bother attempting to make your riches here, as I promise more awaits you at the heart of my tomb pleasant grave robbers"
  28.  
  29. Room 6: A stone statue again speaks up “My grave robbers must be able to work toward a common goal. Using
  30. the tools provided, work with your fellow surviving thieves to cross to the far side of the room. Due to your performance so far, each of you will be randomly assigned a performance countermeasure. This will hopefully allow you to showcase your ability to overcome
  31. obstacles and engage in lateral thinking. Lastly, note that magic has been deactivated in this room.
  32.  
  33. The tools can be found in wood containers near the
  34. door. They are:
  35. • 100 feet of silk cord.
  36. • 10 foot pole
  37. • 50 hammers.
  38. • A bedsheet.
  39. • 7 six-foot planks of wood.
  40. • Four 50 gallon barrels containinghoney,
  41. vinegar, beer, and flour.
  42. • 100 eighteen inch planks of wood
  43. • 12 iron spikes
  44. • A silver mirror
  45. Performance countermeasures include, but are not
  46. limited to:
  47. • Blind.
  48. • Can only speak in rhyme
  49. • One leg/arm turned to stone.
  50. • Forced to carry a kitten. (Be warned, if at
  51. any point you are not carrying the kitten,
  52. you will be lit on fire.)
  53. Magic has not actually been deactivated in this room. If they use magic to get across, they are praised for independent thought and given bonus points.
  54. If the players start to take too long in the room, the voice will announce that a performance motivator is being activated, and in five minutes, spider wolves and ghost sharks will be released into the room to encourage further lateral thinking
  55.  
  56. Room 7: A statue speaks up here as well "Wow! If you have made it this far, pat yourselves on the back. What a pleasure it is to have such skilled adventurers robbing me today. This room is a break room! Enjoy the coffee and snacks!" The door is actually locked however, and the coffee and snacks are poisoned. Spikes will shoot out of this room in random locations that must be dodged with dex checks. A key is hidden in the chandalier above and the players must reach it to unlock the door. The statue will speak up again upon completion "Aha! Another test. There is never a break is robbing the precious belongings of a person long dead, like me! Bravo adventurers!"
  57.  
  58. Room 8: Room filled with levers of different colors. Single clue is a poster that reads "Drink up!" and has a picture of a flagon. Green, blue, orange, white, purple, black, blue, yellow, pink, seafoam green, peach are all traps that will kill players. The answer is to pull the red lever, hinted by the Red Cross Ale. The statue here is broken.
  59.  
  60. Room 9: A long gravel corridor with a heavy statue of a laughing guy in football gear holding a rope at one end and a car trunk at the other. Drag the man through the gravel to the car trunk and connect them to pass. The statue here will speak up "Sometimes, one of your fellow adventurers slash thieves are a heavy burden! But don't leave them behind! Instead, you should carry them. Together, you can do anything! Like take what was rightfully earned from someone long ago and absolutely devalue and destroy any sentimental value those items once held!" Various points of the gravel path have deadly snakes slithering about that will kill the person dragging it unless quickly dealt with. If the statues rope is dropped it will jump back to the beginning.
  61.  
  62. Room 10: A statue speaks up "Much like teamwork, trust is integral to building a party! In this room, you must trust in your fellow adventurers!" At which point half the group is magically blinded. The other half must help the blind members through a room with spinning blades using checks. Upon death, the player guiding their counterpart is blinded and then the roles reverse.
  63.  
  64. Room 11: The walls of this room are covered with paintings depicting pairs of standing minotaurs, approximately nine feet high, facing each other. One of the minotaurs is painted over a locked door, with a keyhole in its torso. The minotaur directly across from it has a small key, about two inches long, painted on its torso roughly in the location of the heart. Standing motionless in the center of the room is the shadowy form of an actual, insubstantial minotaur. A shadowy key floats inside the minotaur right where its heart would be.
  65.  
  66. Touching the insubstantial minotaur will cause it to solidify as a stone statue and attack. Touching the painted minotaur with the key will have the same effect. The first touch will activate it for one round, the second for two, and every touch thereafter for three rounds of combat. Weapons cannot damage it, but can be used to turn it aside to prevent damage to others. It will attack with blind fury and is incapable of speech, but it cannot pass the doors of the room. If all persons leave the room at any time, the room will "reset" to its original configuration.
  67.  
  68. At the end of its turn on the last round of activation, the stone minotaur will freeze in whatever position it was in and return to insubstantiality. The painted minotaur with the key will also change its stance and position to match that of the shadow-minotaur.
  69.  
  70. Solution 1: Touching just the painted key will cause the insubstantial key to solidify and drop to the floor. However, PCs must be careful to take the solid key without touching the shadow-minotaur's feet!
  71.  
  72. Solution 2: If the painted minotaur with the key is maneuvered around the room so that it crosses the painted minotaur with the lock, the door will unlock.
  73.  
  74. Solution 3: The stone minotaur can be maneuvered to crash into the door and break it down.
  75.  
  76. Solution 4: Use the shadow of a hand to take the shadow-key out of the insubstantial minotaur without activating the statue. The shadow-key must then be solidified by touching it with something substantial, or by touching the painted key.
  77.  
  78. Statue speaks up: It is important to never trust minotaurs. Ever. Really. Fuck those guys."
  79.  
  80. Room 12: This room is decorated in disco balls and bright lights. The statue speaks up "It is very important to remember, have fun! Really, have a lot of fun. Robbing people is fun! Killing creatures that you find while trespassing on their land is super fun! Show me some moves!" Dance contest. Anyone who is not enjoyed by the statue will be shot with a laser.
  81.  
  82. Room 13:
  83.  
  84. Room 14: The tomb of this long dead adventurer is finally here. Inside there is a coffin at the rooms center, and in each of the rooms four corners are lights. A banana sits on the center of the tomb. The lights that light up in the corners of the room are green, yellow, brown, and black and must be lit in that order
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