Competitive Five Room Dungeon (Summer Event 2018)
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1 Competitive Five Room Dungeon (Summer Event 2018) 1 Basic Info for the GM Room sizes are LWH, and the numbers listed in parenthesis correspond to this. Read this to the players before you begin to explain the situation: You have been tasked by the Lord of this land to find his daughter Sillia - a child of no more than 5 years old who has been stolen away without a trace. No ransom note was left, no sigel of a mercenary group or band thieves. Only a small scrap of cloth was left behind. Thankfully, after weeks of searching and asking civilian assets for help, you ve been lead to this place - a hole going deep into the dark ground - by a scrying spell cast by a powerful wizard. It is up to you and your compatriots to recover the girl and return her to her father for a reward. Note to DMs: be aware of Teamwork, the fun-level of the table, and if the characters are playing their characters. These will be worth points at the end of the game. Room 1 Entrance and Guardian (25 ft x 25 ft x 8 ft) The players begin in a room with three stone archways, each with a different color aura (which is opaque enough to prevent sight into the next room): fiery red, deep blue, and forest green. Each arch has a symbol above it that none of the players recognize or understand. However, each simply represents the element that the door corresponds to. None of them are a false entrance, but each will do something different to the players unless they avoid walking directly through the aura. The red aura will cause a fire elemental (see stat block in Room 5 ) to spawn in the final room alongside its regular monster. The blue aura, if triggered, will slowly begin to fill the room with water (roll Initiative- water takes 10 rounds to fill) and block passage until the sigil above the door is blocked. The green aura will quietly open a trapdoor on the left wall of the room (passive perception 13) and release an assassin vine (see stat block below) into the room. The auras can t be physically blocked by an average object (i.e. stone, regular sword, etc.), but magic will tear away at the aura (which would allow it to be passed through without the effect happening). They can be dispelled with Dispel Magic, and other spells that could alter magic apply to them as well. Assassin Vine: Large plant, unaligned Armor Class: 13 Hit Points: 44 Speed: 20 ft 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 9 (-1) Saving Throws: CON +5 Damage Resistances: Cold, Fire Damage Immunities: Lightning Senses: Passive Perception 11 Languages: - Special Abilities: Entangle: An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle. (CL 4th, DC 13). The save DC is Wisdom-based. Slam: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 15) if the assassin vine isn t already constricting a creature, and the target is restrained until the grapple ends. Scoring: Block Sigils/pass arch with no effect: 10 Kill Assassin Vine: 5 Get rid of water after triggering: 5
2 2 Room 2 Puzzle (20 ft x 20 ft x 8 ft) The immediate thing that the players will notice upon entering the room is a large brass brazier at the far side of a room surrounded by 20 lit torches mounted on the wall behind it, each one made of a different type of wood or encased in a specific type of metal (around the handle). The brazier is full of kindling, yet it remains unlit. The brazier is also engraved with runes in Ignan and Dwarvish that, when translated, say A flame to show the traveler their way. There is also a door frame carved into the right wall of the room, but it is sealed shut and engraved with redish runes (in the aforementioned languages) that say Forward through the flame This puzzle requires two different things to pass: the brass torch must be taken from the wall to light the brazier, and four torches must be held up to each word of the door s engraving. The brazier will only catch fire from the brass torch. Once a torch is used, its flame goes out. Should the players end up with so few torches that they can t complete the puzzle, the message on the door changes to Flames to be fed and the fire in the brazier turns from a regular orange to a translucent blue. The only way to complete the puzzle by this point is to sacrifice blood to the brazier (worth 4 HP), throw a weapon into it, or extinguish the brazier and relight it with magic or a tinderbox. Scoring: Light Brazier with Brass Torch: 5 Door words lit: 10 Blood Sacrifice/weapon offered: 5 Brazier re-lit: 5 Room 3 Small Fight (30 ft x 30 ft x 15 ft) In this room, a single Quadrone (see stat block below) awaits the players. It doesn t immediately attack them, instead warning them in Modron that it will attack if they approach past the middle of the room without paying tribute. The appropriate tribute is some type of mechanical trinket, such as a compass or crossbow, placed in the circle that lies in the direct center of the room. Should one of the players be able to speak Modron, it can be persuaded to allow them to pass. Deception is also an option to pass the Quadrone. The door behind it has a vault-style lock and takes 2 full turns to unlock, as the lock is spring loaded and will lock back into place if released. Players must make DC 13 Constitution saving throws if they wish to keep opening it while being attacked. Quadrone Medium construct, lawful neutral Armor Class: 16 Hit Points: 22 Speed: 30 ft, fly 30 ft 12(+1) 14(+2) 12(+1) 10(+0) 10(+0) 11(+0) Skills: Perception +2 Languages: Modron Disintegration: If the quarone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Multiattack: The quadrone makes two fist attacks or four shortbow attacks. Fist: Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) bludgeoning damage. Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit: 5 (1d6+2) piercing damage. Scoring: Pass Quadrone w/o a fight: 10 Kill Quadrone: 5 Open Vault: 5
3 3 Room 4 Challenge (35 ft x 35 ft x 8 ft) Across this room spans a wooden rope bridge, anchored to 25 ft x 5 ft platforms on either side of the room. This route requires each person that crosses it to make a DC 12 Dexterity check, or a DC 12 Acrobatics or Athletics roll. However, every time another person steps on the bridge the roll must be made by each person on the bridge again at a DC that is 2 higher. If a player falls, they will fall an indeterminate amount of time. It may seem that they die to the other players, but they actually just end up in the entrance room again (with the auras gone). They simply have to walk back through the previous rooms to return to their party. The bridge, however, isn t the only way to cross the room. Only noticeable on a DC 18 Arcana check or through the use of a magic revealing/detecting spell, the sides of the room that appear to lead into the same void as the bridge actually have floors of highly compressed air that anything of size Large or smaller can walk across and not fall through. Scoring: Get all characters across safely: 5 Discover compressed air floors: 10 Room 5 Final Battle/Climax (60 ft x 60 ft x 15 ft) This room is much more ornate than the previous rooms, as it appears to be made from marble and has two large marble columns at its far end. However, the floor is made of water that can be walked on (and broken to fall into it). Two Gargoyles (see stat block below) sits at the center of the room, remaining motionless until something comes within 20 ft of it. Gargoyle Medium elemental, chaotic evil Armor Class 15 Hit Points 40 Speed 30 ft, fly 60 ft 10(+0) 17(+3) 16(+3) 6(-2) 10(+0) 7(-2) Damage Resistances: Piercing from Nonmagical attacks Damage Immunities: Poison Condition Immunities: Exhaustion, Petrified, Poisoned Languages: Terran False Appearance: While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Water Susceptibility: For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Multiattack: The gargoyle makes two attacks: one with its bite and one with its claws. Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage. Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
4 4 Fire Elemental ( only spawns from red aura in Room 1 ) Large elemental, neutral Armor Class: 13 Hit Points: 60 Speed: 50 ft 10(+0) 17(+3) 16(+3) 6(-2) 10(+0) 7(-2) Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities: Fire, Poison Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Languages: Ignan Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Water Susceptibility: For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Multiattack: The elemental makes two touch attacks. Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Scoring: Kill Gargoyle: 5 Kill Fire Elemental: 5 Room 6 The Reward (10 ft x 5 ft x 10 ft) This room can only be entered after the players discover a trapdoor inside one of the large stone columns at the far end of the room. It requires a DC 15 Investigation check to discover, and is opened when a small, metal object is slotted into the slit between the wall and door, or if magic forces it open. It can also be forced open by a DC 18 Strength check. This small room holds the Lord s child, only recognizable by her dusty robes that bear the house sigil. Alongside her are two chests: one contains 1d8*100 gold and 15 gemstones (30 gp each), and the other holds Boots of Speed (DMG 155) or Boots of Levitation (DMG 155), a Ring of Feather Falling (DMG 191), and a Dagger of Venom (DMG 161). Scoring: Access room: 5 Save Sillia: 10
5 5 Points Character Death (lost all death saves) -20 Teamwork (rate the team: 1-5) 1-5 Fun (rate how much fun the table had: 1-5) 1-5 Role Playing (give each player that played their character well 2 points for 4 characters, 3 points for 3 characters) 0-9
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