D&D 5E Mario Does D&D

iserith

Magic Wordsmith
Originally posted by iserith:

MARIO DOES D&D
mariomapwtokens.jpg
 
T H E   S I T C H
For thirty years, Bowser, King of the Koopa, has tried to conquer the Mushroom Kingdom. For thirty years, he has failed only to inexplicably turn up later to try again.
 
This time, however, will be the last time. (Until the next time.)
 
Mario, Luigi, Princess Peach, and Toad have traveled throughout the Mushroom Kingdom defeating Bowser's lieutenants and innumerable mooks on various worlds of varying illogic and insanity - bright, sunny lands and dank, underground dungeons crawling with koopa and goomba and cackling kamek; flooded lands where swim the terrifying cheep cheep and lurk the dreaded bloopers; maddening places where green pipes spring forth from every angle for no reason and piranha plants lurk within to snap at the unsuspecting heroes. Also, those weird things that fly on clouds and throw stuff. And those big slow-moving bullets, whatever those are called.
 
Now the heroes have cornered Bowser for a final showdown in his dark castle which sits astride a vast sea of deadly lava. Will Mario, Luigi, Princess Peach, and Toad put an end to Bowser and save Mushroom Kingdom? Or will Bowser defeat them and finally conquer the world?
 
T H E   W A T E R   L E V E L
mariowaterlevelwtokens.jpg
 
Lava Level Map (No Tokens)
Water Level Map (No Tokens)
 
F E A T U R E S   O F   T H E   A R E A
Cracked Bridge. The cracked bridge that connects the heroes' starting area with that of Bowser's is not in good condition. While even Bowser's immense bulk won't cause it to break in the short term, a concerted effort at destroying it can succeed. Each 5-foot section of the bridge has an Armor Class of 17 and 35 hit points. A Medium-sized or smaller creature standing on a destroyed section of the bridge must make a DC 15 Dexterity saving throw or fall into the lava (success means being prone in an adjacent square). If the bridge is fully disconnected from the landings on either side, it plummets into the lava with any creature that happens to be on it at the time.
 
Green Pipes. These 5-foot-tall green pipes contain portals to the water level. A creature that moves atop the pipe when a piranha plant is not present is instantly transported to the water level (or vice versa) and may continue to move if they have movement remaining. The green pipes in the water level are upside down and on the ceiling which is 30 feet above the water level's floor.
 
Kelp. Six areas of seaweed and kelp offer excellent hiding places for bloopers or stealthy heroes. Three of these patches of kelp glow with the promise of treasure. Within the many leaves are glowing chests marked with a large question mark and locked with a big padlock - DC 15 for a hasty job of picking the lock or DC 20 for breaking it (and an action for either approach). Inside each is a green mushroom. If consumed as an action, should the character die, he or she is restored to life, appearing in the starting area at full health and resources except for items that were already used.
 
Lava. The sea of lava begins 20 feet below the level of the bridge. The rules for handling contact with lava are covered on page 4 of this comprehensive supplement on the topic. If a creature immune to fire falls into the lava, they can move through it as if swimming. If a creature is within 5 feet of the lava, but is not in contact with it such as through a water walk spell, it takes 4d10 fire damage at the start of its turn.
 
Oyster. A giant oyster sits atop a bed of coral and a circular stone dais, 10 feet above the floor of the water level. Four large pearls worth 5000 gp each lay next to it. Like some of the kelp, the oyster glows from within with the promise of treasure. It is very hard to pry the oyster open (DC 25 Strength (Athletics) check). It is also tough to crack open (AC 15, 50 hp, resistance to slashing and piercing weapons). More subtle approaches may have better results - such as trying to coax it open by handling it properly or recalling lore on what might get an oyster to open up. If the outcome is uncertain, call for an appropriate ability check. Inside the oyster is the Golden Axe! This weapon is a +2 greataxe that inflicts triple damage to objects.
 
Pillars. The pillars run from floor to ceiling and provide half cover.
 
Stone Islands. On either side of the bridge are three small islands of stone and one large one. They are 10 feet above the surface of the lava.
 
Walls. The ruined walls on the floor of the water level are encrusted with barnacles and other sea life. They are 10 feet tall.
 
T H E   H E R O E S
Here are some pre-generated 10th-level characters to use with this scenario. Or you can use your own.
 

[sblock]marioheadshot.jpg
 
Mario
Human Fighter (Folk Hero)
 
luigiheadshot.jpg
 
Luigi
Human Cleric (Guild Artisan)
 
peachheadshot.jpg
 
Princess Peach
Human Wizard (Noble)
 
toadheadshot.jpg
 
Toad
Myconid Rogue (Hermit)
Myconid Race

[/sblock] 
If you'd like to submit some characters that fit the character concepts better than I have presented here, post them below and if they make the grade, I'll switch the pre-gens to your builds and give you all the credit for it!
 
T H E   V I L L A I N S
These are the stat blocks used for the enemies in this scenario. They are based on the dragon turtle, spectator, shambling mound, giant octopus, and killer whale, respectively. Start there if you want to make further tweaks.
 
Bowser
[sblock]Gargantuan dragon, neutral evil

Armor Class 20 (natural armor)
Hit Points 341 (22d20 + 110)
Speed 20 ft.

STR 25 (+7) DEX 10 (+0) CON 20 (+5)
INT 10 (+0) WIS 12 (+1) CHA 12 (+1)

Saving Throws Dex +5, Con +10, Wis +6
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 11
Languages Common, Draconic
Challenge 17 (18,000 XP)

Immensity. Bowser cannot be pushed or pulled against its will.
 
ACTIONS
 
Multiattack. Bowser makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
 
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
 
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
 
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from Bowser and knocked prone.
 
Fire Breath (Recharge 5-6). Bowser exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one.

[/sblock]
Bowser's tactics are pretty straightforward: Kill the heroes with his fire breath from range. If his enemies get close, he'll try to damage them with melee attacks, opting to use his tail to knock them into the lava wherever possible. He doesn't go out of his way to engage in melee with the characters unless he can't affect them any other way. Roll Bowser's fire breath recharge at the end of his turn rather than the beginning and do so in full view of the players.
 
Kameks
[sblock]Medium humanoid, neutral evil
 
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft., fly 50 ft. (hover) while riding a broom of flying

STR 8 (-1) DEX 14 (+2) CON 14 (+2)
INT 13 (+1) WIS 14 (+2) CHA 11 (+0)

Skills Arcana +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 3 (700 XP)

ACTIONS
 
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
 
Magic Wand. The kamek shoots up to two of the following magical rays at one or two creatures it can see within 60 feet of it. It can use each ray only once on a turn. The magic wand does not function for non-kameks.
 
  • Confusion Ray. The target mus succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
  • Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the kamek is visible to the target, ending the effect on itself on a success.
  • Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
REACTIONS
 
Spell Reflection. If the kamek makes a successful saving throw against a spell, or a spell attack misses it, the kamek can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the kamek. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

[/sblock]
Kameks close to within 60 feet of the heroes, flying at all times, to try and harry them with ranged blasts from their magic wands. If a kamek dies over solid ground, the characters can retrieve and immediately use its broom of flying. If a kamek is killed over lava, its broom falls into the lava and is destroyed. If you want to step up the difficulty of the challenge a bit further, you can have it where defeating Bowser before killing all the kameks causes Bowser to rise again as a dracoturtlich. (I leave that to you to stat up.)
 
Pirahna Plants
[sblock]Large plant, unaligned

Armor Class 15 (natural armor)
Hit Points 136 (16d10 + 48)
Speed -

STR 18 (+4) DEX 8 (-1) CON 16 (+3)
INT 5 (-3) WIS 10 (+0) CHA 5 (-3)

Skills Stealth +2
Damage Resistances cold, lightning
Damage Immunities fire
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages -
Challenge 5 (1,800 XP)

Fire Absorption. Whenever the piranha plant is subjected to fire damage, it takes no damage and and hurls a mote of fire at a target of its choice within 60 feet as a reaction. The target must make a DC 14 Dexterity saving throw or take fire damage equal to the amount of fire damage to which the piranha plant was subjected. A successful save reduces the damage by half.

ACTIONS
 
Multiattack. The piranha plant makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the piranha plant uses its Engulf on it.
 
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
 
Engulf. The piranha plant engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the pirahna plant's turns or take 13 (2d8 + 4) bludgeoning damage. If the piranha plant is moved, the engulfed target moves with it. The piranha plant can have only one creature engulfed at a time.

[/sblock]
There are two pirahna plants, one in each green pipe - but only one is visible at a time. On odd-numbered rounds, only the northernmost plant is in play at the start of its turn. On even-numbered rounds, only the southernmost plant is in play at the start of its turn. When either plant is not present in the main level, they are located in the water level (see below). Telegraph the existence of the water level by describing the piranha plants as appearing in a splash of water and soaking wet when they emerge.
 
Blooper
[sblock]Large beast, unaligned

Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.

STR 17 (+3) DEX 13 (+1) CON 13 (+1)
INT 4 (−3) WIS 10 (+0) CHA 4 (−3)

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 1 (200 XP)

Hold Breath. While out of water, the blooper can hold its breath for 1 hour.
 
Underwater Camouflage. The blooper has advantage on Dexterity (Stealth) checks made while underwater.
 
Water Breathing. The blooper can breathe only underwater.
 
ACTIONS
 
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the blooper can’t use its tentacles on another target.

[/sblock]
Bloopers start off hiding in the kelp on the water level and ready actions (on their turns, if applicable) to use tentacles on any character that swims within its reach. Whenever possible, it tries to make use of its underwater camouflage to get an edge on the heroes, even if that means forgoing an attack for the round.
 
Cheep Cheep
[sblock]Large beast, unaligned

Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.

STR 19 (+4) DEX 10 (+0) CON 13 (+1)
INT 3 (−4) WIS 12 (+1) CHA 7 (−2)

Skills Perception +3
Senses passive Perception 13
Languages 
Challenge 3 (700 XP)

Water Breathing. The cheep cheep can breathe only underwater.
 
ACTIONS
 
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.

[/sblock]
Cheep cheep aren't deep tactical thinkers, but they do like to primarily eat heroes that are held fast by bloopers.
 
T H A N K S !
 
Thanks for reading this little one-shot I created. Use it for your game on an off night or to surprise your players with something different. Many thanks to @bawylie for helping me think some of the scenario through.
 
When you run this for your players, frame the situation for them, and let them choose their characters. After they have done so, tell them that if they can recount the first time they ever played a Super Mario Bros. game, they get to start the scenario with Inspiration and can also take a single action or move before the first round of combat.
 
Don't forget to look up the rules for underwater combat before the PCs hit the water level - those'll be handy. And if I were you, I wouldn't allow spells to be cast with a Verbal component unless the caster can breathe water - but make sure the players are aware of that before they commit the heroes to the plunge.
 
As always, I welcome constructive feedback and look forward to reading how you or your players might approach ending Bowser's threat to the Mushroom Kingdom.
 
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RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by iserith:

This is my write-up so far. I'm going to use it in my next offering unless anyone has any good ideas for modifying it:
 
Myconid Traits
Your myconid has been specially grown to survive in the light of the surface world and has a number of interesting abilities.
 
  • Ability Score Increase. Your Constitution and Wisdom score increases by 1.
  • Age. Myconid mature very rapidly, becoming adults within a couple years, but don't live as long as other races except as they regrow themselves from sprouts. On average, myconids live to 40 years of age.
  • Alignment. Most myconid are lawful, predisposed to living in orderly colonies presided over by a sovereign. They also tend toward neutrality, trying to stay in balance and harmony with their environment and their social groups called circles. Myconids are generally peaceful creatures that deplore violence.
  • Size. Myconid stand between 4 and 5 feet tall and average 100 lbs. Your size is Medium.
  • Speed. Your base walking speed is 25 feet.
  • Darkvision. Accustomed to life underground, youhave superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
  • Natural Armor. You gain a +1 bonus to Armor Class due to your tough skin and odd physiology.
  • Cultivate Sprout. Like other fungi, myconids reproduce by mundane sporing. You can use your spores to create a myconid sprout (see Monster Manual, page 230) which acts as you direct it. You can only cultivate one sprout at a time. Once you use this feature, you must finish a long rest before you can use it again.
  • Circle of Life. Your sprout can sense your death. If you die, the sprout begins to grow into a copy of yourself over a week's time, ready to continue adventuring. You are otherwise how you were prior to your character's death, fully healed and rested. (Your equipment is not copied in this process.)
  • Sunlight Sickness. You cannot regain hit points when in direct sunlight.
  • Languages. You can understand Common and Undercommon (and other languages you might gain due to background features or feats) but lack the organs necessary to speak, primarily relying on rapport spores to communicate. Myconid can use their spore-based telepathy to manipulate the Weave and can ignore the Verbal component requirement of spells.
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by bawylie:

Sick. Looks beautiful. I'm using the dracoturtlich variant. Maybe also adding a rescue challenge instead of a defeat bowser challenge. Yoshi in a cage, dangling over lava. Something like that. 
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by iserith:

Luciender wrote:I gotta say, your adventures are all so utterly ridiculous, it's awesome. I think you might be the monarch of out-of-the-box. lol :)
 
Thanks! D&D is pretty ridiculous on its own - I'm just enabling it.
 

bawylie wrote:Sick. Looks beautiful. I'm using the dracoturtlich variant. Maybe also adding a rescue challenge instead of a defeat bowser challenge. Yoshi in a cage, dangling over lava. Something like that. 
 
Thanks. Not sure if you noticed, but Peach has a Yoshi egg for her magic item (a figurine of wondrous power).
 


RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by Istbor:

FYI:  The bullets are Bullet Bills. 
 
 
Sounds pretty awesome.  Not my usual cup of tea, which is refreshing.
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by Zardnaar:

Mario never really caught on over here but I played them as a kid. Mario and D&D, whatever floats your boat. Magic Initiate feat would let you throw firebolts which Mario does. 
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by iserith:

Zardnaar wrote:Mario never really caught on over here but I played them as a kid. Mario and D&D, whatever floats your boat. Magic Initiate feat would let you throw firebolts which Mario does. 
 
That's a good idea. I gave them alchemist fire just to fill that hole, but Magic Initiate and firebolt would make a case for me changing the characters to variant humans. I'll put that on my to-do list. Thanks!
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by Synjin:

Re: Kameks...I don't see where you have the To-Hit bonus for their wands. Aren't rays a rolled attack vs. AC?
 
They're a CR3 creature, so that'd put their PROF bonus as a +2, correct?  Not sure if their primary stat is INT or WIS. Either way, that's a +3 (if INT) or a +4 (if WIS) to hit with their wands. Did I math correctly?
 

RealAlHazred

Frumious Flumph (Your Grace/Your Eminence)
Originally posted by iserith:

Synjin wrote:Re: Kameks...I don't see where you have the To-Hit bonus for their wands. Aren't ray's a rolled attack vs. AC?
 
They're a CR3 creature, so that'd put their PROF bonus as a +2, correct?  Not sure if their primary stat is INT or WIS. Either way, that's a +3 (if INT) or a +4 (if WIS) to hit with their wands. Did I math correctly?
 
I used the stats for spectators for the kamek, so it's straight out of the MM. I can't say if the maths are correct, however, having never checked it.
 

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