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<blockquote data-quote="tglassy" data-source="post: 7502149" data-attributes="member: 6855204"><p>"Speak of the Devil"</p><p> </p><p>Lost Minotaur</p><p>Disguised Warehouse</p><p>Idiomatic Confusion</p><p>Affably Evil</p><p>Perfect Game</p><p>Found Wanting</p><p> </p><p>This is an Urban 5e adventure for level 1 characters. It can also be used any time during larger campaigns that take place in cities or urban environments. </p><p> </p><p>Overview:</p><p>A carnival worker, Jormund Piddlestomper, has been practicing dark magic, taking customers and secretly sacrificing them to a devil. He is very charming and likable, always smiling and making jokes. He forces his victims to play a “Game”, where they attempt escape and rescue others, but failure means they lose their souls. Piddlestomper must win 10 times in a row, making the “Perfect Game”, or his soul is forfeit.</p><p> </p><p>The Adventure:</p><p>The party hears rumors that some townsfolk have disappeared near a carnival. Speaking to the Carnival Master, he also has lost his prized exhibit: a Minotaur. Further investigation shows that people keep disappearing in the towns and cities this carnival goes to, and the owner wonders if one of his crew is involved. Talking to any of the Carny’s with a DC 10 Persuasion or Intimidation check has them point out Jormund Piddlestomper’s cabin. He’s the magic behind the carnival, and they are all wary of him. </p><p> </p><p>Upon searching the cabin, they find a note with a local address on it. If they succeed on a DC 15 Perception check, they find a hidden compartment with a journal which talks about dealing with devils, and a related game the man is frightened of losing. He needs a “Perfect Game”, though it indicates he has succeeded in 9 times, and only needs one more to win the game against the devil.</p><p> </p><p>The party goes to the address and finds a warehouse. Once inside, though, the door shuts behind them, and disappears, and they find themselves in a Labyrinth. </p><p> </p><p>A voice calls out over the party, “Welcome! Come and play Devil’s Advocate! Well begun is half done, but can you whether the storm? Before you is a maze of magic and might, beyond young maidens do quiver with fright. You must continue through thick and thin, but you must also run like the wind. Leave no stone unturned as you riddle each gate but take too much time and you’ll be checkmate. For within I kill two birds with one stone, a Minotaur hunts, his bloodlust has grown.”</p><p> </p><p>The maze is magical, and blocks attempts to circumvent the fun with magic. Every time they turn a corner, roll a d20. On a 16-20, they find a gate, and a 1-5 finds the Minotaur, otherwise there are just twists and turns.</p><p> </p><p>There are three gates to get to the center. Each gate opens by solving a “riddle”, utilizing a different idiom. If they take too long, roll a d20. On a 1, they Minotaur finds them and attacks. Each time they succeed at a gate, Piddlestomper humorously makes a comment about the idiom used.</p><p> </p><p>1. A scale, two measuring bowls and two large jugs, one labeled “Cure” and one labeled “Prevention”, sit on a table next to the gate. They must pour some of each into the bowls, and then set the bowls on the scale. Since an ounce of Prevention is worth a pound of Cure, they must use only 1/16[SUP]th[/SUP] of Prevention to equal the same amount of the Cure. Trial and error can work but takes time.</p><p>2. Next to this gate is a skeleton of a man and a horse. You have to beat the dead horse in order to get the door to open. </p><p>3. They come to a trench, with a bridge spanning the gap. Across the bridge is the gate. They must cross the bridge and then burn it to open the gate. </p><p></p><p>In the center of the maze is a glass house with no door. Inside the glass house are the captured townsfolk. The glass is completely indestructible, unless you grab one of the stones around on the ground and throw it at the glass. Then it shatters, and the game is won.</p><p> </p><p>At this point, Jormund Piddlestomper screams and the maze disappears, revealing the mage. If the Minotaur is still alive, he sends it after them. If not, he is consumed by infernal flames. A Devil briefly appears, and says “You have been weighed, you have been measured, and you have been found wanting.” The Devil does the same if the party fails, only in this case consuming the party. On Piddlestomper’s corpse is 1d4 random Magical items from Table B, and 200gp.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7502149, member: 6855204"] "Speak of the Devil" Lost Minotaur Disguised Warehouse Idiomatic Confusion Affably Evil Perfect Game Found Wanting This is an Urban 5e adventure for level 1 characters. It can also be used any time during larger campaigns that take place in cities or urban environments. Overview: A carnival worker, Jormund Piddlestomper, has been practicing dark magic, taking customers and secretly sacrificing them to a devil. He is very charming and likable, always smiling and making jokes. He forces his victims to play a “Game”, where they attempt escape and rescue others, but failure means they lose their souls. Piddlestomper must win 10 times in a row, making the “Perfect Game”, or his soul is forfeit. The Adventure: The party hears rumors that some townsfolk have disappeared near a carnival. Speaking to the Carnival Master, he also has lost his prized exhibit: a Minotaur. Further investigation shows that people keep disappearing in the towns and cities this carnival goes to, and the owner wonders if one of his crew is involved. Talking to any of the Carny’s with a DC 10 Persuasion or Intimidation check has them point out Jormund Piddlestomper’s cabin. He’s the magic behind the carnival, and they are all wary of him. Upon searching the cabin, they find a note with a local address on it. If they succeed on a DC 15 Perception check, they find a hidden compartment with a journal which talks about dealing with devils, and a related game the man is frightened of losing. He needs a “Perfect Game”, though it indicates he has succeeded in 9 times, and only needs one more to win the game against the devil. The party goes to the address and finds a warehouse. Once inside, though, the door shuts behind them, and disappears, and they find themselves in a Labyrinth. A voice calls out over the party, “Welcome! Come and play Devil’s Advocate! Well begun is half done, but can you whether the storm? Before you is a maze of magic and might, beyond young maidens do quiver with fright. You must continue through thick and thin, but you must also run like the wind. Leave no stone unturned as you riddle each gate but take too much time and you’ll be checkmate. For within I kill two birds with one stone, a Minotaur hunts, his bloodlust has grown.” The maze is magical, and blocks attempts to circumvent the fun with magic. Every time they turn a corner, roll a d20. On a 16-20, they find a gate, and a 1-5 finds the Minotaur, otherwise there are just twists and turns. There are three gates to get to the center. Each gate opens by solving a “riddle”, utilizing a different idiom. If they take too long, roll a d20. On a 1, they Minotaur finds them and attacks. Each time they succeed at a gate, Piddlestomper humorously makes a comment about the idiom used. 1. A scale, two measuring bowls and two large jugs, one labeled “Cure” and one labeled “Prevention”, sit on a table next to the gate. They must pour some of each into the bowls, and then set the bowls on the scale. Since an ounce of Prevention is worth a pound of Cure, they must use only 1/16[SUP]th[/SUP] of Prevention to equal the same amount of the Cure. Trial and error can work but takes time. 2. Next to this gate is a skeleton of a man and a horse. You have to beat the dead horse in order to get the door to open. 3. They come to a trench, with a bridge spanning the gap. Across the bridge is the gate. They must cross the bridge and then burn it to open the gate. In the center of the maze is a glass house with no door. Inside the glass house are the captured townsfolk. The glass is completely indestructible, unless you grab one of the stones around on the ground and throw it at the glass. Then it shatters, and the game is won. At this point, Jormund Piddlestomper screams and the maze disappears, revealing the mage. If the Minotaur is still alive, he sends it after them. If not, he is consumed by infernal flames. A Devil briefly appears, and says “You have been weighed, you have been measured, and you have been found wanting.” The Devil does the same if the party fails, only in this case consuming the party. On Piddlestomper’s corpse is 1d4 random Magical items from Table B, and 200gp. [/QUOTE]
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