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[Let's Read] Unbreakable Volume 1
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<blockquote data-quote="Libertad" data-source="post: 8091388" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/aVqL4YT.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"><strong>Den of Broken Tiles</strong></p><p></p><p>This rather short adventure is suitable for 4 12th level PCs. One of the party members has been invited to a top-tier mahjong tournament at the Den of Broken Tiles. This gambler’s guild is actually a secret society that uses the games as a front to make clandestine deals and control national politics. Organized by the wizard Jaan’dik, his mysterious grand prize is the servitude of a captured wish-granting spirit by the name of Pilandok, who he plans on selling to the highest bidder after demonstrating its power to the lucky winner.</p><p></p><p>The adventure takes place in Illrooco Province, a rather mountainous region populated mostly by tribes living in rather large villages. While the PCs are venturing to the local tournament they come upon a <a href="https://en.wikipedia.org/wiki/Draco_guentheri" target="_blank">talking rizali dragon (pseudodragon)</a> by the name of Kiza in need of help. She mentions that her friend Pilandok has been kidnapped by a wicked sorcerer. She only managed to escape said spellcaster’s mental control, and given that the sorcerer is capable of changing their physical appearance she’s reluctant in accompanying the party to the tournament or anywhere else she can be easily seen.</p><p></p><p>The tournament itself is held at a traveler’s hostel by the name of Sinigang house, and is populated by guards who will search people coming in for weapons. There are also representatives of the Den of Broken Tiles who act as referees, as well as three contestants eager to participate in the mahjong tournament who have guards of their own. Jaan’dik also disguises himself as Mama Esca, Sinigang House’s original owner, who he left for dead in a cave after her refusal to host the tournament in the first place. Each contestant is a person of rather notable political power, even if their role is not obvious: we have the representative of a corrupt official, a nobleman who plays not for the money but for the thrill, and the daughter of a gambler whose father is believed dead and she’s hoping to use the grand prize as a means of finding him. This last character is rather important, so we’ll mention her by name: Daiami. Before the tournament begins the PCs can interact with them and gather rumors of varying truthfulness about recent goings-on and can also hear said rumors while playing. Jaan’dik appears to introduce the rules and mention the prize, claiming that the winner will get to meet a <a href="https://en.wikipedia.org/wiki/Anito" target="_blank">diwata</a> in the flesh and request their heart’s desire from it in addition to the buy-in gold of all the contestants. If asked why he didn’t make use of the power himself, Jaan’dik claims that he has “already made his wish.”</p><p></p><p>There are two means of resolving the mahjong tournament: either it’s done as a skill challenge where the contestant PC must roll 5 successes before rolling 3 failures, and can use any skill with which they are proficient provided that it can be justified. Cheating and getting away with it counts as 2 successes, but the tiles (which are a mimic in disguise) are capable of detecting both mundane and magical means if the PC fails a Deception check and will come to life and attack the guilty party for 5 rounds. Regardless of the fight’s outcome, said cheater will be ejected from the tournament. The other means of playing is simulating a real mahjong game, with suggested alterations in a sidebar:</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/vyThNwA.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>I do not know the rules of mahjong, so I cannot comment one way or another as to the fastidiousness of these house rules. If the contestant PC loses then Daiami will win. Jaan’dik will teleport into the room and invite everyone to follow him into an underground chamber, even the losers. The trail eventually ends at an arcane circle surrounding Pilandok, a sleeping mouse deer. The truth of the matter is that Pilandok is not bound by the circle’s powers and can leave at any time, but is pretending to be captured because he thinks it will be funny to see the reaction on Jaan’dik’s face when he nonchalantly walks out of the circle and says “no” to the wish.</p><p></p><p>When this happens then Jaan’dik will fly into a rage and use his magic to try and kill all of the witnesses. The three Den members will attempt to defend him during a bout of confusion, although being weaponless they can’t do much and will surrender once Jaan’dik escapes or is subdued. The wizard himself casts spells as an archmage and has access to some pretty powerful magic including but not limited to Time Stop, Globe of Invulnerability, and the quintessential Fireball. He also cast a few long-term buff spells before combat, and he can summon elementals to fight at his side. As for Pilandok, he is more of a mobile support character, possessing little in the way of direct offense (besides the vicious mockery cantrip) but can heal targets by rubbing his fur against them, and grant inspiration once per year to a target in the form of luck, and has a few utility spells.</p><p></p><p>Pilandok will explain to surviving PCs that a renowned gambler by the name of Esca lived at Sinigang House in a life of post-fame anonymity, and refused the idea for the tournament being held at the place. Jaan’dik overpowered and left her for dead in a cave in order to host the tournament, and Pilandok did his part in helping her recover before his fake-capture. The real Esca, once found, can wrap up a loose plot thread by telling Daiami the real fate of her father, which is meant to be a future adventure hook. Pilandok will not offer a wish, but he will give the PCs a Ring of Steady Nerves that grants advantage on Dexterity/Charisma checks involving finesse and saves vs psychic damage, but transforms the wielder into a mouse deer for a limited time if they fail said save.</p><p></p><p>In addition to Jaan’dik, Pilandok, and the Tile Mimics, we also have stats for a mouse deer. It’s a CR 0 tiny beast that has 1 hit point and a bite that deals 1 hp of damage, but like Pilandok has a yearly lucky aura inspiration ability.</p><p></p><p><strong>Thoughts So Far:</strong> I am a sucker for competitive mini-games as a change of pace from the dungeon-crawling faire of D&D, so I love the idea of a high-stakes mahjong tournament. The adventure’s weak point is that it has only one real combat encounter, and depending on the party make-up can be very easy or very difficult. PCs who have been disarmed of essential offensive gear by the guards may have little choice but to retreat, but otherwise they may be able to overwhelm Jaan’dik if they get lucky on initiative. The tie-in hook with Kiza talking about a wicked sorcerer is a premonition, but barring her use as the sample adventure hook in the first place (PC receives a letter for help) her presence may seem like a red herring if the party decides that this “evil mage on the loose” is a higher priority than a mahjong tournament.</p><p></p><p>Jaan’dik’s impersonation of Esca feels a bit unnecessary in complication, and there’s no real means of tipping the PCs off to something being amiss unless they have reason to use divination magic directly on his disguised self. Given that Jaan’dik appears as his real self upon the tournament’s completion, I feel that said plot element could be excised. It would be far more straightforward for Kiza to know what Jaan’dik looks like, but given the hostage situation cannot immediately make a scene at the tournament without risking the ire of everyone else in the house and the safety of her friend. A more covert approach can give the rest of the party time to snoop around while the contestant PC plays and buys them time.</p><p></p><p><strong>Join us next time as we perform food delivery service to Chinese Hell in A Cargo of Melons for the Courts of the Dead!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8091388, member: 6750502"] [center][img]https://i.imgur.com/aVqL4YT.png[/img] [b]Den of Broken Tiles[/b][/center] This rather short adventure is suitable for 4 12th level PCs. One of the party members has been invited to a top-tier mahjong tournament at the Den of Broken Tiles. This gambler’s guild is actually a secret society that uses the games as a front to make clandestine deals and control national politics. Organized by the wizard Jaan’dik, his mysterious grand prize is the servitude of a captured wish-granting spirit by the name of Pilandok, who he plans on selling to the highest bidder after demonstrating its power to the lucky winner. The adventure takes place in Illrooco Province, a rather mountainous region populated mostly by tribes living in rather large villages. While the PCs are venturing to the local tournament they come upon a [url=https://en.wikipedia.org/wiki/Draco_guentheri]talking rizali dragon (pseudodragon)[/url] by the name of Kiza in need of help. She mentions that her friend Pilandok has been kidnapped by a wicked sorcerer. She only managed to escape said spellcaster’s mental control, and given that the sorcerer is capable of changing their physical appearance she’s reluctant in accompanying the party to the tournament or anywhere else she can be easily seen. The tournament itself is held at a traveler’s hostel by the name of Sinigang house, and is populated by guards who will search people coming in for weapons. There are also representatives of the Den of Broken Tiles who act as referees, as well as three contestants eager to participate in the mahjong tournament who have guards of their own. Jaan’dik also disguises himself as Mama Esca, Sinigang House’s original owner, who he left for dead in a cave after her refusal to host the tournament in the first place. Each contestant is a person of rather notable political power, even if their role is not obvious: we have the representative of a corrupt official, a nobleman who plays not for the money but for the thrill, and the daughter of a gambler whose father is believed dead and she’s hoping to use the grand prize as a means of finding him. This last character is rather important, so we’ll mention her by name: Daiami. Before the tournament begins the PCs can interact with them and gather rumors of varying truthfulness about recent goings-on and can also hear said rumors while playing. Jaan’dik appears to introduce the rules and mention the prize, claiming that the winner will get to meet a [url=https://en.wikipedia.org/wiki/Anito]diwata[/url] in the flesh and request their heart’s desire from it in addition to the buy-in gold of all the contestants. If asked why he didn’t make use of the power himself, Jaan’dik claims that he has “already made his wish.” There are two means of resolving the mahjong tournament: either it’s done as a skill challenge where the contestant PC must roll 5 successes before rolling 3 failures, and can use any skill with which they are proficient provided that it can be justified. Cheating and getting away with it counts as 2 successes, but the tiles (which are a mimic in disguise) are capable of detecting both mundane and magical means if the PC fails a Deception check and will come to life and attack the guilty party for 5 rounds. Regardless of the fight’s outcome, said cheater will be ejected from the tournament. The other means of playing is simulating a real mahjong game, with suggested alterations in a sidebar: [center][img]https://i.imgur.com/vyThNwA.png[/img][/center] I do not know the rules of mahjong, so I cannot comment one way or another as to the fastidiousness of these house rules. If the contestant PC loses then Daiami will win. Jaan’dik will teleport into the room and invite everyone to follow him into an underground chamber, even the losers. The trail eventually ends at an arcane circle surrounding Pilandok, a sleeping mouse deer. The truth of the matter is that Pilandok is not bound by the circle’s powers and can leave at any time, but is pretending to be captured because he thinks it will be funny to see the reaction on Jaan’dik’s face when he nonchalantly walks out of the circle and says “no” to the wish. When this happens then Jaan’dik will fly into a rage and use his magic to try and kill all of the witnesses. The three Den members will attempt to defend him during a bout of confusion, although being weaponless they can’t do much and will surrender once Jaan’dik escapes or is subdued. The wizard himself casts spells as an archmage and has access to some pretty powerful magic including but not limited to Time Stop, Globe of Invulnerability, and the quintessential Fireball. He also cast a few long-term buff spells before combat, and he can summon elementals to fight at his side. As for Pilandok, he is more of a mobile support character, possessing little in the way of direct offense (besides the vicious mockery cantrip) but can heal targets by rubbing his fur against them, and grant inspiration once per year to a target in the form of luck, and has a few utility spells. Pilandok will explain to surviving PCs that a renowned gambler by the name of Esca lived at Sinigang House in a life of post-fame anonymity, and refused the idea for the tournament being held at the place. Jaan’dik overpowered and left her for dead in a cave in order to host the tournament, and Pilandok did his part in helping her recover before his fake-capture. The real Esca, once found, can wrap up a loose plot thread by telling Daiami the real fate of her father, which is meant to be a future adventure hook. Pilandok will not offer a wish, but he will give the PCs a Ring of Steady Nerves that grants advantage on Dexterity/Charisma checks involving finesse and saves vs psychic damage, but transforms the wielder into a mouse deer for a limited time if they fail said save. In addition to Jaan’dik, Pilandok, and the Tile Mimics, we also have stats for a mouse deer. It’s a CR 0 tiny beast that has 1 hit point and a bite that deals 1 hp of damage, but like Pilandok has a yearly lucky aura inspiration ability. [b]Thoughts So Far:[/b] I am a sucker for competitive mini-games as a change of pace from the dungeon-crawling faire of D&D, so I love the idea of a high-stakes mahjong tournament. The adventure’s weak point is that it has only one real combat encounter, and depending on the party make-up can be very easy or very difficult. PCs who have been disarmed of essential offensive gear by the guards may have little choice but to retreat, but otherwise they may be able to overwhelm Jaan’dik if they get lucky on initiative. The tie-in hook with Kiza talking about a wicked sorcerer is a premonition, but barring her use as the sample adventure hook in the first place (PC receives a letter for help) her presence may seem like a red herring if the party decides that this “evil mage on the loose” is a higher priority than a mahjong tournament. Jaan’dik’s impersonation of Esca feels a bit unnecessary in complication, and there’s no real means of tipping the PCs off to something being amiss unless they have reason to use divination magic directly on his disguised self. Given that Jaan’dik appears as his real self upon the tournament’s completion, I feel that said plot element could be excised. It would be far more straightforward for Kiza to know what Jaan’dik looks like, but given the hostage situation cannot immediately make a scene at the tournament without risking the ire of everyone else in the house and the safety of her friend. A more covert approach can give the rest of the party time to snoop around while the contestant PC plays and buys them time. [b]Join us next time as we perform food delivery service to Chinese Hell in A Cargo of Melons for the Courts of the Dead![/b] [/QUOTE]
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