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<blockquote data-quote="Asisreo" data-source="post: 8294948" data-attributes="member: 7019027"><p><h2><span style="color: rgb(247, 218, 100)">Law</span></h2><h3><span style="color: null">Room 1: Entrance</span></h3><p>A 50x50x200 Square room where the teleportation circle transports them. There are 2 passages they can take, one immediately in front of them and one immediately behind them.</p><p></p><p>The passage behind them leads to a door. Behind the door is two left turns and an Illusory Script. The illusory message is written in Common and says "Those that seek audience with the Council of Order must obtain the four keys of Law!" The hidden message under it is also written in common and says "Be wary, for not all is as it appears within these walls."</p><p></p><p>The front passage leads into a closed but unlocked steel door. Beyond the door, the spell Guards and Wards is activated and will cover certain parts of the dungeon. (All warded areas will be displayed on the map below). [ATTACH=full]137867[/ATTACH]</p><p>The yellow areas are Guards and Wards. The Green area is Private Sanctum. The Red area is Forbiddance. The blue area is Hallow. It should be noted that abberations, celestials, fiends, and monstrosities are exceptions to the wards unless otherwise specified. The purple area is under the effects of Mirage Arcane.</p><p></p><h3>Room 7: False Entrance</h3><p>Room 7 is 50x70x30ft and appears to have 4 iron keys on a rack in the wall, with a sign calling them the "4 keys of order." There is also a sign in the archway on the westside of the room that says "Audience Chamber." The archway is actually under the effects of the Guards and Wards Suggestion effect (DC 19) and the suggestion says "Go northward and Await the arrival of the Council of Order in the room down the corridor."</p><p></p><p>The iron door to the southern wall of room 7 is under the effects of Guards and Wards, needing a DC 19 Investigation check or physical interaction to discern it is an illusion. It can be physically broken with a DC 30 Strength Check or picking it with a DC 25 Thieves' Tool (dexterity) check. The DC decreases by 10 if the magic is dispelled or suppressed, this applies to all Guards and Wards affected doors.</p><p></p><p>The wooden door located on the eastern side of room 7 requires a DC 20 Strength Check to open. On the door is a Glyph of Warding (DC19) holding a Weird spell.</p><p></p><h3>Room 9: Chamber of Contracts</h3><p>This 70x50x30ft room is under the Forbiddance spell. The room is split by three walls created from permanent Wall of Stone spells with 6in thicknesses. The walls create 4 10ft long divisions while the east side has a 30ft long section.</p><p></p><p>In the entrance section, the party sees a scale and three things on the floor. A pile of leaves, a pile of charcoal, and a crystal-encrusted platinum bust. On one side of the scale is a bag of money worth 50,000gp and the other side is empty. While both the scale and the bag of money is an illusion through the Major Image then Programmed Illusion spell, placing an object on the opposite side of the scale will tip the scale depending on the placed item. Any object placed on the empty side of the scale will be consumed and a Glyph of Warding (5th-level) will either be under the Explosive Rune:Fire (DC19) effect or the Spell:Cloudkill depending on the item placed on the scale. If the object is worth 50,000gp or less, the Wall of Stone is instead broken down and the party can proceed.</p><p></p><p>The next section is another scale-wall setup as the first section. The differences, however, is that the scale has a bag with the word "Soul" written on it in common and only 2 objects are on the ground: The skeleton of a humanoid which has been deceased for 2,000 years and a sword. Placing any object onto the scale activates a Glyph of Warding (9th-level) with a Feeblemind spell (DC 19). The only way to correctly bypass this section is to place any living creature onto the scale (creatures created from Conjuration spells count but not Illusion or Necromancy spells). Successfully completing this results in the opening of the next section.</p><p></p><p>The final section is a statue of the Fiend Mammon, who appears as a flabby Pit Fiend with wings that shine as rubies, with one eye removed. At the base of the statue, on a plaque, is the words written in Abyssal and translated in common: "An eye for an eye." The way to resolve this is to place either an eye of a creature that is either alive or once living, or to find the "Eye of Mammon" crystal inside of the dungeon and replace it back into the statue.</p><p></p><p>Finally, behind the third and final stone wall is a single document on a desk. The document is a written record of all the most despicable deals that devils had ever made with intelligent races across the multiverse, written in abyssal. Written in blood across the top of the document are the words "Fiendish Contract" written in common. This is the key of the fiend.</p><p></p><h3>Room 2: Chamber of Truth</h3><p>In this 100x100 room, there is a Hallow spell effect throughout. The extra effect is Fear.</p><p></p><p>In three corners of the room are sections where the players must test their sense of Truth.</p><p></p><p>The first corner is a trial with 3 objects and a Magic Mouth that says "Once, a thief stolen an object from this temple. This very object represents their punishment, that which thieves deserve." Underneath the Magic Mouth is a Greatsword stabbed in a pedestal, an Olive Branch placed on a stand, and a miniature cage. The Greatsword and the Olive Branch are both Illusions under the Major Image spell and attempting to touch them activates Glyph of Warding: Blade Barrier for the Greatsword and Glyph of Warding: Polymorph (Eagle) for the Olive Branch. The true object is the miniature cage and touching it reveals a gable's handle underneath it. An Illusory Script states "The atonement for pettiness is neither peace nor violence, but sanctuary." This script is unintelligible to all but the creators and the Council of Order.</p><p></p><p>The second corner is a trial with only 4 Magic Mouths in it.</p><p> The first instructs those that approach it to "Dispel the lies and repeat the truth." The second Magic Mouth then states 3 statements: "Murderers are just. Thieves are just. Truth is just." If a character answers anything other than "Truth is Just," a Glyph of Warding: 7th-level Bestow Curse (Wisdom disadv.) activates and targets that creature.</p><p> Otherwise, the second Magic Mouth speaks and says "Law is order. Truth is Law. Peace is Justice." If a character answers anything other than "Law is order," a Glyph of Warding: 7th-level Bestow Curse (Disadv. against Solar) activates and targets the creature.</p><p> Otherwise, the third Magic Mouth speaks and says "This is the only true statement. This is a true statement. There are two true statements." The correct response is either the first statement or the last two statements. Answering anything else activates a Glyph of Warding: Flame-Strike (8th-level).</p><p> Finally, the 4th magic mouth states "Each must reveal your own weaknesses and you shall obtain revelation. But do not attempt to deceive, lest your death be imminent." The party is free to answer whatever they wish so long as it can be a genuine, perceived weakness. Attempts at lying activates a Glyph of Warding: Disintegrate (8th-level) on the target. Otherwise, they receive the gable's mallet head once everyone reveals their "weakness".</p><p></p><h3>Room 6: Chamber of Time</h3></blockquote><p></p>
[QUOTE="Asisreo, post: 8294948, member: 7019027"] [HEADING=1][COLOR=rgb(247, 218, 100)]Law[/COLOR][/HEADING] [HEADING=2][COLOR=null]Room 1: Entrance[/COLOR][/HEADING] A 50x50x200 Square room where the teleportation circle transports them. There are 2 passages they can take, one immediately in front of them and one immediately behind them. The passage behind them leads to a door. Behind the door is two left turns and an Illusory Script. The illusory message is written in Common and says "Those that seek audience with the Council of Order must obtain the four keys of Law!" The hidden message under it is also written in common and says "Be wary, for not all is as it appears within these walls." The front passage leads into a closed but unlocked steel door. Beyond the door, the spell Guards and Wards is activated and will cover certain parts of the dungeon. (All warded areas will be displayed on the map below). [ATTACH type="full" alt="20210603_165510.png"]137867[/ATTACH] The yellow areas are Guards and Wards. The Green area is Private Sanctum. The Red area is Forbiddance. The blue area is Hallow. It should be noted that abberations, celestials, fiends, and monstrosities are exceptions to the wards unless otherwise specified. The purple area is under the effects of Mirage Arcane. [HEADING=2]Room 7: False Entrance[/HEADING] Room 7 is 50x70x30ft and appears to have 4 iron keys on a rack in the wall, with a sign calling them the "4 keys of order." There is also a sign in the archway on the westside of the room that says "Audience Chamber." The archway is actually under the effects of the Guards and Wards Suggestion effect (DC 19) and the suggestion says "Go northward and Await the arrival of the Council of Order in the room down the corridor." The iron door to the southern wall of room 7 is under the effects of Guards and Wards, needing a DC 19 Investigation check or physical interaction to discern it is an illusion. It can be physically broken with a DC 30 Strength Check or picking it with a DC 25 Thieves' Tool (dexterity) check. The DC decreases by 10 if the magic is dispelled or suppressed, this applies to all Guards and Wards affected doors. The wooden door located on the eastern side of room 7 requires a DC 20 Strength Check to open. On the door is a Glyph of Warding (DC19) holding a Weird spell. [HEADING=2]Room 9: Chamber of Contracts[/HEADING] This 70x50x30ft room is under the Forbiddance spell. The room is split by three walls created from permanent Wall of Stone spells with 6in thicknesses. The walls create 4 10ft long divisions while the east side has a 30ft long section. In the entrance section, the party sees a scale and three things on the floor. A pile of leaves, a pile of charcoal, and a crystal-encrusted platinum bust. On one side of the scale is a bag of money worth 50,000gp and the other side is empty. While both the scale and the bag of money is an illusion through the Major Image then Programmed Illusion spell, placing an object on the opposite side of the scale will tip the scale depending on the placed item. Any object placed on the empty side of the scale will be consumed and a Glyph of Warding (5th-level) will either be under the Explosive Rune:Fire (DC19) effect or the Spell:Cloudkill depending on the item placed on the scale. If the object is worth 50,000gp or less, the Wall of Stone is instead broken down and the party can proceed. The next section is another scale-wall setup as the first section. The differences, however, is that the scale has a bag with the word "Soul" written on it in common and only 2 objects are on the ground: The skeleton of a humanoid which has been deceased for 2,000 years and a sword. Placing any object onto the scale activates a Glyph of Warding (9th-level) with a Feeblemind spell (DC 19). The only way to correctly bypass this section is to place any living creature onto the scale (creatures created from Conjuration spells count but not Illusion or Necromancy spells). Successfully completing this results in the opening of the next section. The final section is a statue of the Fiend Mammon, who appears as a flabby Pit Fiend with wings that shine as rubies, with one eye removed. At the base of the statue, on a plaque, is the words written in Abyssal and translated in common: "An eye for an eye." The way to resolve this is to place either an eye of a creature that is either alive or once living, or to find the "Eye of Mammon" crystal inside of the dungeon and replace it back into the statue. Finally, behind the third and final stone wall is a single document on a desk. The document is a written record of all the most despicable deals that devils had ever made with intelligent races across the multiverse, written in abyssal. Written in blood across the top of the document are the words "Fiendish Contract" written in common. This is the key of the fiend. [HEADING=2]Room 2: Chamber of Truth[/HEADING] In this 100x100 room, there is a Hallow spell effect throughout. The extra effect is Fear. In three corners of the room are sections where the players must test their sense of Truth. The first corner is a trial with 3 objects and a Magic Mouth that says "Once, a thief stolen an object from this temple. This very object represents their punishment, that which thieves deserve." Underneath the Magic Mouth is a Greatsword stabbed in a pedestal, an Olive Branch placed on a stand, and a miniature cage. The Greatsword and the Olive Branch are both Illusions under the Major Image spell and attempting to touch them activates Glyph of Warding: Blade Barrier for the Greatsword and Glyph of Warding: Polymorph (Eagle) for the Olive Branch. The true object is the miniature cage and touching it reveals a gable's handle underneath it. An Illusory Script states "The atonement for pettiness is neither peace nor violence, but sanctuary." This script is unintelligible to all but the creators and the Council of Order. The second corner is a trial with only 4 Magic Mouths in it. The first instructs those that approach it to "Dispel the lies and repeat the truth." The second Magic Mouth then states 3 statements: "Murderers are just. Thieves are just. Truth is just." If a character answers anything other than "Truth is Just," a Glyph of Warding: 7th-level Bestow Curse (Wisdom disadv.) activates and targets that creature. Otherwise, the second Magic Mouth speaks and says "Law is order. Truth is Law. Peace is Justice." If a character answers anything other than "Law is order," a Glyph of Warding: 7th-level Bestow Curse (Disadv. against Solar) activates and targets the creature. Otherwise, the third Magic Mouth speaks and says "This is the only true statement. This is a true statement. There are two true statements." The correct response is either the first statement or the last two statements. Answering anything else activates a Glyph of Warding: Flame-Strike (8th-level). Finally, the 4th magic mouth states "Each must reveal your own weaknesses and you shall obtain revelation. But do not attempt to deceive, lest your death be imminent." The party is free to answer whatever they wish so long as it can be a genuine, perceived weakness. Attempts at lying activates a Glyph of Warding: Disintegrate (8th-level) on the target. Otherwise, they receive the gable's mallet head once everyone reveals their "weakness". [HEADING=2]Room 6: Chamber of Time[/HEADING] [/QUOTE]
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