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<blockquote data-quote="MNblockhead" data-source="post: 7486254" data-attributes="member: 6796661"><p>Q*Bert lends itself to a DnD challenge. </p><p></p><p>The party finds itself without weapons or equipment. Either nude or just in mundane clothing. </p><p></p><p>28 30'x30'x30' cubes are carved into the side a sheer cliff. The top surface of the cubes glows with a blue magic light, except for the top-most cube that the party members start on, which glows with a golden light. The sides of the cubes are smooth, gray stone. Deadly gas or negative energy or zone of annihilation, or something else makes it deadly to leave the cubes. Movement, including flight, speed is limited to one cube per round. High-level magics have the effect of forbiddance, preventing teleportation, misty step, planar traval, etc. </p><p></p><p>When the entire party, regarless of the number of members stand on a cube, the surface changes from blue to gold and a small pouch with 25 GP appears. Any cube previously stood upon by the entire group remains gold. </p><p></p><p>As soon as the party moves from the first cube, a puple egg appears. Every round, it moves one square down. If the party is on the same cube at the same time with the egg, they lose 1/3 of their hit points and start at the top cube again. There is nothing the party can do which harms the egg. When the egg reaches the bottom row of cubs a purble, coiled serpent sprints forth and begings jumping up and along the cubes, chasing the party. One cube per round. If it lands on the same cube, it has the same effect as if the egg and party end up on the same cube. </p><p></p><p>After the 4th round, two purple jellies begin at the top cube and begin jumping down. Roll a percental for each, each around to see if they hop down to the left or right. If they would fall off the side, they automatically jump the other direction. Once they reach the buttom layer, they jump off and disappear. Four rounds after they disappear they reappear at the top cube. </p><p></p><p>Once all cubes are gold, the party is teleported to the top cube of another 28 cube structure. Same rules as the first apply, with the following additions:</p><p></p><p>1. The first time the entire party stands on a cube, it turns purple. The second time the entire party stands on a cube it turns gold and they get a pouch of 25 gp. The entire party must leave the cube before and return to it to make the second color change. T</p><p></p><p>2. Two goblins, Slick and Sam, appear after the 8th round. They have normal goblin stats. When ever they jump on a cube, it changes back from gold to purple, or purple to blue. They are subject to the same movement restrictions as the characters. They will avoid the characters if they can. They are immune to all ranged attacks. If they are killed with a melee attack, a medium pouch with 500 GP appears on the cube where they were killed. After both of them are killed, they reappear on the top cube after 8 rounds. </p><p></p><p>Once all the cubes on the 2nd level are gold the party is teleported to the top cube of the 3rd and final stack. </p><p></p><p>Same rules as #2 apply with the following additions.</p><p></p><p>Off two the sides of the cubes, are 1d4 floating, multicolored disks. Roll a D6 two times to determine which cube a disk appears next to. The first roll determine what side with odd=left and even=right. Use the second roll to count from the bottom cube and rerolling if a disk is already there. The top cube will not have a disk because it is cube 7. The disk would fit into a 30x30 square and should fit the entire party. If one or more characters are standing on a disk at the end of the round it floats up to right above the top cube and disappears, dropping the party onto the top cube. </p><p></p><p>At the start of every round, before anyone can take an action, the disks disappear. Roll a d4 and that many new disks appear, their position determined with d6 rolls as described above. </p><p></p><p>On the 6th turn two jumping purple squid-like creatures from the far realm will jump along the sides of cube. Each round, Roll a d6 for each squid on its turn. 1-2 they jump left. 3-4 it jumps right. 5-6 it jump up. When it jump up, it will have to jump over the top surface of the cube to reach the side of the cube above it. Any characters on the surface of the cube when it jumps over will lose 1/3 of their hit points and the purple squid disappears. If it jumps off the side of of a cube and off the stack, it disappears. After both purple squid things disappear, two new ones appear after 6 rounds. </p><p></p><p>After beating the 3rd pyramid, a portal appears at the top of the pyramid. A lich stands before it and demands 4,100 GP to pass. If the party pays, their belongings are returned to them and they are teleported to wherever makes sense based on the campaign. Any coin above 4,100 that the party earned, they get to keep. </p><p></p><p>I have not tested this yet. It likely needs a lot of tweaking to make it fun, challenging but beatable, in play.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7486254, member: 6796661"] Q*Bert lends itself to a DnD challenge. The party finds itself without weapons or equipment. Either nude or just in mundane clothing. 28 30'x30'x30' cubes are carved into the side a sheer cliff. The top surface of the cubes glows with a blue magic light, except for the top-most cube that the party members start on, which glows with a golden light. The sides of the cubes are smooth, gray stone. Deadly gas or negative energy or zone of annihilation, or something else makes it deadly to leave the cubes. Movement, including flight, speed is limited to one cube per round. High-level magics have the effect of forbiddance, preventing teleportation, misty step, planar traval, etc. When the entire party, regarless of the number of members stand on a cube, the surface changes from blue to gold and a small pouch with 25 GP appears. Any cube previously stood upon by the entire group remains gold. As soon as the party moves from the first cube, a puple egg appears. Every round, it moves one square down. If the party is on the same cube at the same time with the egg, they lose 1/3 of their hit points and start at the top cube again. There is nothing the party can do which harms the egg. When the egg reaches the bottom row of cubs a purble, coiled serpent sprints forth and begings jumping up and along the cubes, chasing the party. One cube per round. If it lands on the same cube, it has the same effect as if the egg and party end up on the same cube. After the 4th round, two purple jellies begin at the top cube and begin jumping down. Roll a percental for each, each around to see if they hop down to the left or right. If they would fall off the side, they automatically jump the other direction. Once they reach the buttom layer, they jump off and disappear. Four rounds after they disappear they reappear at the top cube. Once all cubes are gold, the party is teleported to the top cube of another 28 cube structure. Same rules as the first apply, with the following additions: 1. The first time the entire party stands on a cube, it turns purple. The second time the entire party stands on a cube it turns gold and they get a pouch of 25 gp. The entire party must leave the cube before and return to it to make the second color change. T 2. Two goblins, Slick and Sam, appear after the 8th round. They have normal goblin stats. When ever they jump on a cube, it changes back from gold to purple, or purple to blue. They are subject to the same movement restrictions as the characters. They will avoid the characters if they can. They are immune to all ranged attacks. If they are killed with a melee attack, a medium pouch with 500 GP appears on the cube where they were killed. After both of them are killed, they reappear on the top cube after 8 rounds. Once all the cubes on the 2nd level are gold the party is teleported to the top cube of the 3rd and final stack. Same rules as #2 apply with the following additions. Off two the sides of the cubes, are 1d4 floating, multicolored disks. Roll a D6 two times to determine which cube a disk appears next to. The first roll determine what side with odd=left and even=right. Use the second roll to count from the bottom cube and rerolling if a disk is already there. The top cube will not have a disk because it is cube 7. The disk would fit into a 30x30 square and should fit the entire party. If one or more characters are standing on a disk at the end of the round it floats up to right above the top cube and disappears, dropping the party onto the top cube. At the start of every round, before anyone can take an action, the disks disappear. Roll a d4 and that many new disks appear, their position determined with d6 rolls as described above. On the 6th turn two jumping purple squid-like creatures from the far realm will jump along the sides of cube. Each round, Roll a d6 for each squid on its turn. 1-2 they jump left. 3-4 it jumps right. 5-6 it jump up. When it jump up, it will have to jump over the top surface of the cube to reach the side of the cube above it. Any characters on the surface of the cube when it jumps over will lose 1/3 of their hit points and the purple squid disappears. If it jumps off the side of of a cube and off the stack, it disappears. After both purple squid things disappear, two new ones appear after 6 rounds. After beating the 3rd pyramid, a portal appears at the top of the pyramid. A lich stands before it and demands 4,100 GP to pass. If the party pays, their belongings are returned to them and they are teleported to wherever makes sense based on the campaign. Any coin above 4,100 that the party earned, they get to keep. I have not tested this yet. It likely needs a lot of tweaking to make it fun, challenging but beatable, in play. [/QUOTE]
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