Saturday, April 5, 2014

DMScreen Examples (continued)

1. Treasure, Level 1, 4 players,  Indoors

[Location] Bloody shrine.
[Treasure]
             Decorative pile
                  -Chair (325.0)
             Bronze urn
                  -Wand of Enemy Detection (300.0)
                  -160.0 lbs of iron ingot (32.0)
             Painted wood coffer
                  -Hat of Disguise (200.0)
                  -Contemporary, in good gondition, god-awful quality, and supernatural painting gesso. (400.0)

Shoving the heavy wooden door aside, a loud 'SQUITCHUWK' greets your ears as a bloody corpse lodges itself underneath the swinging door. At the back of the room, behind a blood splattered shrine of skin and bone, sits a stacked pile of a bundle of spines tied to a bronze urn sitting atop a heavy wooden chair perching upon a heavy wooden coffer.
(My initial reaction to this encounter was that it was going to be a creepy room, and that it should be bloody in a way that will make the players wary and unnerved.)

2. Monster, Level 2, 4 players, Outdoors

[Location] Dried up stream.
[Monster] Level 10 golem {Morale: zealous  Purpose: food  Reaction: evaluate, defensively
[Junk] Fire Seeds  (250.0)
                  -Chest of drawers (68.0)

Trudging through the drought-plagued plains, your boots start to stick in the mud and it appears like the mud only gets thicker in the dried up stream-bed ahead, between the boulders and tumbleweeds. You might be able to move more quickly hopping on top of the rocks.
Any player that questions the source of the mud has a chance to discover that a powerful mud golem sleeps in what at first seems to be a stream-bed. Trudging through the mud will awaken this powerful creature, which has a great advantage in the thick mud, and will play with its food before going in for the kill. Staying on top of the boulders will let the players skirt by the golem without waking it. Examining the tumbleweeds in the area reveals a half sunk chest of drawers with fire seeds inside one of the drawers.
 (My initial reaction to this encounter roll was the movie Tremors, especially with the monster being so powerful with respect to the players.)

3. Trick, Level 8, 5 players, Outdoors

[Location] Spring.
[Trick]   1. Wall artwork
           A helpful trick based on a tool/machinery.
                     Success will increase physical abilities.
                     Failure will result in no help.
After miles of sand, a cool wind passes over your brows and a cloud shadow hides the glare of the sand enough to reveal a small oasis in the distance. 
If players approach the oasis:
A whirring and spinning machine of glass vials and arcane markings dumps crystal clear water onto the sand. A few plants opportunistically lap up this water and are currently in bloom. 
Players who investigate this machine:
The markings on this machine may be distantly related to Aquan, but seem to be highly stylized. The pictographs show deep blue waves, a humanoid figure standing tall, and palm trees. The device irregularly makes a grinding noise of metal on stone, and seems to sputter and stop randomly. 
If the players try to fix the machine, it will require someone with a knowledge of Aquan or arcana to even attempt such a feat. If they are successful, the oasis water will take on a faint white glow. This water will act as a potion of heroism, and there is enough water for 6 potions. Failing to fix the machine will cause it to break apart, ending the source of life-giving water for these plants.

4. Trap, Level 15, 4 players, Indoors

[Location] Bathroom
[Trap] 1. Tile-work 2.Dripping sound:
           Devastating burning oil spews forth
The simple wooden door opens up onto a dirty tiled room with many stall doors, with the poorly lit room hiding what sits behind them. There is a steady drip of a dirty black water from a sagging portion of the ceiling. 
When any player enters the room and steps on the floor tiling, the sagging ceiling will split open and release an ember, igniting the oily droplets to create a massive and deadly burning oil trap. The deadly nature of this rooms can be seen by players that take the time to examine the tile-work or look more closely at the oily substance dripping down. 

5. Special, Level 4, 6 players, Indoors

[Location] Conjuring room
[Special] Weird trash.
The heavy stone door to this room is locked with an ornate stone lock, and when unlocked, slides smoothly downward into the floor. The center of this room is adorned with a glowing semi-circle of runes, a hexagonal pattern of ash filled incense holders, and a pile of oily rags in the corner. Upon entering the room, the oily rags stand up into a vaguely humanoid shape, and offer mumbled apologies as it shuffles past the party in order to make it to an appointment. Anyone trying to stop the rag-man will risk contracting a number of diseases on contact.
The rag-man is a disembodied spirit accidentally attached to a pile of dirty rags. The spirit is that of a long deceased merchant that is unaware of its current predicament and has a very fogged mind. The players would do well to simply ignore the creature, but as with all special encounters it is supposed to be eerie and unusual.

No comments:

Post a Comment