6 Players

Player level: 6

To DMS: This is a one-shot adventure I created for me and my friends. Below are the needed maps and brief encounters in the rooms. Please feel free to expand and change things to fit your personal style. The items I mentioned in the first section can be printed on slips of paper to randomly draw or can be assigned to certain players if you wish the puzzle to be easier on the players. I left a lot of things up to interpretation for you guys so don’t feel blocked in to staying on script or using the same monsters if you have others in mind. Enjoy!

Non: I have also included an NPC that can be used if missing a player for 6. 6 players are needed to complete the puzzle. The character is a Kenku who is a grim reaper of the Raven Queen. I made the character completely mute, but you may choose to use them to be more help if you wish. In the end scene you can show Non leading the spirits away to the afterlife through a painting for added flavor.

Intro: to get started I would have each character describe what they were doing just before the campaign starts. Each player’s character should be strangers to one another and should have just a tiny bit of backstory. Just enough to describe a scene before they’re whisked away to the scene below.

For added effect use these scenes to describe paintings throughout the house that resemble their last memories, these will be used later if they succeed in killing the lich as portals back to their old lives.


Story hook: Your characters wake up in unfamiliar beds, your gear, and armor out of sight. You each wear a nightgown and are posed as though lying in a coffin. When you stand you have a wave of dizziness, but it quickly passes. You steady yourselves and take in your surroundings. You are in a nicely decorated room. In the said room are the bed, a chest at the foot of the bed, and a wardrobe. There is only one door leading out of the room. What will you do?

Wardrobe: You open the wardrobe and see that it holds your armor and almost identical weapons; runes seem to have been carved into them. There is also a nice set of formal clothes neatly hung in a corner that looks like they perfectly fit your measurements. On the floor of the wardrobe, you see a sealed envelope with your name neatly printed on the front. (have them pull one of the drawings from your bag.)

Chest: You open the chest and see all your equipment neatly packed away. Along with a potion with a red bow tie around the neck of the bottle. It has a little note attached that says “Save me for later”

Door: You open the door of the room to a dark quiet hallway. Five other single doors line the walls. On one end of the hallway a large window, at the other end, two large doors lead further into the house.

Window: You look outside the window and can see the sun just starting to rise over the horizon, directly outside is a beautiful courtyard surrounded by a tall smooth stone wall.

As you all make your way out into the hallway you are met with each other, seeing no hostility you all take a moment to introduce yourself and find you are all in the same position. You don’t know where you are or how you got here. Two of your ranks seem familiar to each other, but the rest are strangers. What would you all like to do?


You open the double doors leading out of the first hallway, the next room is small, dimly lit by candles on the walls. Another set of double doors is the only real thing of note in this room.

Once the last party member enters: The door shuts firmly behind you.

The doors leading back: They cannot be reopened. They seem to be locked but you can find no visible locking mechanism.

The doors forwards: No locks: The door does not seem to be locked. trap with DC 15 but cannot be disarmed: The door has a trap on it, but you do not know how to disarm it from this side. You assume the switch is on the other side of the door.

When they open the door: You try to open the door and a hissing sound comes from below. you look down and see a thick green gas filling the room. You try to open the door again but cannot budge it. The gas becomes too much for the party. You all perish…

And reawake in your respective rooms. The doors are still open from when you left them just moments before.   온카지노

Explanation: When you meet once again in the hallway this time a voice interrupts you. “Hello, brave adventures and welcome to my home. I have brought you here to have a little fun. In this house, you cannot die, or more appropriately, when you die you will come right back to this exact room. Your task is simple, find me and kill me before sunset or you will be trapped here forever. Your time starts now, but before you go, I’ll give you a little hint for the first trap. Only one of you needs to open the door.”

With that, the voice goes quiet.

To open the door one person will need to enter the room alone and open the door. Then they can disarm the trap.

Door trap: You open the door and it swings open easily. Before you is a long hall empty except some art and statues along the walls. There is a lever next to the door with a large sign next to it that reads “pull down to disarm trap”.


Your party enters the hallway. It is again a hall filled with pictures and statues lining the walls. There is no sign of immediate danger. Ahead of you are two sets of double doors on opposing walls and one single door at the very end of the hallway.

Pictures: they seem to begin normally. Portraits of people and places. Wisdom saving throw: Dc 15. Fail: The pictures start to morph into nightmarish abominations. People shifting slowly into corpses or monsters; places rotting away before your eyes. Lowest wisdom saves: There’s a portrait of a man you are enthralled by. You stare at his eyes and watch as they become cruel, his face peeling back from his skull revealing a sinister toothy grin. Take 1d6 physic damage.

Statues: the statues stand motionless; the artwork is amazing, the sculptures holding so much life it’s eerie. They all seem to be of adventures of some kind or another, most notably it seems sculpted in the last moments of their lives.


Once opened: The hall seems unearthly quiet. When you enter you are surprised to see a woman walking towards you, her head down carrying a serving tray. she wears clothes that mark her as a house servant of some kind. She walks with speed and purpose towards your party seemingly heading towards this door. The point at door to room number 5.

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