Quest One
Lost Ear’s Treasure
Begin: 1B
Battle: Optional
Players: 2+
Search
Opening say:
You start among rocks
In front of you, you can see a constantly moving weapon. It is probably held by a monster.
It is probably a goblin because otherwise, you would be able to see it.
What do you do?
Notes
1 Players should either befriend, intimidate, or attack the goblin. +2 on you roll if you intimidate.
1a If you intimidate or befriend the goblin, he says that he is searching for Lost Ear’s Treasure. The Goblin also says that he is searching for clues, but he hasn’t found any yet. Lost ear was his Great-Great-Grandfather’s partner in adventuring.
1b If you kill the goblin, he is pleading along the way, and his last words are “Sorry.”
1c If you intimidate the goblin, he leaves after the 7th question or when he is dismissed. If you befriend the goblin, he leaves after the 17th question, when he is dismissed, or when he starts to feel threatened.
1d You are also able to intimidate the goblin after befriending him for three more questions.
1e Roll the D20 and get 12 or better in order to intimidate the goblin. You get 2 chances, but there is one attack from the goblin in between.
1f Roll the D20 and get 10 or better to befriend him. You get two chances with no attack from the goblin. If you want to try a third time, he gets on attack first.
1g You may attempt to both intimidate and befriend the goblin.
2 The first goblin’s brother (G-2) after the first goblin (G-1) is dismissed, scared away, after the last question, or when killed.
2a If G-1 is killed, G-2 comes in glad and wanting to be friends.
2b If G-1 is befriended, G-2 comes in thanking them for being so kind to his brother. Apparently, most travelers now days are not as nice as they were.
2c If G-1 is intimidated, G-2 comes in a little mad, but still thinking that G-1 deserved it.
2d G-2 knows more about Lost Ear’s treasure, but isn’t searching for it himself.
2e G-2 has a rougher demeanor than G-1 and only accepts to be their friend. Even then, G-2 will only answer 8 questions.
2f G-2 is G-1’s brother. He says that the secret lies embedded in stone.
2g It is impossible to hurt G-2, because he always jumps out of the way of your attacks.
2h G-2 is harder than G-1 to befriend. He only gives you one chance before doing 3 damage, and you have to roll the D20 12 or higher.
3 Players should soon find the scroll to start their quest officially.
3a It is O.K. to tell players to look n the rocks at this part.
3b Players must roll the D20 and get 14 or better in order to find the scroll in the rock. However, they can roll as many times as they want.
3c the scroll says:
You have found my first clue, and I would certainly bet.
That to find the 2nd one, you will have to get wet.
3d To get the scroll out of the rock, you have to roll the D12 and get 8 or better. The players get two tries before the scroll goes to a different rock, and they have to search for it again.
3e The scroll will stay in the same rock for three tries every time after that.
3f The scroll disappears from the players hands after they are completely done with it.
4 Players must swim down to an underground cavern in order to find the next clue.
4a Get the underwater cavern from http://www.jqmfg.com
4b Players must roll the D20 and get 10 or better in order to find the deep spot in the water.
4c Players must swim down for five breaths in order to go into the underwater cavern.
4d Players can go down a maximum of five breaths before running out of air. After running out of air, they lose half of their original life, but get full breath back.
4e After 2 breaths down, players start to see something glowing. D20 roll of 15 or above reveals that it is not a fish.
4f Players can swim upwards, in one breath, the equal distance that you can swim down in three breaths. So, since each breath is 3 feet, you can swim upwards a total of 9 feet in one breath.
4g Three breaths down, players start to see the glowing thin moving. D20 roll of 15 or better reveals a mushroom?
4h In the cavern there is air.
4i If the players go out once they are in the cavern, it reveals that the glowing thing is just a rock, or, more specifically, a series of rocks.
5 In the cavern, on a wall, there are runes.
5a There are two sets of runes on the wall.
5b D10 roll of 6 or better reveals the large print. D10 roll of 8 or better reveals the small print.
5c Large print says:
You have succeeded in the first clue, now find something small.
5d Small print says:
Something new among something old, but first stand on the pillars.
5e After the players finish reading the small print, a hatch opens up, underneath them, and the players fall into the hole.
5f There are two pillars in the whole, but neither of them are able to be stood on.
5g The left pillar pulls when touched, the right pillar pushes when touched. When touched at the same time, the pillars will come closer together so that the players are able to stand on them.
5h After the players stand on the pillars, they think they see a flash near the runes. The small print now says:
Ye have succeeded. Ye have completed.
5h The y’s in Ye are glowing. When the players touch them alone, nothing happens. But when they are touched at the same time, a hatch opens in the wall.
6 The players come out on tile 3B, separate from the other tiles.
6a There is an inn next to the coffins. The doorway leads to it. See http://www.jqmfg.com to get that board.
6b The players can buy things at the inn. The following are what they can buy:
Health +5 heal. Three of them. 50 gp apiece.
Aqua breath +3 breath. One of them. 100 gp apiece.
5 bronze arrows. Three sets. 50 gp per set.
6c The inn sign (above it) has writing on it. The writing says Inn, and come from coffins. (The come from coffins is very faint and requires a D20 roll of 14 or better to reveal.
6d Players should look at the inscriptions on the coffins. The close left one coming from the inn is the only one that makes sense.
6e The close left coffin from the inn is in an ancient knight text. It says:
Open here for ears of text.
6f After players open the only readable coffin lid. Underneath it says:
You have found, so go through me and you will find.
6g If the players search the bottom of the coffin firs, a skeleton will pop up. However, it will only come out once, and only if the players haven’t searched the underside of the coffin lid first.
6h The players should jump into the only readable coffin to continue their journey.
6i The underbelly of the coffin says:
Now search for the key to open the to open the door and you will find something more.
7 Players come out of 3A with 3A facing to top right corner of you.
7a The cat-like gargoyles have nothing to do with the quest.
7b The tiles on the floor are traps.
7c There are three runes that are glowing. Coming from you they are:
2,1 3,3 and 4,2.
7d Players must step on the glowing runes. Then a gargoyle will appear.
7e The gargoyle says:
What is the correct answer? (He will accept any)
Would you like the key? (He will only accept no)
7f If the 1st player to answer the gargoyle says yes to get the key, the gargoyle will roll the D10 for damage to the person who answered.
7g Of the first person to answer the gargoyle says no, then the gargoyle will lunge at them and disappear in a flash of light. All the tiles are now glowing and are safe to be stepped on.
7h The gargoyle will drop the key in the flash of light.
7i The two indentations in the wall are passageways to each other. If the players go in at the same time, they will go to the next room.
7j If an uneven amount of players are playing, then the first two going through will simply open up the passageway for everybody.
8 Players are now in room 1A with 1A being the bottom right.
8a Players come out on the bottom part of the tile with this tile being separated from the other tiles.
8b There are two doors guarding the player’s entryway. They are both locked but the lock is to complicated for the rouge, and to sturdy to break with anybody.
8c The key that the players got from the gargoyle will fit the lock.
8d Roll the D20 for examine if the players want to. If they roll 17 or better, then 50 gp is found in the rubble.
8e Players must stand on the rubble to read the inscription. The inscription says:
It is here.
8f The biggest slot in the wall has the writing on it.
8g Players must touch where the runes were when they stood on the rubble in order to open the secret passage.
9 Lost Ear, now a dragon ghost, pops out.
9a He says “Take 100 gp apiece but none more. Now just a minute.”
9b He gives you time to examine the room and a roll of the D20 with 17 or better reveals traps.
9c Lost Ear will then ask “Would you like the treasure now?”
Reply yes for 5 damage. Reply no and the door closes briefly, then opens again with no traps.
9d Lost Ear reminds you to only take 100 gp.
9e The room is filled with gold and treasures of all types. You can get the room on http://www.jqmfg.com
9f If you take more than 100 gp then you have 3 hp taken away. The treasure then goes back to it’s original spot.
9g Players may read the scrolls and walk through the gold, even lift it up, and as long as they have no intention to take any of it, nothing will happen.
9h The scrolls are banknotes that entitle the holder to lots and lots of money.
Monsters
1st goblin
Move-6
Attack-D6
Armor-13
Health-10
Skeleton
Move-4
Attack-D10 subtract one
Armor-11
Health-15
Experience-100
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