1. Srgt Bourne informs you that the annual tournament is about to begin.
He
was going to enter your team earlier but he needed a team of 4.
2. Plain clothes today please.
3. As you pass to the tourney (see below)
Bungo’s forge – smoke is pumping out of the stacks at the rear of the forge. The
front door stands ajar. Two figures are by the door, one languishing against the wall,
the other smearing paint on the brick work in a capital G.
You recognise them as members of the “Gnoll” gang. Ruffians and trouble makers
who dress in hyena skins.
OI clear off yeah?
Intimidate etc
Skulk off
As you enter the shop, you hear raised voices from the forge room at the rear.
Call in to see uncle hear very high pitched voice You were just supposed to build it
Timbers, not ask questions.
I don’t care who you know in there Timbers, its all going to go. Think of the industry
it’ll bring.
No one will stop us Timbers, especially none of your precious guild. Give me the
plans….
Sounds of a struggle.
Players bust in. smoke in the forge obscures all but two red eyes glowing in the dark.
They leap straight up, smashing through a vent in the ceiling, leaving bungo dead,
pulped and cut with a blade.
Strange paired circles on the ground and out side.
The tournament takes place in tunnels and caverns that have been carved out
beneath the city. Teams of adventurers descend into this underworld and compete to
be fastest to make it through a series of challenges and return to the surface. The
tournament is officially called The Port Perro Open Hero Championship, but
everyone just calls it "The Escape Dungeon".
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Every year, Lord Tograf pays to submit a team made up of members of The City
Watch, chosen by Lyza, the Captain of the Guard. This year, following your recent
heroics, she has selected you.
Count Jasper is magically watching the proceedings from afar, and will taunt and
insult the players with a booming disembodied voice.
You can use the booming voice to make it clear that the PCs are in a race, and hurry
them up if they are taking too long.
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ROOM ONE (5 minutes)
The booming voice (Count Jasper) says, “Take one item each from the table”
On the table are a number of items
that number is one more than the
number of PCs. The GM should pick the first two items shown below, then add
any of the others until you have one more than the number of PCs.
None of the items are magical, except the brass die, which, if rolled, always
lands on a 6. The pouch contains half a dozen pebbles. The parchment has a
picture of a circle on it, and the radius is drawn in. The small scarlet fish is a
red herring. If the silver key can be mended (e.g. using a Mending spell —
PHBp259) it can be used to open one of the locks in room 3.
If anyone touches an item after they have taken one already, a blue spark
causes them 1hp damage every round until they put it back.
ROOM TWO (2 minutes)
A sign says...
Right or Left,
Take your pick.
Gain or pain,
Treat or trick.
To the left is a dead end, and a pit trap(CD15 to spot)
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ROOM THREE (15 minutes)
The door at the far side has three silver locks. There are three giant paintings
on the wall, but closer inspection reveals they are portals, and the PCs can
step into them. Each location has a silver key visible in it.
ONE
A forest scene. The silver key is hanging from a nail in the trunk of a tall tree. It is
guarded by a Minotaur(MMp223) holding a club. The minotaur is wearing a helmet
which is strapped to its horns so it cannot remove it —the helmet has a built-in visor
that covers the minotaur's eyes, so that it is effectively blind. A PC can get the key if
they pass a DC10 stealth check (with advantage if they can distract the minotaur in
some way, such as by throwing pebbles), but if they fail, the minotaur will attack with
+5 to hit and 1d10+3 damage. After the attack, the PC can grab the key and pass
back through the painting. The minotaur will sense the key has gone and roar with
anger.
TWO
An icy waste. The key is on a shelf at the top of a frozen and slippery flight of stone
steps. The PC must pass a dexterity DC15 check with disadvantage to climb them.
Each failure results in 1hp damage as they fall, and they waste some game time.
Once every ascent, a sniggering Kobold (MMp195) will appear and throw a snowball.
If it hits (i.e. the kobold passes DC 10 check) PC must pass another DC15 check
or fall. Any sort of fire spell will melt the ice and allow the PC to proceed without a
DC check (and the kobold will sigh and stay hidden).
THREE
In this picture, the viewer is high up in the mountains looking out across a rope
bridge that stretches out across a chasm towards a pillar of rock 50metres away. A
silver key can be seen hanging on a hook there. To reach it, a PC must cross the
bridge. As soon as they step on the bridge, a Manticore (MMp213) will fly in and
attack the PC with its tail spikes. If the PC runs at full speed as soon as they see the
monster, they can reach the key before an attack if they pass a DC15athletics check.
5
Otherwise the attack has +5 to hit and 1d8+3 damage. The PC cannot avoid an
attack on the return trip, though they can dodge.
Three silver keys are needed to open the door. Any number of PCs may enter
each portal, but it would likely be quicker if they split up.
ROOM FOUR (5 minutes)
The PCs enter a room with a door on the far side. To get to the door, the PCs must
cross a 4x4 grid of tiles on the floor. The tiles have symbols painted on them. The
first row is made up of geometric shapes, the second punctuation marks, the third
letters, and the fourth pictures of animals.
6
As the PCs approach, the disembodied voice of Count Jasper booms out:
"Unlocking the door is easy as pie.
But do it wrong and perhaps you might die.“
Actually, he says "easy as pi", and the correct sequence is:
triangle, full stop, I, bull
(3 sides, decimal point, Roman numeral, 4 legs = 3.14, which is π)
The door will unlock when the tiles are stood on in the correct order. Stepping
on an incorrect tile does 1d6 damage electric shock.
ROOM FIVE
This room contains an angry Owlbear (MMp249) locked in a cage.
A portcullis blocks the only way forward out of the room. There are eight brass levers
on the wall next to it (and if the players ask, yes, it is made of the same type of brass
as the die from Room One). The only way to open the portcullis is to pull lever #6.
Pulling any other lever will open the Owlbear’s cage.
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ROOM SIX (15 minutes)
There are three doors, each with a riddle on them:
Behind each door is a room containing the door to the next room, and a
monster the PCs must fight: an Awakened Tree (MMp317), a Giant Rat
(MMp327), and an Ochre Jelly (MMp243),
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ROOM SEVEN (5 minutes)
The booming voice says:
Do not follow the instruction on this sign. Do the opposite!"
The sign says "You must not refrain from not going through the door on the right."
The left corridor leads to a net trap triggered by a tripwire (DC15 to spot) and a dead
end. The right corridor slopes upwards to the exit.
EPILOGUE (5 minutes)
You emerge, blinking, into the light, and hear the cheer of a crowd. You hear the
voice of Count Jasper congratulating you on escaping the dungeon, and you see that
you are in the market square. Lord Tograf, wearing fine robes and a turban, is
smiling at you from a throne on a raised platform, surrounded by other members of
the city’s nobility on comfortable chairs, plus Lyza, the Captain of the Guard. A
healer rushes over to tend to your wounds.
Later on, in the prize ceremony, Count Jasper announces, to a huge cheer, that the
winning team was the group calling itself The Enigmas, consisting of a red-haired
warrior woman, a young wizard with a yellow beard, and a heavily tattooed man with
a shaved head.
If the Captain from session 3 survived, and the PCs ever laid eyes on her, the
warrior woman will look oddly familiar to the PCs.
If the PCs have done well, then end this session with the following:
Lord Tograf comes to the stage to make a special announcement that the team
representing The City Watch this year has done better than ever before, and Port
Perro should be proud of them. The rest of The City Watch, on duty, cheer loudly,
banging their spears on their shields in a heart-warming show of support. While this
is going on, Lyzagives you a thumbs up, and mouths the words “Well done.”
If you feel that the players have performed exceptionally well and
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