This is just something I've been working on for a while. I don't know if I'll do a third part (as I have no ideas for continuing) but heres what i've got.
The Clock Tower
For a group of four Level 12 PCs.
Additional Books: Monster Manual 2
FAIR WARNING: I am a DM who personally loves making evil traps and “One-Hit-Kills” If you are a DM who does not want characters to die, sometimes without resurrection possibilities, I would suggest not using this. Or at least reading it fully and switching some things beforehand.
Introduction: The mayor of the nearby town Grampfton, has asked the party to check out the clock tower a few miles outside the town’s east entrance. He used to have a few dozen workers there, but ever since he received a half-written letter from a guard, he has not heard from them. He would go to check it out, but has been under constant attack from a rival town quite close to the west entrance, and has been busy with the fights. He explains he needs no help with the enemy, but is too preoccupied to go to the tower.
Floor One
Floor Problems.
“The floor is just barely there, the majority of the room is gone. Some planks are as far as hanging in mid-air, somehow.”
Give maps of the floor to individual players. There needs to be a path to the other side, and no player can “see” the same planks. They cannot show each other their maps.
Encounter
2 Windfiend Fury (MM2, Page 102)
1 Flame Shard (MM2, Page 34)
1 Viscera Devourer (MM, Page 68)
If any PC falls into the pit below, they die, and cannot be resurrected until (if) they’re body is found after the final encounter in this “dungeon” (requires DC 28 perception check to find the right body among the few dozen corpses. A failure means they can’t find it. A failure of 10 or more means they can’t find the body even with subsequent checks.)
There is bright light until the pit, then low light for three squares, then the only illumination must be PC-supplied.
The Viscera waits, hanging around the centre of the room onto one of the planks in mid air. Its first action will occur when a PC steps over it, where it will attempt to throw the person off as it climbs up.
If any PC’s are forced off (which is anything that moves them off a plank except their self-controlled move action) then they must make a DC 25* Acrobatics check to stay on, DC 21* to hang. If they hang, they grant Combat Advantage. A Move action can be used to climb up as long as the space is not occupied. If they are hanging for more than three turns, Endurance checks starting at DC 20 must be made per turn, with a cumulative +1 to the requirement per turn.
*Add 3 to these requirements if the PC’s cannot see the planks they are walking on.
Floor 2
Separate Realities.
Label the PC’s as One, Two, Three, and Four, going clockwise around the table.Only tell them what they see if they look around.** Make sure you mention what they see in the EXACT order the items are listed.
Everyone sees a table in the centre of the room.
**Although if they are having trouble, make a “subtle” (You gonna look around?) hint for the others to look around.
One sees: 1.A locked metal door with a keyhole and spikes to prevent ramming without the rammer taking a good amount of damage. 2. A key on the table 3.A locked wooden box attached to the wall. 4. A long bundle of firewood in the corner.
Two sees: 1.An unlocked wooden door. 2. A hammer on the table. 3. A sack of flour hanging from the wall. 4. A row of coffins in the corner.
Three sees: 1. A locked wooden door. 2. A long sword on the table. 3. A glass box on the wall with a key displayed inside. 4. A row of trash in the corner.
Four sees: 1. A wall where the other doors are. 2. A rubber chicken on the table. 3. A collection of severed heads on the wall. 4. A battering ram in the corner.
The correct item is the number of which is corresponding to the looking PC. Or, in a way that not just I can understand:
1. (The locked metal door with spikes) for PC One is correct.
2. (The hammer) for PC Two is correct.
3. (The glass box) for PC Three is correct.
4. (The ram) for PC Four is correct.
Everything else is not what the item.
To advance they need to:
Smash the glass box on the wall with the hammer to get the key inside.
Then they can unlock the metal door, sort of. This retracts the spikes.
This allows the use of the battering ram. If they ask why they couldn’t have just used it in the first place. Say the spikes would have made the ram stick, meaning even if they did open the door they couldn’t have gotten through. Feel free to use your own logic, as even I find that reason stupid.
Player changes:
If you have three players, just get rid of the battering ram. If there is a fifth, add a mat in front of the metal door as the fifth item, and have other players see different types of traps in front of the door.
“Floor” Three.
“Endless” Staircase
The players enter a long spiral staircase from the outer part going up and down. They cannot see the top, even though the stairs are metal and have gaps between the steps. The inside wall is a mesh gate that can be climbed (Acrobatics DC 24 to hold on when going up the stairs).
If anyone goes up the staircase, after one minute of walking they come up to a door. If they were just basic walking up the stairs, this door leads them back to Floor 2, exactly how they left it. If anyone stayed behind, the people who went up see them too. Going down after thirty seconds leads into a wall. People do not appear from mid-air where they can be seen. If people try getting “past this” by somehow looking at all parts of the lower part of the staircase at once, the person going up the stairs after one minute will suddenly drop them into what has the effects of a black hole (sans high gravity).
Perception 21: The gate looks easily climbable.
Arcana 24: The gate appears to not be magically affected, unlike the stairs.
If they get up the staircase correctly (five minutes of climbing the inside gate.)
Floor Four
It’s the top of the Clock Tower, and the party can see for a few hundred miles in every direction. But everything seems off. The sky is dark, and it’s the middle of the day, and the town is replaced by ruins.
“There is a black Dwarf-like creature at the other side of the tower, looking down at the ruins, laughing to himself, as he turns to face the group. “You’ve taken a bit of time getting up here haven’t you?” He chuckles, still calming down from what appeared to be a nice bit of laughter. “Aaaah, I know my humour is terrible but whatever then.” The duergar picks up his warhammer. “Suppose I gotta’ kill yeh now.”
1 Duergar Blackguard (MM Page 94)
2 Duergar Fleshtearers (MM Page 93)
When the Blackguard is bloodied, or when one of the Fleshtearers are killed:
“The duergar suddenly smashes his warhammer into the ground, causing it to start collapsing!”
For the rest of the fight, every round one tile falls away. Anyone who falls ends up falling for about a hundred feet (They pass floor one on the way down.)
At the end of the fight, the tower sinks into the ground without warning, leading into part two. All characters should have gained a level for the next part.
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Part Two, Ruined Desert
For 4 Level 13 Players
Additional Books: Monster Manual 2, Open Grave, Adventurer’s Vault
Area One: The Tunnel
“Your group appears to have landed in what appears to be a sacrificial chamber. There is a door leading out at the far end of the room, although a strange force appears to be coming from it.”
Once the entire group enters the tunnel, a gate falls closed behind them. Anyone in the tunnel does not gain any benefit from rests (short or extended.), cannot gain action points from milestones, the Second Wind takes a full turn instead of just a Standard Action and can only be used once until they get out (Dwarf Racial Ability and other feats can still override this.). Other ways of healing only heal by ½ the regular amount.
All the encounters take place in a long stone hallway.
Encounter One:
Erinyes X 4 (MM2 Page 64)
Encounter Two:
Vrock X2 (MM Page 58)
Barbazu (MM Page 60)
Helmed Horror (MM Page 155)
Encounter Three:
Beholder Eye of Flame (MM Page 32)
After this encounter, they make it out of the cave. Inform them that the “Evil feeling” has passed.
As they exit the cave:
“The nearby town has been completely burnt to the ground. You can see the few miles to the town because, well, the entire forest has been burnt down as well. Actually you can see no signs of civilization anywhere, just ruined buildings in the distance. Normally finding someone for information would be the suggested course of action but, well, its not that possible right now is it?”
No matter what direction they go in, say that after a few days of walking, they come across a town with one building left standing.
“The building has taken heavy damage, but you can see a few candles lit inside. The door is unlocked, and the smell of food appears to be coming out, albeit not that much.”
If they go inside, there are three people, one appears to be someone who used to own the shop the party is currently in, one is a priest, and the last is a town guard. They tense up, but calm down when they notice you aren’t zombies, demons, or anything else that would have a first impulse of eviscerating them.
Talking to any of the people in the building reveals that two evil gods came with massive armies, and ended up completely destroying most of the continent. The guard heard that the smaller continent to the west has not yet been affected, and that the armies that destroy this continent were getting ready to head there three days from now in the ruins of a port town just south of the building everyone is currently in.
At this point, roll Perception checks for everyone. If anyone gets higher than a 25:
“You hear many pairs of light feet coming up to the doorway, as something tries to silently open the door.”
Encounter:
Drow Blademaster (MM Page 94)
Drow Arachnomancer X2 (MM Page 94)
The guard will help the party fight, but is only a level 3 Guard (MM Page 162) And therefore will just help if the Drow approach the other two NPC’s
The Blademaster doesn’t run away, but if one of the Arachnomancer’s are bloodied and are the only one left, they will.
After the fight:
“The group of three thanks you, and the shopkeeper explains he still has some items in the back, if you follow him. Through the door he opens, you can see him pull a plank of the collapsed roof up to reveal some potions, and a strange looking jet-black stone.”
The jet black stone is the –ahem- aptly named “Jet Black Ioun Stone” (Open Grave Page 38)
The potions available are:
X2 Elixer of Accuracy, Level 18 (Adventurer’s Vault page 186)
X2 Potion of Vitality
When the characters decide to travel to the Ruined Port Town to the south, have them end up on a mountain ledge with a cabin overlooking the dock.
“The remains of the dock below are crowded with demons, undead, and drow. The boats are rapidly being filled up, and appear to be leaving very soon. You won’t have time if you just run down the cliff, look for another way!”
Perception 25: There is a log nearby that someone appeared to have originally been making a canoe out of. It is highly burned, but could function as a sort of sled to race down the mountain.
Perception 28: There only seems to be one commander in the group, meaning this most likely is only a part of the whole army.
If they look inside the cabin, they will see some drow (4) keeping watch. Warn them they won’t have time to reach the ships if they fight them.
It requires four actions of any kind per turn (or a full turn) to keep the sled steady, otherwise it shakes rapidly, giving a penalty to all rolls equal to the amount of required actions remaining times that amount. (Let them know about the required actions!)
If it shakes for three turns in a row, it topples over. Everyone falls down the mountain in time, but takes their bloodied value in damage.
Encounter:
4 Drow Arachnomancers (MM Page 94)
Noone can move normally. Only ranged attacks can hit unless you are in the same sled as the enemy.
Athletics DC 26 to jump to the other sled. Failure means that character is out of combat, and takes damage as if the sled turned over.
At the end of the encounter, or after six rounds, whichever comes first, the party rides the sled (or themselves) into a building, next to the docks.
Perception 28: A ramp descends to being partially submerged in water, where the group can get in the ship easier without being noticed.
Stealth DC 24 to get to the ship with the ramp. DC 28 otherwise.
“Your group comes out in the cargo hold, full of large crates of cannonballs. Its extremely easy to hide here, and good thing too, as you hear some things coming down.”
If any of the group understands Abyssal, they hear:
“Careful with that box of Alchemists fire! These five ships are the only ones we have for the attack, it’ll be crowded enough as it is and I DON’T need you setting these ships on fire!”
After this, obvious yells come from above. Mention these even if they don’t understand what is being said.
“Now lets get back up there, we’re leaving.”
Perception 26 (If they couldn’t understand what was said): The box contents can easily set the ships on fire. (The group also finds a portal ritual scroll, if they don’t have other ways of getting of the ships.)
If the group checks, they will find enough materials to light all the ships on fire, as long as they can get onto the deck.
As soon as they get up on deck, they come up in the centre, making themselves obvious to everything. The group is immediately attacked by various demons and devils of your choice. Keep bringing more in, one for a replacement whenever another dies. If they stay in one place for too long, inform them they are attempting to deal with a large part of an army, and they won’t have a chance. There are ten ships, and make sure enemies come from other ships and the shore as well.
The ships are fairly close together, so DC 22 Athletics to jump across. Failure means trying to climb up until success. Lighting a ship on fire is a full turn action. The last ship will have about six enemies on board. Bring a new enemy in every five turns not from the ship. Regular rules for helming ships apply. If any checks are made while enemies are remaining on board for the ship, a –3 penalty is applied.
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Well that's about everything for it. Anyone have stuff to say on this?