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TRIALS OF AZURON, lvl-1/R3 a long narrow corridor with pathways left,…
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lvl-1/R3 a long narrow corridor with pathways left, right and ahead.
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lvl-1/R3.1 to the left is a corridor ending in a locked door and an open doorway halfway that leads to another chamber with the chests, same layout as the room they went through. a Goblin lies covered in blood in the middle of the room but the chests look closed.
lvl-1/R3.2 to the right is a corridor that leads to a locked door and an open doorway leads to another room like the one they came through. all the chests have been opened and are empty. a dead Goblin guard lies on the ground with his head twisted the wrong way. the door to the cell has been opened but the floor remains in place. The large rune symbol can be seen above the door
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loot torn corpses
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these corpses also have a glowing rune symbol, but this one looks different
ENCOUNTER WITH THE T-REX! (they do NOT wanna fight this thing, they are still all chained together)/ its a mini CHASE SEQUENCE. if someone insists on fighting it, have it be distracted by the rattling chains of another team of easy snacks and point out an easy exit.
If they REEEEALLY wanna fight it. Wizard could cast Sleep on it n perhaps they could murder it with some sort of group attack or hand wave it BUT there should be some HEFTY costs involved.
if it gives chase, have the party roll a few Athletics checks to see how close the T rex gets to them before they run through a tunnel
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lvl-1/R2 slightly larger room with a central fire. several chests along the walls containing weapons weapons. next to the door they entered from is a lever. at the end of the hall is an open doorway.
pulling the lever drops the floor in the first room to dangle the chains over a large pit covered in bones
PUZZLE ROOM some sort of easy puzzle to solve. something to do with the runes perhaps. one whereby the answer will give people an idea of why they are here.
include some sort of TRAP. one that will separate the NPC from the group. successfully completing the puzzle will lead up the stairs to:
lvl0/ R1 triumphant music sounds as creatures of all kinds roar. the party stand on an elevated platform overlooking some ruins (possibly a maze). the centre of which stands a colossal tower stretching up to the heavens, with a large platform at its top. the maze/ ruin structure is square in outline and on each side is a platform with an entrance similar to the party's. Behind the maze are rows and rows of spectators watching large blown up projections of various screens. of ensuing battles below.
one image is takes precedence over the most screens. a young humanoid creature has a glowing yellow orb in his hands and is running frantically from the perspective of something unseen. he's gripped and brought down. the ball rolls out of his hand and loses its glow as a mix of boos and cheers erupt from the crowd.
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Be sure to ask which order the party is walking in. unless someone checks for traps, the first player will set off a SNARE TRAP!
once someone is caught, NPC will whistle and three people will come out from around the corner looking the spitting image of some of the party member.
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Gnome will have a crossbow aimed at the dragon and signal to player that he shouldn’t take the deal. If they refuse the deal, gnome will shoot the dragon in the wing, grounding him n the party will fight the dragon (easy). Killing it will release the power on the temple n it will begin to crumble.
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lvl-1/R1 small sparse room dimly lit by torches on the walls. shackles on chains are bolted to a column in the centre of the room. large symbol of the god/ rune sign of the temple they all remember being at last
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lvl-2/R1Narrow carved tunnels are incredibly slippery. Dexterity check to not fall and slide all the way down. The party slip and fall into a mound of shit. This room is pitch black. They've found the TOILET OF THE BEAST. well, that's what you get for climbing into a death trap. It'll lead to a sewerage system that connects to the rest of the dungeon. the room has a large grate at one end with a waterway connecting to an entrance of a tunnel at the other end of the room
lvl-2/ R2 the sewer tunnels stretch a long way, eventually leading to a ladder above
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lvl-1/ R4 the ladder leads up to a grate which can be opened. its a fairly small store room full of crates, a table with some chairs, some shovels and tools. the door is barricaded with a slat of wood. lifting the wooden slab opens the door and leads them to the corridor of lvl-1/ R3.1. they can make their way over to the puzzle room.
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lvl0/ R.5 a small bathhouse bordered with benches and a fountain at its centre. the walls are painted with calming vista from various plains as soothing music plays. In several languages, Draconic, Common, Orc, Dwarvish, Gnomish etc the word "OASIS" is inscribed in gold lettering on the walls around the room. on the benches are towels and on the left and right walls hang various armours and light blue uniforms.
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TREASURE/ have obtained a Cyberhound commander. can link with one cyberhound and issue commands (dog familiar)
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If the floor gives way, the bolt holding the chains to the pillar will weaken n crack. If they heave their weight, together they can break the chain and drop to the ground, but they will b chained together.
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They’ll need to scale the wall to escape the room. Either wiith a grappling hook n rope, standing on ea h other or some other creative way.
Atop the climb will be a large stone door. The ground will have several sphere shaped slots with different rune symbols. Slotting their orb on the correct symbol will flash a brilliant light and open the doorway
The stone door rumbles open to the sounds of an ecstatic crowd. The party step out into an open arena before the looming tower.
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Before the tower stands a small black tent. The flaps are slightly open and a strange light glimmers from the tent.
Walking inside the tent, it is mysteriously much larger on the inside. The ground is sandy and a campfire burns next to a small lake. Palm trees dot the landscape and stars dot the night sky. Alluring music wafts through the air. A small caravan is parked to the side, with several pieces of armour/ weapons and items on display. A sign hangs before the caravan in several languages, “Oasis”.
A tiny gnome pops up from within the caravan and adjusts his glasses. He introduces himself as a purveyor of goods and refurbishments that they’ll need before the final trial
Upon entering the tower through its massive archway, a large stone door drops and clicks into place. Several loud gears click, whirr n creak before the enitre room rumbles and the floor slowly rises up the the tower. The sound of heavy cogs grinding beneath. Above, the white light of the open ceiling draws nearer.
The elevator grinds to a halt in the middle of a large palatial courtyard. The light is almost blinding. When their eyes eyes finally adjust, they find themselves underneath a heavenly sky. The horizon is seemingly endless. Barred only by the many statues of various warriors. Facing the horizon is a large armchair. Next to the armchair sits a young red dragon atop a perch, eying the group.
The gnome from the Oasis caravan scuttles past them with a welcoming smile before leaning into the chair to whisper something.
The old man is cursed to immortality by Hiddukel, god of greed and trickery. Thousands of years ago he was blessed with the incredible power he sought, but cursed to remain in this tower, searching for the champion to put him out of his misery.
The statues are of other heroes who have tried and failed. The old man will turn into a Basilisk for the final fight. Because he actually wants to die, the gnome will give them potions of lesser restoration. The gnome will hint at using it when things become too hard.
If the party all turn to stone/ die. The basilisk will return to the form of the crumpled old man on the floor. The red dragon will shriek and fly about. The gnome will help the old man up and to his chair. “Well, there’s always next tournament. I’ll start scrying for new candidates immediately. Whats another 5 years? We’ll break this curse, II’m certain of it...n so on. The old man sits forelornly in his chair, staring out towards the horizon.
If they succeed in killing the Basilisk, the form of the old man will thank them before disappearing into the sky with a beam of light. The sky will turn red n the dragon will fly up to them. It will speak in a voice that booms all around them, offering a deal to the last person to strike the winning blow.
Offers them the power to become a god essentially. Whoever accepts the offer will transform into a powerful creature and be locked to the temple. The transformed player will attack and most likely kill the rest of the team
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The gnome servant can summon a giant flying beast. The party will have to acrobatics/ ride checks to make sure they don’t fall off
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