The Games
Planes Walkers Demi-Plane (DM Copy)
(Link to Player's Copy of Map)
Starting Out
This Modual is basicaly a scavenger hunt for your party. While they may or may not win the prize(s) for winning can be powerfull or nearly worthless to them, but whatever the case they should have fun doing it as it does a little bit to combine both combat and stratagy to the session.
The Story behind the Games is that once every five to ten years a powerfull Planeshifter (A prestige class out of the Manual of the Planes that has the power to create his/her own small demi-plane) holds a scavenger hunt on his/her Plane for any who may be interested, with verying prizes to whatever party emerges with the most items at the end of the day.
Give the party or parties involved each a list and map (Not the DM copy), then have them begin hunting for the items. Item location and best way to retrieve said item is listed by number acording the the scavenger list. The adventurers will not only have to get the items but will be competeing with two other parties for them making timing an important factor. These two parties are detailed at the very end of this modual.
Item #8) Bora Fruit
As the closest and most likely target of the items on the list the Bora fruit always grows on the highest branches of it's tree. Unfortunately closest to the starting portal it is also the first item that the NPC parties will go for sending up the most skilled of their parties respective climbers.
The tree itself is 70 ft. high with a climb DC 15, required at each interval of 10 ft. Whoever makes it to the top fastest (least failed climb checks) will recieve the fruit. Each failed climb check requires an additional climb check to hold on (DC 10) or fall down a distance equal to their current progress taking 1D6 damage per 10 ft. falling distance.
Now if it were only that easy it wouldn't be much fun. Good thing it's not. The other contestants might try to unbalance their foes to knock them down. This requires a sucsessfull melee attack and requires the target to make a balance check DC:15. This can only be done if the target is in the same 10 ft. interval as the attacker.
Item #1) Golem's Arm
This is basically just your boring old combat with a weaker class of golem. I had originally used something else but as it was in a 2nd party publication I will use something different here.
Link to Straw Golem
Item #2) Lead Orb
The Lead Orb is a prized posession of the goblin chieften and he will not exactly be willing to give it up. This fight is somewhat different as it uses a class that not may adventurers are likely to have seen before, the GeoMage. Stats for the goblin chieften are as follows. The stats given are if the battle takes place inside. If the battle takes place outside the Geomancy ability Hell Ivy will instead be used.
Stats (Lv. 3 Goblin GeoMage)
HP: 3D8+6 (21)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 19 (+3 Dex, +1 Size, +4 Chain Shirt, +1 Buckler)
Attacks: Short Sword +6 melee
Damage: Short Sword 1D6+2
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 15, Dex 17, Con 14, Int 8, Wis 11, Cha 9
Feats: Weapon Finess-Short Sword, Improved Initiative
Geomancy: Quake (Deals 1D6 extra damage and oponent falls down giving them a -2 penalty to AC till they get up. Reflex to avoid DC:13) (Limit 3 times per day for all Geomancy)
Alternate Geomancy: Hell Ivy (Target is stopped, gets no action, for 2D4 rounds. Reflex to avoid DC:13) (Limit 3 times per day for all Geomancy)
After his defeat the party is able to take the orb without further problem, that is, unless one of the other parties haven't already gotten it and killed the poor goblin. (more on the other parties will be covered near the end of this modual)
Item #3) Perfect Sapphire
The hole in the middle of the map represents going underground. Once near enough to the hole an adventurer will notice a vast cave with many smaller burrows dug into the side of the cave. They will also notice at least 12 armed Cleft soldiers ready to defend their homes at the slightest sign of agression. The hole is 30 ft. deep and if the party does not have a rope then they have little chance of aquireing this item.
Getting this particular item is more of a common sense type of deal as all the adventurers really need to do to get it is to ask. If not they will really be in a sticky situation and will probably have to run. If they flee the Cleft that live in the caves will not give chase outside of the hole. The following is what the party will have to face if they decide on the less desireable attack option.
Stats (Lv. 4 Cleft Warrior) (*12)
HP: 4D8+8 (24)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 18 (+3 Dex, +5 Breast Plate)
Attacks: Claw +9 melee
Damage: Claw 1D6+4
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 18, Dex 16, Con 17, Int 9, Wis 11, Cha 11
Feats: Weapon Focus-Claw, Run
Stats (Lv. 5 Cleft Wizard)(Leader)
HP: 5D4+10 (20)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 13 (+3 Dex)
Attacks: Claw +2 melee
Damage: Claw 1D6
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 11, Dex 16, Con 15, Int 17, Wis 12, Cha 13
Feats: Scribe Scroll, Improved Initiative, Spell Penetration
Spells:
Lv. 0: Light, Flare, Daze, Ray of Frost DC:13
Lv. 1: Mage Armor, Sleep, True Strike, Magic Missile*2 DC:14
Lv. 2: Web, Blur, Invisibility, Bull Strength, Cats Grace DC:15
Lv. 3: Fire Ball*2, Lightning Bolt, Displacement DC:16
The Wizard holds the Sapphire and would be more than happy to acompany the party to the portal to prove that they had that particular item. He will not however relinquish it to the party.
Item #4) The Golden Egg
Someone has played a cruel trick on a mother Mutant Alixthis and placed a golden egg into her nest. She thinks this egg is her own and will fight to protect it. Being as the creature is a bit over the parties current ability to handle they will probably have to find another way to get it. Perhaps the best way is to distract it though some rogues can manage to steal it right form underneath her.
Link to Alixthis Mutant's Stats
Item #5) Bracelet of Power
I hope your party has some ranged attacks because a 5 headed Cryohydra is wearing this on one of it's many necks.
(See Monster Manual for Cryohydra)
Item #6) Shrinking Ring
The goblins have a pawn shop in their tiny little town and the shrinking ring just happens to be in it. It is labled for sale at 1 gold and is the only ring available so it shouldn't be all that difficult to get if they visit the store.
Item #7) The Steel Coin
The steel coin is at the end of a fairly easy maze in a floating tower. The tower itself has a rope haning down for adventurers to climb up. The maze is full of a few traps but is otherwise not difficult and should be easily finished. The DM's maze copy and what each number means is provided below. Upon setting off a trap players will hear a click sound to warn them something has happened. If they do not move the trap will be seen coming twards them. Hopefully they will get out of the way, if not...ouch.
Link to Players copy of map
1) Triggers Rolling Stone Trap (#2)
Search DC:15
Disable DC:20
Stone Rolling Speed: 20 ft.
Damage: 3D6
3) Triggers Spinning Blade Trap (#4)
Search DC:15
Disable DC:20
Spinning Blade Speed: 30 ft.
Damage: 4D6
5) Triggers Rolling Stone Trap (#6)
Search DC:15
Disable DC:20
Stone Rolling Speed: 20 ft.
Damage: 3D6
7)Cockatrice Nest
Players who wish to explore everything will meet a short but perhaps deadly fight with a cockatrice.
(see Monster Manual for cockatrice stats)
8)The Coin
Well here they have it. The steel coin sits on the table in the very middle of the maze. Also to note players may be nervous to take the coin, afraid that taking it may set off another trap. If so don't tell them it's not trapped, it ruins the fun :p.
Item #9) Playing Cards
This is yet another item to be gained in the goblin town. If players decide to enter the respective goblin building two goblins can be seen playing cards at a far table. Upon seeing the adventurers he will challenge them to a game of cards (any game you should decide that a goblin would be able to play). The winner gets the deck. He is nothing special, just a regular goblin, but it's a nice alternative to battle.
Item #10) Titan Statue
The statue of the titan is indeed near real size and would require a heck of a strenght check to drag it to the check point (DC:35). Instead the party should use the shrinking ring on the statue thus making it manageable size.
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