5 Trials [Archive] - Wizards Community

Post/Author/DateTimePost
DMJustbumper

06-02-07, 10:34 PM
Okay so I have set up a senario where my players get to choose from one of five doors. Behind each door is a trial (although they dont know that) that is based on the symbol on the door. But I have desided that I dont like what I had planned for the trials, they didnt make much sense. So I was wondering if anyone could help me out with a few trials for 16-18 lvl characters based on my doors.

the doors:
The Dragon: symbolic of fearlessness and power
The Healer: symbolic of caring and fearlessness
The Commander: symbolic of cunning and caring
The ArchMage: symbolic of power and cunning
The Void (is not marked): symbolic of mistrust and disbelief

After this trial I am going to have two more doors that represent the different parts of the symbols (ie one door for fearlessness and one for power for the Dragons door) Behind those doors the PC's will find a version of themselves (via a warped version of the mirror of opposition) that is more aligned with the door they choose. And after that they will be lead to the treasure room. But I cant figure out a cleaver trial that I can use for the inital doors. Some ideas would be greatly appresiated!
Rerecros

06-02-07, 10:49 PM
dragon: transported to a volcanic demiplane, inhabited by a powerful red dragon (just slightly out of their league) however the draon is an illusion, and one point of damage will kill it, however it's abilities are vary real.

healer: transported to a strange demiplane where a great foul beast lays. the creature is wounded, it screams in pain and cannot chase them. If the PCs think they are supossed to kill the creature, they are dead wrong. healing or helping the creature in any way will mean they passed the test.

I'll try to think of others later...
Pyro_Azer

06-02-07, 11:49 PM
void: has to fight illusionary images of his/her party members to win a horde of illusionary platinum. You win the challenge by beleiving it is an illusion and letting your party members *kill* you or by not trying to take a single peice of platinum and walking out of the room.
Zaver

06-03-07, 12:03 AM
healer: transported to a strange demiplane where a great foul beast lays. the creature is wounded, it screams in pain and cannot chase them. If the PCs think they are supossed to kill the creature, they are dead wrong. healing or helping the creature in any way will mean they passed the test.


This one would work very well but only if the player doesn't know the symbol on the door was the healer. If they do know that, then it's to easy.
buzzsawl

06-03-07, 12:28 AM
Dragon - I'd say just make this one normal combat. Against something that outclasses the characters, of course. They'd have to show both fearlessness and power.


Healer - Run the Gauntlet type thing. A child is on a altar w/ a swinging blade above. This is surrounded by a ring of fire, surrounded by a moat of acid, surrounded by a horde of orcs...also the altar shoots flames. Some of this could be illusory. Or all of it.


Commander - Party finds itself in a room w/ some kobolds, goblins, commoners, etc who were trapped in stasis...creatures/people are released when party enters. However a wall of force blocks the party from continuing on (and from the ex-prisoners) and they must gain the trust and organize the ex-prisoners to find a method to drop the wall and continue on (make sure you use Forbearance and other precautions to prevent wizard tricks)


ArchMage - I'd organize this one into a puzzle where the party has to individually do something involving whatever they are good at in order to pass. Since I don't know the party composition, can't really comment more.


Void - Normal but enemyless, dungeon crawl. However, magic mouths (or something of the like) cast whisper on the party members and tell them things that sow seeds of self-doubt or dissent within the party. The corridors are trapped, but every trap is based off illusions. For example:
1. Huge permanent illusion of a dragon/giant completely blocks a corridor. Illusion has a low DC, but the illusion covers a pit or somesuch.
2. Doorways that trigger an illusion of a figure walking through a wall/across a chasm/etc. Could lead characters to take a false 'leap of faith' ala Indiana Jones.
3. Shadowy Illusions that follow the characters.
4. Skeletons, Golems, that seem to 'come to life' for a second when trip-lines are triggered.
All the traps should be dangerous but should basically just be there to confuse/weaken the characters.
Rerecros

06-03-07, 01:32 AM
Commander: PCs are placed in a fortress of Aasimar, besieged by demons by far outnumbering the assimar. It won't take long before they break in. There is a portal in the basement that is a safe exit, but the assimar are unwilling to leave mostly due to their somewhat insane commander. the goal is to get the assimar to preform a tactile retreat with as few casualties as possible. and to figure out that thats the goal, figuring out the portal exists might be the toughest part.
DMJustbumper

06-03-07, 09:45 AM
wow thanks guys! if nothing else you guys got my creative juices going!
nameneeded

06-03-07, 12:04 PM
Dragon: They go down a very long narrow tunnel. (miles) On the walls near the end they see a painting of 5-6 (same # as party) resting hands on one member in the lead with a horde of orcs attacking. The lead member is huge radiating power. They open a secret door (DC10) to expose themselves to a large horde to battle (hordes of orcs ogres what ever for party lvl) point out that the corridoor is such where 1 could hold the line and save the rest. Make it a magic dead zone to keep powergaming out of it. Success: can be either when the rest flee but one stays to hold the line OR as per the drawing they all rest hands on the point man who seems to gain power enough to defeat the horde. First swing it ends.

Healer: In a forest come across a battle between humans and goblins (or savages). The battle has moved on leaving wounded on both sides. If they ask the right questions the humans are conquorers expanding thier territory. The goblins just peaceful inhabitants in the way. Success: they heal both BEFORE finding out the truth.

Void: They enter a dark (need light) library with a sitting chair. Next to the chair is a small table with an unlit candle and an open book. The book has a splater of blood. if anyone starts to read the book the party's shadows come to life and attack. (say 1/2 char level) and keep coming back when killed. Success: put out the lights.


Tahts all I gots....