DM Script For ToA

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 8

Day 8 – Camp Righteous!!

Roll for weather and Temperature. [Remember the party of Batiri (goblins) that
will ‘Harass the party]

You come upon an abandoned riverside camp strewn with wreckage. The tents are moldy and
tattered, and all the permanent structures appear to have burned to the ground. Two intact
rowboats are tied off to a short dock. North of the camp is a ridge, built into which is an 80-
foot-tall stone statue carved to look like a man with a crocodile on his back. Between the statue’s
feet is a stone archway leading to a dark tunnel. To the left of the statue is a crude animal pen
with a small, panicked bird running around inside it. There are no other signs of life.

- Silvertusk becomes immediately worried and rushes into the camp as soon
as the party comes across the Camp.

As you look over the camp your companion Silvertusk lets out a curse in orcish and races
forward into the camp ripping through the last bits of vegetation in her way. She races past
burnt and ruined tents calling out as she makes her deeper into the camp.

1 – Command Tents

Templars from the Order of the Gauntlet removed everything of value from these
tents when they came to inspect the scene of the disaster. A character who pokes around
in one of these tents has a 1-in-6 chance of stirring up a poisonous snake.

2 – Soldiers Tents

All the tents are ruined one way or another. Most were slashed by claws or
weapons during the fight, and all the canvas is at the point of disintegration from
mildew and jungle rot.

3 – Burned-Out Shrine

During the battle, overturned lamps started fires in the templars’ partially
built shrine, setting ablaze the stockpile of material that was meant to become
permanent barracks. All that remains is a burnt-out ruin.

Treasure. A silver holy symbol of Torm (25 gp) still hangs by a leather thong from
a peg on the shrine wall, overlooked until now.
4 – Animal Pens

The templars kept swine in this pen for food. They’re long gone, but a fledgling axe
beak with 6 hit points and no effective attacks (0 XP) has gotten itself trapped inside the
enclosure. If characters leave it alone or set it loose, it causes no problems. If they attack
or harass the bird, its squawks attract five adult axe beaks, which crash out of the jungle
2 rounds later, ready to fight whatever they meet.

5 – Latrines

During the attack on the camp, one templar’s courage failed him, and he hid
from the undead by climbing down into the southernmost latrine. He survived the
attack but couldn’t climb out of the reeking pit by himself, and he died of thirst
within days.

Treasure. Characters who search the dead templar find a suit of scale mail (Filthy
in need of repair), a warhammer, and a pouch containing five assorted gemstones
(10 gp each).

6 – House of the Man and Crocodile

This shrine was built centuries ago by Chultans. Carved into a stony hillside, its
entrance lies between the feet of an 80-foot-high stone statue depicting a man carrying a
crocodile on his back. Any Chultan can identify this as a figure from local mythology and
can recall the story for the characters. If characters ask a Chultan what the statue
signifies, read:

In the early days of the world, Man stood by the banks of a river, frightened. Crocodile raised his
head from the water and asked, “What troubles you, cousin Man?”

Man said, “I must cross this river, but I fear to enter the water alone, because it teems with your
brethren.”

Crocodile replied, “It’s true, you would not be safe. But I will carry you across the river safely on
my back, if you promise to return the favor.” Man agreed, and Crocodile bore him safely across the
water

When they reached the far bank, Man asked, “How can I repay you?” Crocodile replied, “I wish to
see the realm of Humans, but I fear to go there alone, because it teems with your brethren. You
must carry me on your back across your realm.” Man had been tricked, but a promise is a promise,
so he carried Crocodile safely on his back across the entire realm of humans, a journey that lasted
many years. He also swore, in his anger, that never again would Men and Crocodiles be friends, and
so it has remained to this day.
Undril Silvertusk – The players will find her in front of what remains of the
command tents standing before a large wooden sign that looks newer than the rest
of the camp around it. A message scrawled in common is marred by deep gouges.
6A. You step into a stone chamber that is roughly this is 23 feet high and 25 feet
by 20 feet wide. At the entrance to the room is a small landing 5 feet wide that
leads to an open pit with large wooden poles rising out of it. The walls are draped
with cobwebs and the floors and pillars are covered with a thick layer of mud,
creepers and blown in leaves. At the far side of pit you can see another much
smaller landing next to a 7 foot wall at the top of which leads deeper into the
temple.

Any pole steped onto that doesn’t


F B M C have the Croc symbol on it will
immediately begin to crack and then
fall. The players must make an
immediate decision what direction to
F C M B move.

B M C F
DC 16 per check to notice the Croc
symbols. 10 if they know what to
look for. If they take the time to
Clean off the poles the DC becomes a
C F M C
Flat 10

If a player falls into the pit they take 5 d6 damage and have a chance of landing on
a spike. Have them roll a D6 on a 6 they take an additional 1D10 Damage and are
skewered by the spike and considered restrained.

- If the players take the time to explore the Pit they find some loot.
o Headband of skullstrike (the wearer gains a head butt attack as a
bonus action. 1d4 + STR, on the roll of a 1 with this attack the player
inflicts the damage upon themselves.)
o Dagger of returning (After it is thrown it appears back with in its
sheath upon the start of the next round, or within 6 seconds.)
o Sling of the Giants hand. (3/day you can as an bonus action cause the
stone flung from this sling to grow to the size of a boulder. Dealing
4d10 damage instead of the regular)
6B. A wide doorway leads into another chamber. Once again the ceiling is 20 feet
high. This room is 20 feet by 20 feet. The walls are covered in thick webs
obscuring them completely. At the far end of this room stands another 7 foot
ledge that leads further on.

- Anyone who simply attempts to walk across the floor triggers the multiple
swinging blades and pendulums that come out of the walls at irregular
intervals. To attempt to run past would require a DC 25 DEX check per 10
feet. Each unsuccessful check results in 4D8 damage and the player being
knocked prone.
- To pass the room without setting off the traps players must emulate the
Crocodile and man, one sitting upon the other’s shoulders. This is to apply
enough weight to force the trigger plate down far enough to lock. The
players must equal at least 600 pounds.
- Once the blades are triggered there is no way to stop them without trying
to jam the blades into the wall. To pass the area now players will have to lay
prone and crawl. DC 12 DEX to succeed or take 2D8 damage.

At the far end of the room is another 7 foot high wall with a section below it just
wide enough to hold a medium size creature safe from the blades.

6C. Atop this ledge sits an 20 foot by 20 foot area which is tiled in a four-by-four
pattern of squares. There is just enough room for a person to stand at the top of
the ledge without stepping on the tiles, beyond that, the pattern covers the floor
from wall to wall, clear back to another 7-foot-high-ledge. You can see at the far
side of the room above the 7 foot ledge what looks like another set of tiles set
into a large stone door. You can see all but the bottom row.

- Characters standing on each other’s shoulders or over 7 feet can see the
pattern on the door just fine.
- It matches the one on the floor but has a single tile which glowing in
randomly along the bottom row. Roll D4 to determine which.
- The pattern on the door corresponds to the pattern on the floor, with the
bottom door row matching to the floor row closest to the characters. If an
individual applies more than a few pounds of pressure to any square except
the one corresponding to the lit-up square on the door, magical flames blast
out from the walls. Every creature on the terrace when the flames appear
must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on
a failed save, or half as much damage on a successful one. If the correct tile
is stepped on or depressed, no flames are triggered and a square in the
second row on the door lights up — again very faintly. As characters advance
across the floor tiles, the ledge blocks more and more of the pattern on the
door, always making it hard for characters to see which square is lit unless
they are riding on the shoulders of a companion.

6D. Puzzle Door

To reach this door, characters must climb another 7-foot-high ledge, above which
the ceiling is 9 feet high. A wooden door at the back of the ledge has no apparent
handle or latch. To open it, the four lit-up squares must be touched, in order from
bottom to top, by a rider/carrier team emulating Man and Crocodile. The bottom
two squares must be touched by the carrier and the top two by the rider. If the
squares are pressed correctly, the door swings open into area 6E. If wrong squares
are pressed, the squares are pressed in the wrong order, or they’re pressed by the
wrong people, a glyph of warding on the door triggers a thunderwave spell. Finding
the glyph requires a thorough search of the door and a successful DC 13
Intelligence (Investigation) check. Every creature on the ledge when the spell
triggers must make a DC 13 Constitution saving throw. On a failed save, a creature
takes 9 (2d8) thunder damage, is pushed 10 feet away from the door, and falls into
area 6C, setting off the trap there. A creature that succeeds on the save takes
half damage and is not pushed.

6E. The floor of this dusty, 40-foot-high, 20 foot wide chamber is littered with
bones (DC 12 to tell they are dinosaur bones). Webs stretch from the walls to a
30-foot-tall central pillar, coiled around which is a narrow stone staircase, its
steps covered with dust. Carved into the pillar are reliefs of a man carrying a
crocodile. The reliefs follow the stairs to the top of the pillar, on which sits a
large, beautiful, ceramic Jug.
The staircase that spirals around the pillar is 2 feet wide, and each step is 1 foot
higher than the one below it. Whenever a character who is carrying another
character starts his or her turn on the staircase, both the rider and the carrier
must make a DC 10 Dexterity (Acrobatics) check. If both checks fail, the rider and
carrier fall. Otherwise, the team maintains its balance.

Trapped Steps. There are thirty steps in total. Each of steps 3, 10, 17, and 23 has
a glyph of warding spell placed on it, set to trigger when the step is walked on.
Creatures emulating Man and Crocodile don’t trigger the glyphs. Each triggered
glyph releases a 20-foot-radius sphere of lightning centered on the step. Every
creature in the area must make a DC 13 Dexterity saving throw, taking 22 (5d8)
lightning damage on a failed save, or half as much damage on a successful one.
Creatures emulating Man and Crocodile have disadvantage on the saving throw. To
spot a glyph, the dust on the step must be cleared away, and a character searching
the step must succeed on a DC 13 Intelligence (Investigation) check.

Treasure. The jug is an alchemy jug, placed here ages ago by Chultans who revered
it as a gift from Ubtao. The only safe way to pick up the alchemy jug is to emulate
Man and Crocodile. Either member of a rider/carrier team can pick up the jug
safely and carry it out of the room. If the jug is picked up by anyone else, loose
bricks begin to fall from the ceiling. Every creature in area 6E is struck by falling
bricks and must make a DC 13 Dexterity saving throw, taking 10 (3d6) bludgeoning
damage on a failed save, or half as much damage on a successful one. A creature
that starts its turn in the room repeats the saving throw. After 3 rounds, the
bricks stop falling.

A rider/carrier team trying to descend the stairs while carrying the alchemy
jug makes Dexterity (Acrobatics) checks with disadvantage unless the jug is placed
in a backpack, or slung in a sack or some other hands-free carrier.

- If the players search through the bones the find three stone chests.
o Chest one has a triceratops carved into the top (Contains 20 rubies,
worth 100g each)
o Chest two has a Tyrannosaurs carved into the top (Contains 100 jade
coins.)
o Chest three has a Pterodactyl carved into the top. ( Contains three
scrolls that seem to be made of some soft thin leather rather than
paper. Scroll 1 contains the spell Mass Healing Word / Scroll 2
contains Spirit Guardians / Scroll 3 contains Daylight)

Return to outside of the Camp

Continue Day 8 – Camp Rightous

As the party exits the temple the will see that Silver Tusk is in trouble. She
is surrounded by small figures in colorful masks.

Batiri Gobs 14 wooden masks in all (Leader- poison snake. Snarling crocodile, Fanged Ape, Roaring tiger,
Boar with tusks, Grinning Toad, Tangled plant, Horned rabbit, Snapping turtle, Glareing Panther, Foureyed monkey, Horned
devil, Screaming Hawk, Dancing spider) Each of the Wooden masks seem to have been crafted my master woodworkers. The
details are extraordinary.

As you exit the temple you hear Silvertusk is shouting and the sounds of fighting. As your eyes
adjust to the light you see Silvertusk surrounded by number of small creatures wearing colorful
oversized masks. 11 in total surround Silvertusk with the bodies of 3 more laying on the ground.
Scorcher and Arene dinosaur are both sprawled on the ground. You can tell they are not dead as
both are breathing but each have over a dozen darts sprouting from their hides.

You might also like