A Questionable Ruby
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[edit] A Questionable Ruby
Reader's note: all italisized and bold words are for the DM and should not be read aloud to the party except for the setting.
Your in a tavern having a nice drink and a decent evening talking among your fellow party members when out the corner of your eye you see a dark hooded figure approach. He doesn't sit down or talk. All this strange hooded figure does is slip you a note and walk away. The note can be given to party member of choice. After the hooded figure leaves the tavern you read the note. It reads, " Do not question this letter meet me at the harbor in one hour."
PARTY ARRIVES AT HARBOR. SETTING DARK AND QUIET.
When you arrive at the harbor though night fall the harbor should be bustling with sailors but instead there is a dead silence in the air. Upon further search of the harbor you find a boat with a note with your names on it. The only other thing in the boat is a map giving directions to a small island located a short distance from here. You decide you will set sail for the isle but to do so carefully, under suspicion of this all being a trap. Roughly half an hour later you arrive on the isle. Thje only sign of civilization is a tower far back through the dense jungle terrain. As you continue through the forest a pack of ten strangely large swine approach and attack. ( 9 hogs HP:30 and 1 Mother swine HP:50 Loot is 5 large swine pelt:value:15g. Mother swine pelt:value:50 ) After the pack of swine is defeated and looted you continue through the jungle determined to reach the strange tower. Roughly 15 minutes later you reach the tower which is really a large monastery. You enter the large monastery through beautifully designed oak doors. Once inside the monastery you and your friends see a necromancer on a pedostal looking down on 5 skeletal remains. The necromancer begins a chant and the skeletonss rise up and bear arms. They are now all upon you preparing to attack. ( 4 skeleton soldiers HP:20 1 skeleton guardian HP:50 and 1 necromancer HP:20 Loot: 80g each. and ring of minor summoning: can summon humanoid of lvl 8 to to attack (daily power)] After the last of the skeletons is defeated and the necromancer slain an old man bursts throughj a door and yells, Player of choice's name "please stop this whimsical violence." (upon player of choice's response) The old man suddenly morphs into a Gold Dragon and attacks. ( 1 Gold Dragon HP:150 Loot: Gold Dragon scales:value:200g, Bow of Sparks 1D12 Lightning dam.+2 ) After the long tiring battle with the dragon you take a short rest, gather yourself , and push onwards through the monastery. Finally after half an hour your party has cleared every room in the monastery except for the one lying in front of you. You kick down the door like a total badass and find yourself in awe of this horrific sight. in front of you lies four 30 ft tall flesh golems. But the only thing giving you the will to stay and fight these freaks is the huge treasure chest they protect.
( 4 Flesh golems HP:50 ) After the long and enduring fight you slay the abominations and open the treasure chest. Inside the chest lies nothing but a little pile of ash. ( PER. Check 15 or higher PC notices Ruby ) Upon inspection of the ruby you find nothing out of the ordinary. But then a crack suddenly appears in the ruby! Then another! And another! eventually the ruby splits open to reveal a baby phoenix. Also a bow and a sword fall out of the ruby. ( Bow 1D12/4 and sword is 1D12/6 ) ( The phoenix approaches the ranger of the group if no ranger druid if no druid shaman if no shaman. ) The phoenix is a 1D8 beast companion.
THE END
