Player vs Player (3.5e Quest)
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[edit] Player vs Player
Intended for as many players as desired at as high a level as desired; the only key is to divide up the item the players are fighting for among them.
Finally answering who would win in a PvP free-for-all
- Prep Time -
- Play Time Until the last character remains standing
[edit] Hook
Each character has entered an unprecedented game of cat-and-mouse when he finds a shard of an artifact said to grant ultimate power to whomever collects all the pieces.
[edit] Background
Legends tell of a weapon capable of devastating even the gods themselves, created at the birth of the multiverse. It was said that any warrior who managed to obtain the weapon was invincible in combat, annihilating entire armies in one fell swoop. But, the warrior who wielded the weapon was always assassinated, in one way or another, passing the weapon to the hands of another being who likewise used the ultimate power for his own gain.
The legend ended when one hero finally destroyed the weapon, scattering its pieces among the winds to prevent another being from ever using its power, for good or evil.
To this day, there are many adventurers who seek the shards of the ultimate weapon for their own purposes. This is one of those stories.
[edit] For the DM
The Ultimate Weapon is a sphere of pure, condensed energy about a foot in diameter and protected by a classification-defying substance that cannot be fragmented by anyone weaker than an Overdeity. A shard is utterly powerless unless combined with the total weapon, where it allows the wielder to use any special ability it desires, whether it exists or is created by the wielder himself. However, these powers and their effects are only active while the wielder is aware of any imminent danger and not considered helpless.
The Shards are small, weightless items. When two players draw near (within a 300 foot radius of each other) the shards begin to shine brightly, shedding light as a torch. When all of the shards have been gathered, they fly together, forming the Ultimate Weapon. When a player in possession of a Shard is killed, the item flies way from the corpse and towards the victor.
To prevent any un-fair killings, it is your job to position the characters at their own areas, distant from each other.
[edit] For the players
This is your chance to kill your friends and not get in trouble for it with your DM. Go for it.
[edit] NPCS
None.
[edit] Items
- Shards of the Weapon
- The Ultimate Weapon
[edit] Stage One, The Forge
This is where the entire Quest begins, and where it should end. The PC's come upon The Forge, an ancient complex where the Ultimate Weapon was reputedly created. It is loaded with traps and obstacles and surrounded by a constant Psychic Storm. Among the ruins, the PC's will find various weapons, armor, even vehicles and other gear scattered throughout the complex, either in large chests or as the final remnants of a thousand dead adventurers.
The PC's are not alone in this complex. Amid the traps and bones, constructs of every shape and size patrol the tomb, attacking all interlopers without hesitation.
The Forge itself is an ancient citadel, located among a plethora of color pools on the astral plane. Unlike the surrounding Astral, The Forge has normal gravity. In addition, the Forge is immune to any of the other effects of the Astral.
There are a variety of ways the PC's can win in combat against each other. The Forge has plenty of opportunities for a win, including arenas surrounded by Lava and other dangerous items, exposed balconies that leave characters open to the Psychic Storms, Voidstone pillars, even barbed wire walls coated in poison. At the same time, the constructs can serve a purpose as they neutralize characters on their own.
If a PC is caught outside by a Psychic Storm or manages to escape into a color pool, he is still a viable target. If this occurs, any surviving others may chase after him, effectively leaving the forge.
[edit] Conclusion
The quest ends when the last PC stands alive with the other shards, the players are killed by the various constructs or other hazards, or the off-chance the PC's decide to call a truce and share the weapon. As soon as the PvP stops, the game is over.
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