Balasar's Trials (5e Environment)
From D&D Wiki
Ah! The fun of torturing your players. Truly only the worst players can ever be found in this wretched place. For the players that end up here would only be pure evil.
The 89 Rooms
Ha! These puny players think that they can take on a god? Show them wrong. (Please note that this section is not finished)
- The first room is simple. 2 doors. One leading to death and the other leading to the next room. The inside of the doors are pitch black making it so that the players cannot guess based upon that. When a player walks in the door shuts not showing the player's fate. Make sure not to even tell the player until everybody has gone through a door. This should limit your players down to half.
- Next is a pool of piranhas. A small tight-board that only the best of acrobatics rolls can save is right above it.
- After that room there is 2 of Balasar’s Titans (in creatures section).
- If your players survived all of this so far make sure to congratulate them... by having them be chased by a boulder down a tunnel making dexterity checks all the way.
- Afterwards there is a room cluttered with objects. With a timer in it. The players have to find an object hidden in this room as they are told by Balasar’s voice. The players do not know what object it is and will have to roll a natural 20 on luck to see if they make it out alive. If the timer runs out water will fill the room giving the players 1D10 time to find the object.
- The 6th room has more in store. Literally. It’s a store. Half of the items are poison the other will heal. All the players must buy one object and drink it.
- The 7th room has three doors and the same mechanic as the first floor.
- Lucky number 8 has a life sized slot machine that determines their fate. Roll a 3D6. All 3 dice are separate encounters you can throw at the players one at a time or at the same time. If any of the dice rolled a one the players will have to fight a giant frog. If it is a 2 throw one or 2 rocks at the players.
- The 9th room has every surface covered with spikes. Each movement causes a player to lose one hitpoint unless they have something to stand on. They must stay for 9 days. and on the 10th morning, a goblin spellcaster comes and it immediately casts a polymorph spell that turns all players that haven't slept recently into a frog with 1 hitpoint. While frogs, their only attack that doesn't require movement is tongue flick with a range of three feet, and deals one d4 and subtract 2 from the score. If the player gets a negative, they kill themselves. Frogs cannot cast spells.
- Number 10 is a large conveyor belt that has many objects. After 10 turns of dexterity rolls the conveyor belt stops and lets the players into the next room.
- 11th room means 11th best game show. The players will be sitting on a wall of their own right above lava. Roll a 1D6 to see what will try to stop them. 1 is a wrecking ball. 2 is a giant punching at the wall. 3 is a row of archers taking shots at the wall. 4 is a giant frog jumping to their wall. 5 is a huge gush of air. 6 is explosives on their wall. Roll a 1d10 to see the damage that had been done. Make the players deal 2 of these attacks. If the rolls equal 10 or above, their wall falls and they drop into the lava.
- 12th room is a volcano. You must climb it and roll and acrobatics roll to get to the other side.
- 13 is a test of strength. The players must lift a potato. Roll a strength check to get it up and roll another to keep your balance and not break through the ground. All players must hold up a potato to go to the next room. If they fall through the floor. They die. They also don't count as players anymore.
Horrible deeds that players may do to end up in this wretched place
|Killing one of Balasar's Titans|
|Siding with the 6 Dires|
|Calling Balasar ugly|