The Poweful Pigeon Paradox Level 7

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

The Powerful Pigeon Paradox

The DM Lair

CREDITS NOTICE OF OPEN GAME CONTENT


Lead Designer: Luke Hart Use of Open Game Content: This work Uses Open
Game Content pursuant to the Open Game License,
Lead Developer: Ed Robinson version 1.0a. and may be Used only under and in
terms of that license. No portion of this work other
Contributors: numerous live stream than the material designated as Open Game Content
participants may be reproduced or used in any form or fashion
without written permission.
GAME MASTER RESOURCES Product Identity: The following are hereby identified
Lair Magazine – I publish a monthly RPG and designated as Product Identity, as defined in the
magazine chocked full of GM resources such as Open Game License version 1.0a, Section 1(e), and
5e adventures, magic items, monsters, are not Open Game Content: RPG Monster
encounters, adventure ideas, and traps. Collection, Luke Hart, The DM Lair, The DM Lair LLC,
all DMs Lair product and product line names, logos
The DM Lair Store – Previously published issues and identifying marks including trade dress; artifacts;
of Lair Magazine and other GM resources are creatures; characters; stories, story lines, plots,
available here. thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses,
The DM Lair YouTube Channel – I create weekly formats, poses, concepts, themes and graphic,
videos with practical information game masters photographic and other visual or audio
can use at their game tables. representations; names and descriptions of
characters, spells, enchantments, personalities,
My Discord Server – Join a community of game teams, personas, likenesses and special abilities;
masters focused on helping each other run places, locations, environments, creatures,
awesome games. equipment, magical or supernatural abilities or
effects, logos, symbols or graphic designs; and any
SUPPORT MY WORK other trademark or registered trademark. Content
that has previously been designated as Open Game
The DM Lair Patreon – The best way to support Content or is in the public domain is not included in
my work is to join me on Patreon, where you’ll this designation.
also get even more GM resources every month!
The Powerful Pigeon Paradox, Copyright © 2021,
Luke Hart, The DM Lair, LLC. All rights reserved.
CONTACT THE AUTHOR
Email: [email protected]

www.thedmlair.com The DM Lair, LLC © 2021 Page 1 of 9


CREATURES NPCS
• Swarm of Ravens – CR 1/4 Zydus. A fallen deva of Baygul who was cast out
• Centaur – CR 2 of his god’s grace for eating the eggs of a holy
pigeon.
• Gelatinous Cube – CR 2
• Priest – CR 2 Lord Krem Chess, the High Priest of Baygul. A
• Nightmare – CR 3 high priest how knows everything about Baygul.
• Couatls – CR 4
Baygul. A diety that holds pigeons to be holy.
• Flesh Golems – CR 5
• Unicorn – CR 5
• Deva – CR 10 RANDOM ENCOUNTERS
You might have a random encounter take place
GM NOTES if the heroes try to use more long rests than are
expected, are in the middle of raiding a
• This adventure is designed for 4 level-
compound and take a long rest, or even on
seven characters.
short rests.
• GM Warning: This adventure is
designed to be brutal and challenging. • 1d4+2 Pegasi
Players and characters will need to be • 1d4+2 centaurs
well prepared to survive and achieve • 1 swarm of pigeons (use swarm of
victory. ravens stat block)
• A couple short rests are to be expected,
but not a long rest. INCITING EVENT
• Contains some treasure but not much. Since this is a one-shot game, the PCs will start
on the trail leading to the entrance to Fort
STORYLINE Butterhorn and already have been given the
• A fallen deva named Zydus has stolen a information about their quest.
holy pigeon from a local temple
devoted to Baygul. He plans to use the
pigeon to deliver “sacred” messages to
temples of Baygul across the realms.
However, these messages will be crafts
in order to misguide the priesthood of
Baygul and lead them to commit
sacrilege and unholy acts.
• Lord Krem Chess, the High Priest of
Baygul, has commissioned a group of
adventures to retrieve the holy pigeon
at all costs.

LOCATIONS
Fort Butterhorn. An ancient fortress high in the
mountains where Zydus and his minions dwell
with the stolen holy pigeon.

www.thedmlair.com The DM Lair, LLC © 2021 Page 2 of 9


The Powerful Pigeon Paradox

FORT BUTTERHORN • The western wall is lined with arrow


slits.
Lighting. Lighting varies in the fortress, but if it’s
• Just inside the door to the south is a
not noted, assume there is no light.
large floor mat that reads “Welcome.”
Architecture. The fortress was carved out of the • There is one statue of a lifelike halfling
solid rock of the mountainside. Iron support (whose eyes seem to move) standing in
archways are present throughout the interior. the corridor and chunks of broken stone
The ceiling in corridors is 10 feet high, and the (from other statues) are scattered
ceilings in rooms are generally as high as the about.
room is wide, unless otherwise noted. • Trip wires are cleverly concealed every
5 feet. Characters tripping on them
Doors. Most doors are constructed of
must make a DC 13 Dexterity saving
hardwood banded with iron.
throw or fall. The trip wires can be
Secret Doors. Secret doors are made of slabs of spotted with a DC 18 Wisdom
stone that turn on a central pivot when about (Perception) check.
fifty pounds of pressure is applied to one edge. • The ten-foot-square just south of the
The doors are crafted to appear as part of the northern door is a massive iron plate
wall (duh), but can be detected with a (not concealed). If stepped on, it
successful DC 20 Wisdom (Perception) check. depresses about 6 inches and there is a
large “click” and rumbling that
1. ASCENT resonates from the north. It otherwise
does nothing. (No really, it does
• The ascent up to the entrance is fairly
nothing.)
steep.
• If the character tarry here more than a
• The PCs start here for this one-shot.
few minutes, any centaurs who remain
from area 2 arrive in the western
2. THE KEEP hallway behind the arrow slits to attack
• This structure is 30’ high and has with their longbows.
crenelations around its edges.
• The walls are covered with shards of 4. GUARD ROOMS
broken obsidian that have been
• These rooms contain barrels of arrows.
cemented into position. Characters
• The floor is covered with straw.
climbing the walls take 1d6 slashing
damage per five feet climbed.
• 4 centaurs are positioned atop the 5. FLESH TO MEAT’CHA
keep. • 2 flesh golems stand guard in the
northern and southern cubby holes in
3. THE FOYER this room. Illusionary walls cover the
entrances to the cubby holes so the
External Door. The outer doors leading to the
golems can remain hidden.
foyer are heavily fortified and locked. They can
• The golems spring to attack any
be broken down with three successful DC 20
intruders when the first person enters
Athletics checks or unlocked with a successful
the square marked “A” on the map.
DC 22 Dexterity (Thieves’ Tools) check.

www.thedmlair.com The DM Lair, LLC © 2021 Page 3 of 9


The Powerful Pigeon Paradox

6. FLOAT LIKE A BUTTERFLY, STING LIKE 7. CORRUPTED UNICORN GLADE


A BEE • This room is magically starlit and knee-
high grass grows from the floor. A large,
• Two ten-foot-tall stone statues shaped
hollow log lies along the eastern wall.
like large doves stand along the far
• A corrupted unicorns with a nightmare
eastern wall of this corridor. Every six
mate lair in this room.
seconds, a charge of electricity travels
from one statue to the west and strikes • If a battle breaks out in this room, the
the far wall there; the statues alternate couatls from area 8 arrive in 1d4
sending out charges. The electricity only rounds.
occupies the top part of the corridor, so Treasure. Inside the hollow log is a large coffer
anyone can walk below without danger. that contains 1d4+2 superior potions of healing.
• The wall and ceiling of this corridor are However, the potions only function as a healing
covered in broken obsidian shards. potion the first time a potion is used. Any
• Creatures caught in an arc of electricity subsequent potions deal poison damage
take 4d8 lightning damage on a failed instead.
DC 17 Dexterity saving throw, or half as
much on a successful save. 8. COUATL LAIR
• Casting dispel magic on a statue causes
• This room is hot, humid, and filled with
its magic to cease functioning for 1
jungle vegetation of a wide variety of
minute. Completely destroying the
colors.
stone statues (not an easy task) also
• A twisted wooden staff stands in the
breaks the magic effect; however, when
middle of the room. This is a staff of the
a stone statue is destroyed, it explodes
python that the couatls guard. It was
in a burst of electrical energy, dealing
used to steal the holy pigeon from the
8d6 lightning damage to everyone
local temple and is now considered a
within 20 feet.
sacred item by Zydus.
Levitation Trap. A twenty-foot-long section of • 3 couatls lair in this room and are
corridor to the west is trapped. When someone usually found wrapped around the
steps in a square on the map marked with an vegetation. Due to the colors of the
“A”, the trap is triggered. Everyone in the area vegetation, the couatls blend in
of effect must make a DC 17 Constitution saving perfectly and are difficult to spot.
throw for every round they remain in the area • If a battle breaks out in this room, the
of effect. On a failed save, the character floats unicorn and nightmare from area 7
up five feet and enters the line of effect of the arrive in 1d4 rounds.
electrical charges being emitted from the
statues to the east. 9. SECRET PASSAGE
Characters can escape the levitation trap by • This room is very secret.
pulling themselves along the walls or ceiling
until they are out of the area of effect.
However, they take 1d6 slashing damage for
every 5 feet traveled this way due to the broken
obsidian shards.

www.thedmlair.com The DM Lair, LLC © 2021 Page 4 of 9


The Powerful Pigeon Paradox

10. BAGEL BRAIN • Every time a lever – any lever – it deals


damage to the person who pulled it
• A magic circle is inscribed in the center
based on its color.
of this room. Three levers protrude
o Blue – 2d6 lightning damage
from the northern, western, and
o Red – 2d6 fire damage
southern walls.
o White – 2d6 cold damage
• Inside the magic circle is written, “What
o Green – 2d6 acid damage
do you call a seagull that flies over the
o Purple – 2d6 force damage
bay?” though it is difficult spot.
o Black – 2d6 necrotic damage
• Above the northern lever are the letters o Yellow – 2d6 poison damage
W N B T L and R. o Orange – 2d6 radiant damage
• Above the southern lever are the letters • When the sand in the hourglass runs
A E Y I O J and U. out, the characters are teleported back
• Above the western lever are the letters to area 10.
P Q C M G H and S
• When “bagel” is spelled out by pulling
13. THE WHISPERING WALLS
the appropriate levers – NORTH,
SOUTH, WEST, SOUTH, NORTH – the • The walls of this room are covered with
magic circle in flairs to life for several lips that constantly mock the
seconds and teleports anyone inside it characters:
to area 13. o “Don’t touch the colored
• When anything else is spelled out with levers!”
the levers, the magic circle teleports o “Did levitating shock you?”
anyone inside it to area 11 or 12, o “Could you really not spell
randomly chosen. ‘bagel’?”
o “Beware of sharp objects!”
o “Bad nightmare recently?”
11. GELLY BELLY o “TPK. TPK. TPK.”
• This room contains a gelatinous cube • In the center of the room is a pedestal
and characters teleported to this room upon which sits a plate of brownies. The
are automatically inside the cube and door leading east is sealed shut, and
considered engulphed. only opens when someone eats one of
• When the gelatinous cube is killed, the the brownies.
characters are teleported back to room • The first person to eat a brownie gains
10. 4d6 temporary hit points. Anyone else
• The gelatinous cube magically who eats a brownie is poisoned for the
regenerates after just a seconds of next hour.
being killed.

12. LEVE’R ALONE


• The walls of this room are covered with
multicolored levers. A central pedestal
holds a sand hourglass with sand slowly
falling in it.

www.thedmlair.com The DM Lair, LLC © 2021 Page 5 of 9


The Powerful Pigeon Paradox

14. OH, HEAVENS, NO…THE HOLY


BLENDER!!!
• A deva and four priests occupy this
room. The deva is in the far east alcove
sitting upon a large gem-encrusted
throne, and the priests are in the
northern and southern alcoves behind
lecterns, singing an unholy chorus.
• A large golden cage hanging from the
ceiling in the eastern alcove holds the
holy pigeon.
• The deva greats them with a slow golf
clap and says, “Well, frankly, I’m
shocked you survived. Any questions
before we begin?”

Combat Notes
• One the first round of combat, the
priests cast spirit guardians!
• The deva has “flyby attack” and swoops
down to attack an isolated PC and then
flies back up out of range.
• Instead of sanctuary, the priests have
healing word. The priests focus on using
their healing spells to heal the deva and
each other.
• If the deva is dropped to zero hit points,
a priest casts healing word on it,
bringing it back up. If any priests drop
to zero hit points, the deva can bring
them back up with its healing touch.

RESOLUTION
If the character survive and rescue the holy
pigeon, the High Priest of Baygul rewards each
of them with a year supply of baked goods from
the local bagel shop.

www.thedmlair.com The DM Lair, LLC © 2021 Page 6 of 9


www.thedmlair.com The DM Lair, LLC © 2021 Page 7 of 9
The Powerful Pigeon Paradox

OPEN GAME LICENSE VERSION 1.0A


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game
Content; (b) “Derivative Material” means copyrighted material including derivative works and translations
(including into other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity; (e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures; characters; stories, story lines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols or graphic designs;
and any other trademark or registered trademark clearly identified as Product Identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark,
sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor; (g) “Use,” “Used” or “Using” means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) “You” or
“Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open
Game Content may be Used only under and in terms of this License. You must affix such a notice to any Open
Game Content that You Use. No terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this
License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this
License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open
Game Content.

5. Representation of Authority to Contribute: If You are Contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the
exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and
You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content You Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in another, independent

www.thedmlair.com The DM Lair, LLC © 2021 Page 8 of 9


The Powerful Pigeon Paradox

Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If You distribute Open Game Content, You must clearly indicate which portions of the work that
You are Distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may
Use any authorized version of this License to copy, modify and Distribute any Open Game Content originally
Distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute, judicial order or governmental regulation, then You may not
Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this
License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only
to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.; System Reference
Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000,
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
Gary Gygax and Dave Arneson. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse
Decker, David Noonan, Rich Redman. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo
Publishing, LLC; Author: Paizo Publishing, LLC. The Hypertext d20 SRD Copyright 2004, Jans W Carton; transferred
to BoLS Interactive, 2016. The Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene,
with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christopherson, Lance Hawvermale, Travis Hawvermale,
Patrick Lawinger, and Bill Webb. Based on original content from TSR. Creature Codex, Copyright 2018, Kobold
Press, LLC; Authors: Wolfgang Baur, Dan Dillon, Richard Green, Chris Harris, Jeremy Hochhalter, Chris Lockey,
James Haeck, James Introcaso, Shawn Merwin, Jon Sawatsky, and Brian Suskind. Tome of Beasts, Copyright 2016,
Open Design, LLC; Authors: Dan Dillon, Chris Harris, Rodrigo Garcia Carmona, and Wolfgang Baur. Tome of Beasts
2, Copyright 2020, Open Design, LLC; Authors: Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcatso,
Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, and Mike Welham. The Powerful Pigeon Paradox, Copyright
2021, Luke Hart, The DM Lair, LLC.

www.thedmlair.com The DM Lair, LLC © 2021 Page 9 of 9

You might also like