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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > “A Standing Warning”- Out of the Box D&D Encounters #10

“A Standing Warning”- Out of the Box D&D Encounters #10

"Mirror Mirror" Out of the Box D&D Encounter # 9
"Rube's Cube"- Out of the box D&D Encounters #11
Introduction:
 Many experienced DMs will know that the key to tension is the right touch of paranoia. The right out of the box encountersdescription and setting can establish the right mood and put the players on edge. This can allow the DM to set up other encounters or drop hints from their campaign setting. Such encounters may just be red herrings intended to throw characters of the trail or to make them think.
  Coupling these descriptive moments with non-combat skills and a group puzzle might challenge the players in a way that they were not expecting.
Environment: Wilderness/Any
Suggested level: Any
Along a lonesome path that the characters are traveling, they will discover two black obelisks on either side of the path. One is still standing. The other has been broken at the base and lay on it’s side. Both are constructed of a smooth black stone that defies identification. The standing obelisk is engraved with markings in an exotic language (Infernal, Abyssal, Draconic, Deep Speech, etc) that perhaps only one character in the party might speak. It’s important that this be difficult to translate. The markings on the standing obelisk are divided by deep horizontal grooves which break up the obelisk into even sections, each containing roughly the same number of markings. That fallen obelisk has the same horizontal sections, but no markings apart from these grooves can be seen.

  A successful History, Arcana, Religion (or similar) check (DC 17), along with proficiency in some exotic language of the DM’s discretion, might determine that the standing obelisk contains part of a warning. Such a warning might be worded like “Behold and be warned! For now, you enter the domain of…” The warning should be incomplete and not contain the actual names of the region or the identity of any ruler.
 That’s where the fallen obelisk comes into play.
  Both obelisks are constructed of a strange stone that defy description, as noted, and are of a semi-magical nature. A Detect Magic spell will determine that they glow faintly with magic of a Divination sort. Examining the fallen disk (Investigation or Arcana, DC 15) will discover that the sections of the obelisk can rotate along it’s axis, but require some force (Strength DC 15). Spinning these sections to align correctly will reveal the remainder of the message.
In secret, cut up a piece of paper into pieces. Write each letter of the ruler’s name on a separate piece of out of the box D&D encounters DMpaper. This sets up the puzzle.
This is the puzzle. To get everyone involved, since you will have those whom are strong, some whom are smart, and some whom are just great at puzzles, initiate a group check of a different sort. Have everyone roll a D20. Instead of the actual values counting, success or failure is determined by the number of even and odd numbers rolled. Do not tell the players this fact. Keep them guessing. If the party rolls a majority of even numbers, they gain 1 success. If the players roll a majority of odd numbers, they gain none. Every time they gain a success, hand the party a piece of paper with a letter on it. Then let them solve it.
  If they guess right, have the obelisk right itself and the name of the ruler will appear in the appropriate exotic language.
Complications:
 As stated earlier, it’s up to the DM if this message still has relevance. The ruler might be long gone. Then again…they might not. That’s up to each DM to determine.
  Solving the puzzle may awaken a long-thought-lost ruler like a sleeping dragon, slumbering vampire, ancient lich or mummy lord, or trapped devil or demon. It may awaken an ancient device, open a portal, or activate another set of obelisks for the party to find. This is limited only to the DM’s imagination or campaign setting.
The intention is to spark imagination and paranoia in the players. They will get a chance to work as a group to solve a puzzle, and might well start investigating other such monuments in their region. This will open new avenues of exploration and could lead to other encounters. It also uses a dice mechanic that might allow players whom have the worse dice luck still contribute in a useful and meaningful way.
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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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