D&D campaign

Players walking down a path and no-clip into a dark room, they panic but soon the player in the middle turn on a flashlight and huddle around and point it to their face, each player describes their face and name. If players take the rope they get down the hole with zero lost health and if they grab the bag they get extra inventory slots.


 When they go down the hole they either take damage or not (depends if they took the rope or not) they come to a long road with 4 houses, the bottom left one is the only locked one. 


Upon them entering this house they are greeted by a simple living room, there are two different ways this can go depending if a player goes upstairs or not, if a player goes up stairs they can choose to go into either the farthest door or the closest door the closest door being the only one unlocked, if the player opens this door it seems nothing is inside, as the player steps in they get hit by a bat and are knocked over the railing dealing 10 health points, if none of the player went upstairs this will be skipped and a man will step yelling “Hey! I just called the night watch man and there gonna come any-“ the man is crushed by a claw coming through the window that he walked in front of (whichever player that got knocked over the railing will get covered in the man’s blood), whatever crushed the man pulls out the claw revealing its’ massive eye it look at the players and then smashed into the building, the second the creature smashes into the building it teleports the players somewhere. 


The player open their eyes to see a white room with a ship on the middle with a hat on the table and as they approach a skeleton jumps out at them, picks up his hat and puts it on, he speaks in a Scottish accent “‘Ello pals!” He’d proceed to hand shake the closest player to the DM, this player will be chosen as the skeleton’s favourite player (getting cheaper prices and more buffs ect.), the skeleton introduces himself “Welp, my names Jeff, what’s all yours?” The players will introduce themselves to Jeff, “Well, you best be off!” He snaps his fingers teleporting the players to a room. 


The room has grey walls and plywood floors, there is a door sitting by itself on the right side of the room and a mysterious black goo on the left corner of the room. If a player decides to investigate the goo they will touch it and it will latch onto there hand and a player must cut the goo off (Must roll a 10 or greater) if they roll under the trapped players hand gets cut and the goo consumes the hand, if they roll over 10 the goo gets cut and it disintegrates into dust, as everyone talk footsteps can be heard running over to the door unlocking it then running away, when to door opens it leads into somewhere.


The door leads into a dark forest, the trees making massive walls forcing the player down a path, as the players walk down the path the sound of screams and wolfs barking can be heard, at the end of the path their is a fork in the road, one path left one path right.


Right: Upon the player choosing the right door they walk down the path as they go more down the path the trees start to curve down making a roof that goes

Closer to the ground, closer, closer and closer, the players can’t see the dim sky making it pitch-black, as the player proceed they run into a wolf eating a pile of meat it faces whoever is holding the flashlight (assuming they used it) and not being able to see the other players it lunges at the player with the flashlight (damage depends on how long it takes for the other players to save them and gains wolf skin), as the players continue they meet where both of the paths meet leading into a metal gate.


Left: Upon the player choosing the left path they walk down a very long path until arriving at where both of the paths meet leading into a metal gate.


Upon opening the metal gate the players walk in to a room resembling a prison lobby with nothing inside, the only things inside are a metal door locked with a keycard and another massive archway.


As the player walk into the room they are met with a massive prison guard, with a stern voice he shouts “WHAT ARE *YOU* DOING IN *MY* PRISON!” He proceed to smash his fists into the ground letting out a yell, “THAT’S IT! I’M GONNA SMASH YOU INTO A PUMPKIN!”, the prison guard leaps backwards to the back of the room, (The rest of the fight will be improvised by the DM) when the fight ends and the last damage is dealt when the attack hits him he will drop the keycard to the door, when the players open the door it leads into…


..an armoury, it has a crate on the wall that was text on it reading “-GUNS-“ , a table with various weapons on it and a vent to the right, the players are able to stock up on weapons.


As they go through the vent the player are able to have conversations.


The vent leads into a room with grey walls and grey carpet, there is a infinite food and water source in the corners, most notably there is a dark black figure at the doorway, it greets the player “Hello, wanderers.” It says in a soft echoey voice. The player must pursued the figure into letting them by.


The players walk through the door after convincing the figure, they seem to have walked into a fast food chain, it’s covered in a purple type goo, as they walk behind the counter the employees have all been slaughtered, and instead of crimson red blood it has been replaced with light purple thick goo, on the counter next to a register a drink sits on it, it’s a plastic cup not being able to see the colour or anything else of the drink, when it was been drank it gives a sort of berry type taste, it’s nice, the person who drank it will start heat someone speak to them “The cooker, turn the third wheel to full and the fifth to half way.” When the players have done this the floor will collapse under


When the players awaken they, didn’t feel a thing, they look up and they see Jeff, and his little shop! “Eyy! There ya guys are! I was hopin’ you’d arrive! Just wantin’ to check in! Seems you’re alright so, see ya pals!” As he snaps his fingers the players clip through the floor


They wake up in a mono-yellow room, it blinds the players eyes, and that.. damn that buzzing. How can they even buzz that loud? They stand up to see that they’re stuck in a labyrinth of walls, where time itself doesn’t exist. The players must find multiple keys for a door to.. escape.


The air! Oh god the fresh air and the beautiful sky! The players step through and.. they go into free-fall, they’re actively falling down to the ground at super high rates! As the players plummet to the ground they brace themselves for an impact but… it never happens, they open their eyes and.. they’re awake, hell, they’re  alive! You see all the missing posters on the lamp posts and your whole town has changed since you were there! You’re free, it’s.. the end.


0 Kudos

Comments

Displaying 0 of 0 comments ( View all | Add Comment )