Adventure Unknown Whom
Adventure Unknown Whom
Adventure Unknown Whom
T
his uniquely styled adventure involves players Setup
starting out with little information about the
characters they will play. No characters are Note: Races and Backgrounds are from Player's
prepared in advance. This is a nonstandard Handbook, Elemental Evil Supplement, and Sword Coast
method of play. Player characters only know Adventurer's Guide. If you are not using any of these
their names, ability scores, race, and sources for play, adjust accordingly. Also Monsters unless
background. This adventure was created to noted are from the Monster Manual.
give the feeling we got as kids just starting out with D&D. It Player characters only know their names, ability scores,
will be great for new players and seasoned vets alike. Let the race, and background. All standard races and backgrounds
chaos begin… are allowed with the exceptions of Aarakocra and Human-
Variant. They are for all purposes commoners to start.
Background Once the race and background are chosen (each player
must choose a unique background), the players have all the
Note: This adventure is balanced for 4 players. The DM traits of their race as well as their abilities and are proficient
should adjust accordingly per party size. Encounters and with the skills/tools/languages of the chosen background.
treasure parcels are based on 4 PCs, so in an encounter They have no equipment, money, and in fact only the clothes
with 8 monsters, if there are only 3 PCs, it would be 6 on their backs. The party is made up of “commoners” as far
monsters instead, etc. DM may want to vary amounts as they know. No class is chosen yet. That comes with role
across encounters by changing the number of monsters playing.
with the same CR value across encounters. For example, The players can of course choose their character’s name
instead of 8, 8, 8 all the time, you could use 7, 9, 8, etc. As and gender. Height and weight should be determined by the
with any adventure, the DM should feel free to make table (PHB p. 121). Equipment will come with their
adjustment anywhere in the adventure. Play time should progression through the dungeon. Upon declaring a class,
be 10-12+ hours. any additional skills, proficiencies, and other class
The story begins with an unknown villain placing the appropriate abilities will follow. The declaration of a class
characters in the bottom of a great dungeon where they must should come early, but is part of the story as it develops.
use all their wit, brawn, intellect, magic, and who knows what Ability scores should be rolled in order. Roll 4 drop 1.
else to escape from the bottom level up. The players only Help the players setup their characters according to the
know they desire to get out of this horrible place. They don’t previous information. For lack of a better explanation, the
know why they are there, they do not know who is party starts at level zero. The players should follow these
responsible. They only know they desire to escape. steps, starting with a blank character sheet:
Spoiler alert! DM info only... If you plan on playing this
adventure as a player, the ending is about to be revealed. 1. Determine ability scores
Stop reading now and give this module immediately to 2. Choose Race (standard PHB, EE, SCAG) - exclude
your friendly neighborhood DM so he or she can try to Aarakocra, and Human-Variant
kill you with it! :) 3. Add racial bonuses to ability scores
You’ve been warned… The end is revealed at the beginning 4. Choose Background (unique per character)
so it makes better sense why everything happens the way it 5. Choose Gender
does in this particular adventure. 6. Determine Height/Weight (use PHB table)
The story culminates in the players (should they survive), 7. Choose Name
reaching the “top” of the dungeon only to find out one of the 8. Include proficiency bonus +1 (level zero is +1 only)
party members themselves was in fact the villain the whole 9. Fill in the skills/proficiencies/languages corresponding to
time. The party of course has no idea this is happening, and background
even the player who ends up the villain has no idea until the 10. Passive Perception is 10 + Wisdom modifier
DM reveals it to them before the “final battle”. 11. AC is 10 + Dexterity modifier
This allows for an exciting adventure using cooperation, 12. INITIATIVE is + Dexterity modifier
role play, dice rolling, etc. standard to any adventure, but… 13. Speed per race
BUT!! At the end, we find out one of our intrepid dungeoneers 14. HP is 8 for medium size, 6 for small - adjust for
IS the bad guy! Constitution modifier
The player who ends up being the antagonist, will only be 15. Leave HD blank (to be determined by class)
told at the last minute, before turning on the party for the 16. Start each PC with a point of inspiration
“final battle”. After the events play out, based on results, there Note player frustration may run high as many will not
will be a way to both satisfy ALL the players and complete the be proficient with armor, weapons, etc. and will often be
story. rolling with disadvantage. Assure them that it is
It is suggested that the DM read the entire module to gain supposed to be fun, and skill will come in time.
a better understanding of how it will all come together and Player death is very possible, so prepare your players,
work out in the end. There is quite a bit of explanation on but there are steps for handling death (see chapter 5
how to run the game regarding the “non-standard” rules of it "Notes about player death").
all.
Races andWHOM
UNKNOWN Backgrounds
| Rob Twohy
2
Those seven specific items give the PC class abilities. All the “Class Items” treasure chest checklist
other items in the the chest can be used by any class of Type Item
course, keeping in mind that certain characters may not be Adventuring Gear Spellbook
proficient with their use. It’s up to the DM to guide the player
if they want to become a Wizard, Sorcerer, Warlock, Druid, Adventuring Gear Explorer's Pack*
Cleric, Paladin, or Bard by using these items. If a PC does Arcane Focus Orb
not want one of these particular classes, there must be a
reason to trade the defining item in at the next “Class Items” Arcane Focus Wand
treasure chest, and thus losing any powers (magical or Armor Chain Mail
otherwise) that class would have granted. For example, had Armor Leather*
the PC chose the mistletoe and gained the druidic powers,
the PC would then LOSE those powers if it gave up the Armor Scale Mail
mistletoe. The idea is for players to choose their own path Armor Shield*
(class) but to be equipped to be such a class. By the 4th and
final “Class Items” treasure chest, players MUST have Druidic Focus Sprig of Mistletoe
chosen a class. Once a class is chosen, and confirmed, by the Holy Symbol Amulet
DM, the character then receives all powers, spells, and Holy Symbol Reliquary
benefits of said class and officially becomes “Level 1”.
Another thing to note about this table is that it presumes Musical Instrument Lute
the perfect world, where each character would want to play a Tools Thieves’ Tools
different class. As most DMs know, things never go as
planned, so feel free to shift the table as you choose Weapon, Melee Battleaxe
(repopulating the chests with different or even duplicate Weapon, Melee Great Axe
items). Items marked with an asterisk SHOULD show up in Weapon, Melee Longsword
multiple chests.
Items NOT marked with an asterisk should remain unique, Weapon, Melee Mace
and be removed from the subsequent three “Class Items” Weapon, Melee Quarterstaff
treasure chests that will appear, although it is not a hard rule.
This will encourage each player to choose a different class, Weapon, Melee Rapier*
but as DM, you can certainly allow a party of all wizards if you Weapon, Melee Scimitar
choose. If you want to populate the next 3 chests with more Weapon, Melee Shortsword*
unique items, well, you’re the DM! You never know, you might
have all Wizards? D&D is never too predictable. Weapon, Melee, Handaxe*
Characters, when choosing weapons, will not initially be Ranged
proficient with them and therefore will not get the +1 Weapon, Melee, Javelin*
proficiency to hit. Also, when characters choose armor Ranged
although they will be afforded greater protection, they will not Weapon, Ranged Darts (pack of 10)
be proficient and therefore will be at disadvantage on all
checks, saves, or attacks that involve Dexterity or Strength Weapon, Ranged Light Crossbow w/quiver & 20
while wearing armor. Normally you cannot cast spells either, bolts*
but PCs will be allowed to cast cantrips in this case. They will Weapon, Ranged Longbow w/ quiver & 20 arrows
learn the error of their ways... Weapon, Ranged Shortbow w/ quiver & 20 arrows
T
he story starts with the unknown villain Upon reading the message, expose the players to the chest.
placing the characters in the bottom of a great This will be their first step toward choosing a class, although
dungeon where they fight their way out from you as DM, don’t need to necessarily inform them of that. Let
the bottom level up. The characters have no the players try and figure out what’s happening.
idea why they are there. They only know they There are four daggers (one per character) lying near the
desire to get out of this horrible place. The goal chest.
is to work their way up and out. Referencing the “Class Items” treasure chest table, allow
the players to examine all 27 objects, but if more objects are
removed from the chest, than there are party members, the
Starting area item that’s been out the longest reappears in the chest. In
Read this to the players: essence, only one item per character can be out of the chest.
If there is a dispute over a unique item. Have the players roll
a d20. High roll gets first choice. After the players each
As you come into consciousness, you are unaware choose a final item, the chest closes and is impossible to
of what caused you to be out. Were you asleep? reopen, no matter how much effort is given. If the players
Were you knocked out? Poisoned? You’re just not
sure. Where the hell am I? As you come into full
take too long to decide, move to…
awareness, you can tell the room you are in is
cramped and dark. There is a faint, flickering light A1. The Room
coming from what looks like a space under a door. Read:
There are others here with you. Moans and
grumbles begin to fill the room.
The room immediately starts to fill with water. It’s
coming from everywhere, it’s coming from under
the only door, and it’s coming down all four walls.
The starting area has it’s own map (See Appendix A). A loud, booming, disembodied voice shouts,
At this point, have the players introduce themselves to each “RUN! Run forever!” And then maniacal laughter.
other. Each player knows who they are based on their name,
race, background, and physical appearance, but not much
else. They cannot recall any details of their families, friends,
upbringing, or anything from the past. They know language, ROLL INITIATIVE!
but this seems the classic signs of amnesia. The rate at which the water is flowing indicates a rise of 2
Once the players have introduced their characters to one ½ feet per round (it will be to the ceiling at the end of 4
another, provide this: rounds). There’s one way out, the door. It is locked, but when
the chest is closed, the door unlocks. When the players finally
decide to open the door, they see a distant stairway with
The room begins to illuminate slowly from your water flowing down it toward the party. This long, flat hallway
eyes adjusting to the darkness. After just a few is 10 feet wide with ceilings 10 feet high. Along with the
moments, you are able to see enough to maneuver rising water, flows 8 rats intent on chewing some
in the room. adventurers.
Note: Keep in mind creatures that do only 1 point of
damage also only do 1 point on a critical hit. It's double
Have the party discover the writing on the floor. This 15’ x 20’ dice, not double points.
room with a 10’ ceiling is barren save for this message and Level 2 is up the stairs 10 feet. Upon reaching level 2 of the
one chest. The chest isn’t immediately visible as it is slightly dungeon, the premises expands vastly.
hidden off in one corner of the room. After the players read
the message, they will notice the chest.
Floor message:
Each member of the party sees this message written in
their native language.
U
pon arrival to level 2 of the dungeon, the Have one player read the note out loud. As soon as the
players should begin to realize, if they haven't players have read the note, it lights up like flash paper and
already, that things are spinning out of control. disappears. That was the players' one chance to internalize
Water everywhere, creatures "come a the clues. It should not be repeated to them.
crawling", and disorientation seems to The vials are full of red liquid (two 1/2 potions of healing
remain. per character, although they shouldn’t know that). Two must
The map (see Appendix A) has numbers corresponding to be combined to make one effective potion. Half potions do
the following areas: nothing.
This is “Class Items” treasure chest #2. Each character can
B1. Top of the Stairs chose one item from the chest in the same manner as before.
If characters choose any armor, let them put it on before…
At the top of the stairs is the source pool of water that flowed Just as quickly as the characters have each chosen an item
down where the players came from. As the players progress, and the chest closes, 8 bats hanging from the ceiling attack.
the cave system is on a continual up slope. Ever so slight that
it is barely noticeable, but the water continues to flow. The B2. cave-in
characters will not have to rush, but they must keep moving
as the water will fill in behind them as they continue. Again, In this area:
they do not have to rush, this is just to provide incentive to
keep going as there will be NO OPPORTUNITIES TO TAKE An obvious cave-in has occurred in the area. Rocks
A REST! If PCs try to skip an area, perhaps a shiny object or are piled high to the ceiling with no sight beyond.
noise will draw them in?
Water trickles down the walls of this inner cave. It The passage with the rocks is impassable. If any character
flows down from the ceiling of the chamber. A approaches the fallen rocks within 10 feet, 8 spiders emerge
glowing chest stands to the side with a note laying to attack.
on top. Small vials of red liquid lie on the floor next
to the chest.
B3. Empty?
Here:
The glowing chest provides dim light in this portion of the
cave. These caves are otherwise blanketed in complete The area is void of activity. A voice rings out, "EYE
darkness. am watching... Muhahahahaaa...!"
A note on the chest reads:
A faint rustling sound fills your ears as you Rocks have caved in at this ending passage. A pile
approach this corner of the cave. The sound is very of bones lies quietly near a chest. Vials of green
faint and unfamiliar... liquid lie next to the chest. Stairs lead up to the
north.
A
s the characters ascend to the next level, they As the party approaches the door, read...
experience the effects of a MAGICAL long rest.
From this point, as they are full fledged level 1
characters, the normal rules for resting will A familiar voice rings out. "You have passed the
apply and be available. As the party gets far face! You are wise indeed. But how wise? EYE
always watch. EYE always know. EYE am waiting..."
enough up the ramp, a stone wall slides down The voice is even more ominous than before.
behind them closing off the lower levels. Make
this happen several hundred feet back down the hallway so it
is not possible to get back there.
The doors in this area are all unlocked, it is dark, and ceilings
are 30 feet high, unless otherwise noted. When the party
Continuing your ascension up the passageway you
experience mirrored images of yourself along the
enters...
walls. There are no mirrors, your image is just
somehow reflected in the walls. C1. Webs
O
nly at the end of the story do we find out one of Should the villain emerge victorious and TPK the party,
the characters was the villain the whole time. s/he can resurrect them and claim they have passed the test.
Whichever player character turns out to be the Should the party prevail, they are the champions of the day!
strongest personality (or some other DM In either case, win or lose, the villain will fade away
determined factor) will emerge the “villain”. screaming, "One day! One day soon! EYE will see you again!"
The player who ends up the villain won’t know And again, maniacal laughter fades away into the distance.
(until now) that they are playing the bad guy. After the villain fades, the party sees a motionless body
When the reveal comes, the one character who is identified lying on the ground near them. It is the 3rd level character
as the villain will show the true nature of his/her power. By from before s/he became the villain. With no memory of any
this time, the party should all be 3rd level. You can milestone previous events, there's quite a story to be told. The villain
advance them if they are not. apparently stole this PC's identity. This is, in essence, the first
Explain to the party that after exiting the ice hallway to the time the party is meeting this real character.
surface, it opens into and endless white expanse. Nothing but When the adventure ends...
white as far as the eye can see. A MAGICAL long rest
happens now. The last thing in the adventure will be the final
big battle between the villain and the rest of the party. Any The white fades into an unfamiliar landscape. You
charges on the Wand of Magic Missiles that have been used feel something on your chest just below the neck,
you have the mark of the eye. A new tattoo. You
are NOT recharged at this time. discover the new and unrecognizable world. What
When the battle begins, the villain will teleport 150 feet new adventures await?
away from the party and have command of three waves of Who was that villain? What new hell has been
gnolls. Three gnolls will appear each round starting in the unleashed? What world is this? All that is known is
first round until 9 are present. Remember this amount of that there is the UNKNOWN WHOM!!
gnolls is for the villain fighting three other party members, so
adjust the encounter to 12 gnolls if there are four PCs
fighting the villain, etc.
I
t seems in an adventure like this one, character death It should take the slowest character (if their movement is
or even a total party wipe is certainly possible. 25) 13 rounds to swim to area B7 and find air to breathe.
Should any character or, in fact, the entire party This can be a fun challenge, someone might not make it. If a
outright die, follow these steps. Give each PC a point character does have a movement speed of 25 and a
of inspiration if they don't have one. After the current Constitution modifier of zero or less, they will NOT make the
encounter concludes, the entire party finds swim without starting to drown. Any character that begins
themselves back in area A1 - the beginning room. All drowning starts to make death saving throws as normal until
characters would then experience the effects of a long rest they die or someone pulls them to breathable air and they can
(instantly - no 8 hour time), however, they are submerged be stabilized.
under water. They now have to traverse again the path they Should the characters find themselves back in the starting
took out. This time, the way will be free of monsters, critters, room again (having died a second time or more) four potions
and creatures. The areas do NOT repopulate. The party has a of water breathing are floating in the middle of the room. The
long way to swim. The swimming and suffocating rules (PHB characters CAN drink the potion under water. Hmmm.... An
p. 182-3) apply here. interesting problem. If the characters drink the potions later,
Once the party swims underwater to area B7, they are able they last one hour, so if back here again, they can breathe
to swim above the water line and breathe with a couple feet under water.
of open space at the top of the water between the water and If the passageway to level 3 is closed, it is once again open,
ceiling. The incline of the cave and the waterline is such that but closes behind them once the party reaches the talking
the water in area B8 would only be about 2 feet deep. The face at the other end of the long hallway. If the party has
water flows out through the caved in area to the east (still encountered the face before, it just smiles and welcomes
impassable). them, but it is now passable if they already solved the riddle
If there is death before reaching B7, the water will only be prior.
a foot deep in the area where the death occurred.
During the swim, any "Class Items" treasure chest that is
submerged is inaccessible.
C
ousin to the beholder, the big green eye lurks in Lairs. The beholder can share lairs with beholders
dark hallways and shadows of the darker areas of provided there is dantant or solidarity among the creatures.
area. It waits patiently to exercise its non The big green eye, however has no lair actions of its own.
merciful attacks on any prey nearby. It feeds on Tactics. The big green eye enacts it's Blue Shield at will. It
its own evil. can turn it off and on as long as it still retains the shield. The
shield gives off a blue glow, so the big green eye MAY want it
off if it is trying to hide. The big green eye uses its rays in
combination to try and confuse, paralyze, frighten, and/or
wound its prey appropriately.
What's Next?
This may lead to an Unknown Whom sequel? Or perhaps to
adventures of your own...
Author Rob Twohy -
[email protected]