Adventure Unknown Whom

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Chapter 1: 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.

Setup UNKNOWN WHOM | Rob Twohy 1


When characters pick their class, and subsequently, when Races and Backgrounds
they level up to 1, they will then adjust their hit points Races (25) Backgrounds (30)
accordingly to the proper level per their HD plus Constitution Dragonborn Acolyte
modifier of the class.
For example, if a Halfling character with a +1 CON, who Dwarf (Gray Duergar) Charlatan
would have 7 HP, levels to 1 as a Wizard, the HP for that Dwarf (Hill) City Watch
would still be 7 HP (Max d6 for level 1 + 1 for CON MOD =
7). Dwarf (Mountain) Clan Crafter
A Human choosing Barbarian with a CON of +2 (having 10 Elf (Drow) Cloistered Scholar
HP) would go to 14 (Max d12 for level 1 + 2 for CON MOD = Elf (High) Courtier
14).
As they use their limited abilities to escape the Elf (Wood) Criminal
(containment) area, they players discover gear and begin Genasi (Air) Entertainer
to make choices on what classes they play. Characters
will become their class through role playing and skill Genasi (Earth) Faction Agent
building. As the adventure develops, they will slowly, Genasi (Fire) Far Traveler
through various happenstance, gravitate toward magic, Genasi (Water) Folk Hero
fighting, healing, or whatever skills and training their
environment and circumstances provide. This is what will Gnome (Deep - Svirfneblin) Gladiator
decide their class when the time comes. Gnome (Deep) Guild Artisan
At this point, players should be ready to begin!
Note regarding class selection: It’s up to you as DM to Gnome (Forest) Guild Merchant
ultimately help players find their class path although the Gnome (Rock) Hermit
player makes the ultimate choice. The beginnings of the Goliath Inheritor
dungeon will be populated with 4 “Class Items” treasure
chests. Half-Elf(-Variant) Knight of the Order
Notes about particular items in the chest: Half-Orc Mercenary Veteran
The Spellbook has the Wizard cantrips. This particular Halfling (Ghostwise) Noble
spellbook infuses the bearer with the cantrips of choice as Halfling (Lightfoot) Noble Knight
a 1st level Wizard would and then the rest fade away as if
written in unrecoverable invisible ink. Once this happens, Halfling (Stout) Outlander
the player is now on the path to becoming a Wizard. Human Pirate
The Orb bestows the holder with the cantrips of a 1st
level Sorcerer. This presumes ultimate selection of the Tiefling Sage
Sorcerer Class will be chosen, unless the orb is given up. Tiefling-Variant (Feral) Sailor
The Wand isn’t necessarily magical except that, should a Tiefling-Variant (Non Feral) Soldier
player choose it, that player will be mentally gifted with
the knowledge of a 1st level Warlock and may immediately Spy
choose the cantrips associated with that. This would Urban Bounty Hunter
presume the selection of Warlock as a class is coming to
fruition. Urchin
The Sprig of Mistletoe imbibes the character with all Uthgardt Tribe Member
druidic cantrips appropriate to 1st level. It presumes the Waterdhavian Noble
Druid class will be chosen eventually.
The Amulet holds all the knowledge and cantrips of a 1st Medium = 8 HP, Small = 6 HP (add CON MOD).
level Cleric. The PC is becoming a Cleric. All races are medium size, except Gnomes and Halflings,
The Reliquary, once chosen, blesses its keeper with the which are small.
powers of Lay on Hands that a 1st level Paladin would
have. Using this for a time will make the person a Paladin.
The Lute , once played for the first time, grants its user
the 1st level cantrips associated with the Bard. This
entertainer is on the way to the Bard class.

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

“Class Items” treasure chest checklist UNKNOWN WHOM | Rob Twohy 3


Chapter 2: The Awakening

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.

It is ‘EYE’ who have brought you here. You are


mine. You only live now through my evil graces. To
stay alive, you must get out. Time is short. Yet time
is only relevant. ‘EYE’ hope you all die. Control is
mine. Escape to live!

4 UNKNOWN WHOM | Rob Twohy


Chapter 3: The Expanse Within

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:

UNKNOWN WHOM | Rob Twohy 5


Should the players choose to investigate this area, in the There is in fact “Class Items” treasure chest #3 awaiting the
extreme northeast corner, a successful DC 8 Intelligence party in the southeast corner. It can be seen from afar as it is
(Investigation) reveals a hand drawn map (see appendix A). glowing. If the characters go straight toward the chest, 4
The map is of the area in Chapter 4. Do not inform the homunculus are hiding behind the rock column to on the
players what the map is. This map has notations; DP may southwestern side to surprise the party. These homunculus
stand for "drink poison", on the left along the ripped edge, do have the poison effect, but do not have the unconscious
"...est" could mean chest. No one knows. Not even the DM. poison trait. Next to the chest are 4 potions of healing (or one
The map is rolled up between some more red potions, one for for each character).
each character (these are full potions of healing). If they do
not investigate, they do not find these items. B7. Crabs
B4. That Stings
A wind blows from the southeast. It is soft and
slow, brushing the hair from your forehead, cooling
Upon entering this area, 8 scorpions come from you slightly.
behind the large stone pillar in the center of the
room.
This area is actually empty. However as the players enter this
area, 8 crabs emerge to attack from the water to the north
Eight aggressive scorpions scatter out from the south. which is slowly chasing the party.
B5. Is it Bugs? B8. Stairs Up

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.

As the characters enter this area, the PC with the highest


passive perception will notice that the pile of rocks in the Again, the cave-in is impassable. This time the vials are green
southern alcove is really a swarm of insects that comes after (they are all again potions of healing save one). When the
the closest person. characters decide to drink the potions, have the first
Should the players choose to investigate this area and did character receive it as a healing potion. Have the second
not find the items in area B3, those items are here, in the character be poisoned. The poisoned condition lasts until the
little space of the northwest corner. The party may be banged character is healed either through spell or potion. The
up at this point and need those potions. If the items are here, remaining green vials are all healing ones.
a DC 8 Intelligence (Investigation) check reveals them. Here lies “Class Items” treasure chest #4, the final class
The entrance to the next area (B6) has a 10’ x 10’ pit trap. chest. After the players take their picking ritual, upon the lid
closing, 2 skeletons come to life from the pile of bones.
Pit Snake Trap The stairway extends long into the distance beyond sight in
Magic trap a slight upward incline.
It appears as the floor, and only an active DC 12 Wisdom As the characters make their miles long trek up the hallway
(Perception) check will reveal it. Any characters that walk to the next level, this is where they will walk and talk, both
into the pit can catch themselves on the edge hanging into the with each other and with the DM. This is the point where the
pit by their arms with a successful DC 8 Dexterity players must choose their class and “lock it in”. Once each
(Acrobatics) save. If they fall, the pit is 10 feet deep (1d6 character has locked in their class, adjust each PC to level 1
falling damage) and there is a poisonous snake at the and provide all the appropriate benefits (proficiencies with
bottom. If a character is hanging from the edge of the pit, the equipment and saving throws, skills, features, spells, etc.).
snake will try to attack. Make sure at this point HP are redone to reflect the 1st level
There is one potion of healing easily spotted in the bottom HP value (including Constitution modifier) and each
of the pit. character has one hit die. Exceptions are that no extra
After passing the trap... equipment is available at this time. Only cantrips for the
chosen class are kept. Any for other classes are dropped.
B6. Homunculus The party should be just over halfway to level 2 in XP.
On to...
Seems all quiet here. There is a glowing light... A
voice, "The glow. The glow."

6 UNKNOWN WHOM | Rob Twohy


Chapter 4: Circles

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

As you enter this circular chamber, in the


As the party walks along, tell each member that their northwest corner stands a large mound of webbing.
reflection shows an item on their person that they don't A giant circular pillar extends floor to ceiling. There
actually possess. For example, someone might spot a sword are doors leading to the southeast, east and
on their waist that isn't really there, or another may see northeast. It's eerily quiet here.
armor on their body that is not actually present. It's
illusionary. Roll a d10 on the following table to pick a random
item to place on each character. Try and make the item useful A giant spider and two giant wolf spiders lay in wait among
to each character, as they may actually come into contact with the webbing. They are hidden nicely hoping to surprise
these items soon. Do not tell the players the items are anyone or anything that happens in. If any character gets
magical, just describe the basic item. Make a note of which within 5 feet of the webbing, the spiders all attack. There is a
item each character saw. If they discover the chest in area C3, door leading to the west, and although it is not a secret door,
these items are there. it is heavily obscured by the webbing, and cannot be easily
Random Items Reflected on the Walls seen. Do not mention it to the party, but if they notice it, you
d10 Item can confirm it's there.
1 Shield +1
C2. Twisted Hall
2 Dagger +1
This hallway leads around to a door the enters into area C3.
3 Javelin +1 The ceilings are considerably lower here.
4 Mace +1
5 Quarterstaff +1 As you enter the hallway, the ceilings are lower at
about ten feet, the hall is pitched in blackness and
6 Shortsword +1 continues forward into darkness. The floors are
7 Shortbow +1 w/quiver & 20 regular arrows slimy.
8 Leather Armor +1
9 Padded Armor +1
The floors of this hallway and in the room beyond (C3) are
10 Ring of Protection slimy and slippery. Any character that moves more than 10
feet in a round falls prone without a successful DC 10
When the party gets to the end of the passageway, there is Dexterity (Acrobatics) save. Don't tell the PCs about the 10
a wall with the face of a child in it. The face will speak to the feet rule, just enforce it. If they can't figure it out, then they'll
party like a five year old child would. Use your own never know.
interpretation of how a child would act. It doesn’t have any When the party travels about half way to area C3, unless
information, but will just be conversational. Above the face they notice somehow, 4 giant centipedes attack from the
inscribed into the wall are the words “The password is___.” ceiling and walls. They either reach out to bite and/or fall on
The DM should fill in the blank randomly with one of the the party to melee.
PC’s name. The key to passing this wall is to get the child The slipping rule does not apply to the centipedes, but will
face to say the password. apply to all creatures in area C3.
Once the characters pass the face in the wall, there is a
stairway leading to a hallway that continues to a door. This
door leads to area C1.
See Appendix A for the map of Circles.
UNKNOWN WHOM | Rob Twohy 7
C3. The Reflection Chest C6. Long Hall
The ceiling here is also 10' high. Contained in this room is a
lock and trapped chest. Inside are the items the party saw in
their reflections on the journey here as well as 4 potions of This hall extends into complete darkness. A voice,
healing (one each). Guarding the chest are 4 zombies. "The darkness awaits. EYE see you!"

A lone chest sits in the corner of the room. Some


unsavory characters are here guarding it.
Three hobgoblins await the party about halfway down this
hall. These hobgoblins do not have the Martial Advantage
trait.
The hall ends with a door leading to area C7.
Chest Trap
Mechanical trap C7. Empty Space?
The walls of this chamber are filled with 32 poisoned
needles (8 for each character).
If a character checks for traps, a successful DC 14 Wisdom The hallway is empty.
(Perception) check allows a character to deduce the trap's
presence. If it is not detected, the trap springs upon an unlock
attempt. Exactly halfway into this hall is a...
If the trap is detected, it still needs to be unlocked. A
successful DC 11 Dexterity check using thieves' tools
disarms the trap and opens the lock. Unsuccessfully Pit Trap
attempting to pick the lock triggers the trap. Mechanical trap
If the chest trap is set off, poisoned needles shoot from all Hidden Pit. This 10' x 10' pit has a cover constructed from
walls. Each character rolls a d8 to determine how many material identical to the floor around it. A successful DC 13
needles hit them. A successful DC 13 Dexterity (Acrobatics) Wisdom (Perception) check discerns an absence of foot
check avoids half the needles (round up). Each needle does 1 traffic over the section of floor that forms the pit 's cover. A
poison damage. If at least one needle hits, the PC must successful DC 12 Intelligence (Investigation) check is
succeed on a DC 10 Constitution saving throw or be necessary to confirm that the trapped section of floor is
poisoned for 1 hour. actually the cover of a pit.
Nasty! Once the pit trap is detected , an iron spike or similar
object can be wedged between the pit's cover and the
C4. Empty Hallway surrounding floor in such a way as to prevent the cover from
opening, thereby making it safe to cross.
This hallway is empty. Or is it? It is. If the trap goes undetected, and a creature steps on the
cover, it swings open like a trapdoor, causing the intruder to
C5. Three Pools spill into the pit below. The pit is 10 feet deep (1d6 falling
damage). Any characters that walk into the pit can catch
themselves on the edge hanging into the pit by their arms
Two pillars extend floor to ceiling, and three small with a successful DC 9 Dexterity (Acrobatics) save. The
pools of water lie beyond. entire pit is filled with the stinking cloud spell.
C8. Mommy? Nope. Mummy.
Each of the pools has a special property. You, as DM, can
randomize the order. A large reflecting pool sits here between two
Pool #1: The first character to drink from it gains the columns. A sarcophagus stands upright in the
benefit of a short rest. Also, if the PC is poisoned, that northwest corner of this room.
effect ends. This only works once.
Pool #2: Any PC who drinks this water experiences the
effect of the reduce spell, except the effect lasts one hour The northern door is not in the wall unless the characters
instead of one minute. have encountered the big green eye. If they have, read:
Pool #3: When a PC touches this water, 2 sahuagin
instantly leap out from the other two pools to attack that
character with a full surprise round. Make the one A door stands to the north.
emerging from pool #2 be reduced in size because it's
funny.
Should the party inspect the pool, there is nothing special
about it. That should make them suspicious, and be enjoyable
for the DM.

8 UNKNOWN WHOM | Rob Twohy


In the sarcophagus is a mummy. A successful DC 12 The big green eye (see appendix B) appears with its blue
Strength check can open the sealed sarcophagus. If left shield aura hovering over the pentagram and attacks the
alone, he will not emerge, however if the party touches either party.
the mummy itself or the northern door, the mummy emerges There should be at least one member of the party still
to attack. retrieving the two items from the altar. They will need to use
The north door is in fact locked, and cold to the touch. A their action(s) to grab these during combat. The armor can be
successful DC 15 Dexterity thieves' tools check can open it. donned as an action in one round.
Otherwise a DC 18 strength will have to do. Barring that, If a character decides to read from the book atop the bully
whatever creative ideas the DM will allow is how the pulpit, a successful DC 15 Intelligence (Religion) check will
characters can go through the door. dispel the blue aura shield from around the big green eye
thereby eliminating its resistances. Reading from the book
C9. Hell Hall takes an action and can be done once per round.
Upon opening the door to this area... Each time a character hits the big green eye, the book atop
the bully pulpit pulses with a blue light. This is a clue to the
party that if they read the passage, it will disable the shield.
In this short hallway a hellhound awaits the party. A The door changing into the wall is an illusion. An active
voice rings out, "HELL UPON YOU!" The hellhound successful DC 15 Wisdom (Perception) check can determine
charges with its vicious, roaring bark. Barwrarwar! that it is an illusion and can be passed through. Anybody that
is pushed, or walks through the doorway area will pass
through.
If the eye is destroyed:
One hellhound immediately attacks anyone entering this
hallway. This hellhound has a lesser fire breath (2d6).
The voice calls out, "Ah!! Your defeat is surely near.
C10. Circle Meets the Star EYE have seen the future." Laughter echoes away...

In the center of this circular room on the floor is a


pentagram. In the north sits an altar with a glowing C11. Polar Opposites
yellow candelabra giving dim light to the room.
Two columns flank the pentagram while a bully
pulpit faces the center from the northeast. An open As you enter this long hallway, it is an ice floor. The
book sits atop the bully pulpit. walls are ice. Even the ceiling is frozen. The cold is
extreme.

Upon inspection, the party would discover the pentagram is


made from dried blood. At this point the party has to make successful DC 14
The altar is otherwise unremarkable save the candelabra. Dexterity (Acrobatics) check if they move more than 10 feet
If a character touches the candelabra, it extinguishes in a round, or fall prone.
plunging the room into complete darkness. This will be especially important since half way down the
A search of the altar with a successful DC 11 Intelligence hall, two polar bears are caged within the walls, one on
(Investigation) check reveals a hidden panel with a secret either side. The bears cannot break out of their
compartment. Inside is a Shield of Missile Attraction and a imprisonments, nor can they bite, but can attack with their
Wand of Magic Missiles. claws through the bars. The party will have to figure out a
When a character discovers these items, immediately start way to get past them.
initiative and read: If the party needs "incentive" to move it along, have a slow
wall of fire chase them to move them along.
After the bear obstacle, if the characters have not yet, they
A familiar voice echoes loudly through this circular should be advancing to level 3 at this point.
chamber. "You are here! EYE have seen it. Stand on On to...
it. Stand high. Read the word. Only reading the
word can save you! Just as the voice booms, a big
green eye with a blue shield aura appears hovering
above the pentagram. The door to this room
shimmers and fades into the wall. You are trapped
in this room. The voice rings out again, "EYE am
here!"

Read this only once. Do not repeat it (unless the party is


totally dumbfounded, then repeat the phrase READ THE
WORD).

UNKNOWN WHOM | Rob Twohy 9


Chapter 5: The Finality

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.

Notes about PC Death

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.

10 UNKNOWN WHOM | Rob Twohy


Appendix A: The Awakening - Level 1

UNKNOWN WHOM | Rob Twohy 11


Appendix A: The Expanse Within - Level 2

12 UNKNOWN WHOM | Rob Twohy


Appendix A: Player Map to Level 3

UNKNOWN WHOM | Rob Twohy 13


Appendix A: Circles - Level 3

14 UNKNOWN WHOM | Rob Twohy


Appendix B: Monsters

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.

Big Green Eye 1. Confusion Ray. The target must succeed on a DC 13


Wisdom saving throw, or it can't take reactions until the
Large aberration, neutral evil
end of its next turn. On its turn, the target can't move, and
Armor Class 18 (natural armor) it uses its action to make a melee or ranged attack against
Hit Points 39 (6d8 + 12) a randomly determined creature within range. If the target
Speed 0 ft., fly 30 ft. (hover) can't attack, it does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute.
STR DEX CON INT WIS CHA The target can repeat the saving throw at the end of each
8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (0) of its turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom
Skills Perception +6 saving throw or be frightened for 1 minute. The target can
Damage Resistances bludgeoning, piercing, slashing repeat the saving throw at the end of each of its turns,
Condition Immunities prone with disadvantage if the big green eye is visible to the
Senses darkvision 120 ft., passive Perception 16 target, ending the effect on itself on a success.
Languages Deep Speech, Undercommon, telepathy 120 4. Wounding Ray. The target must make a DC 13
ft. Constitution saving throw, taking 5 (1d10) necrotic
Challenge 3 (700 XP) damage on a failed save, or half as much damage on a
Traits successful one.

Blue Shield. A blue energy shield surrounds the eye Reactions


representing its resistances. If the resistances are
eliminated, the blue shield disappears. Spell Reflection. If the big green eye makes a successful
saving throw against a spell, or a spell attack misses it,
the big green eye can choose another creature
Actions (including the spellcaster) it can see within 30 feet of
Eye Rays. The big green eye shoots one of the following it. The spell targets the chosen creature instead of the
magical eye rays at one or two creatures it can see big green eye. If the spell forced a saving throw, the
within 90 feet of it. It can use each ray only once on a chosen creature makes its own save. If the spell was an
turn. attack, the attack roll is rerolled against the chosen
creature.

UNKNOWN WHOM | Rob Twohy 15


Credits
Lead Designer: Rob Twohy
Editors: Nick Goddard, David Lowry, Jeffrey Quinn, Dusty
Watson
Cartographer: Rob Twohy
Play Testers: Jim Hauber, Nick Goddard, Mike Hauber,
Hendell, Steve Hobson, Chad Horn, Nick Kahler, David
Lowry, Rob Twohy, Ted Wallerstedt, Iris Welten
Disclaimer: Rob Twohy urges adventurers to remember
that any eye that is disembodied and 100 times the size of a
humanoid eye is not always bad. But in any case, caution
should be exercised. Beware!
ON THE COVER
The Big Green Eye moves closer down the the hallway
toward you as water rushes up the way!
Used through open gaming license (OGL) from Wizards of
the Coast and exclusive with the Dungeon Master's Guild
.DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All characters
and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton,
WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
Created July 2016

What's Next?
This may lead to an Unknown Whom sequel? Or perhaps to
adventures of your own...
Author Rob Twohy -
[email protected]

More from Rob Twohy at the DMs


Guild - click here

16 UNKNOWN WHOM | Rob Twohy

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