Twin Summits


Adventure Briefing


The Guilds of Tor have sanctioned a high-stakes race to explore two newly discovered summits. Characters begin as guild members or are hired to represent one. The objective: reach both summits, plant a flag, and claim discovery. However, the peaks are steeped in supernatural weirdness. Doppelgangers and spirits appear as things progress. The opponents are the Daring Dynamos and their love of dynamite.
Level Range: 7-8
Tags: Race, Weird, Twin Peaks   Location: Slatetop Mountains
Connected Elements: Daring Dynamos, Tempo, Guilds of Tor
Monsters: Azer, Banshee, Doppelganger, Dynamo, Fire Elemental, Treant

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Rules of the Race


The race is split into 2 stages, each with obstacles. Success means progression. Failure introduces consequences. Wildcards may be interjected at any time.  
  • Goal. Reach both summits first and plant your flag.
  • Fair Play. No long-range flight or teleportation.
  The race begins at the base of the first summit moving through the mountains, to the lodge in the center, and onto the second.


The Daring Dynamos


Tempo, a dwarven man caught between life and death, leads a group of three thrill-seekers known for their love of explosives. The Dynamo's methods sometimes bend the rules.   Statistics. See Dynamo stats on the reference page.   The Members. Lyle Cooper (M, Gnome), Audrey Rosenfield (F, Elf), & Briggs the Hawk (F, Dwarf)   Implementing the Dynamos. During each stage, the Dynamos may execute one of these disruptive actions:  
  • Explosions. Charges trigger rockslides. DC 15 DEX save. Failure: 6d6 bludgeoning damage and delay. Failure by 5+: Gain an injury.
  • False Trails. The Dynamos create deceptive paths. DC 15 Insight/Survival. Failure: Delays. Failure by 5+: Enter dangerous terrain, triggering an obstacle.
  • Sabotage. Traps trigger mid-challenge. DC 15 Perception. Failure: Restrained during the challenge. Failure by 5+: 1 level of exhaustion.
  Progression. Assume the Dynamos successfully overcome each stage’s challenges unless the characters succeed at a major task to stop them or exploit a Wild Card to delay them. If the Dynamos are delayed, escalate their recklessness.   Maintain Tension. Use the Dynamos' actions to keep the pressure on, ensuring the characters remain vigilant. Their interference should challenge rather than overwhelm. Adjust the severity of their actions based on the group’s capabilities.

Stage One: The First Summit


The summit is a jagged, windswept peak with latent magic. Ledges and unstable rock faces make climbing treacherous.  
    Obstacles
    Terrain. Loose shifting rocks. DC 15 Athletics/Acrobatics. Failure: 4d6 bludgeoning damage and delay. Failure by 5+: 20-foot fall ( 2d6 damage) and injury.   Wild Magic Storm. Arcane energy crackles. DC 15 INT save. Failure: 3d6 psychic damage and disadvantage on the next check. Failure by 5+: Feeblemind spell for 1 hour.   Wild Card: Hallucinations. The mountain tests the characters’ minds with disturbing visions. DC 15 WIS save or fall under the effects of the Confusion spell for 1 minute. Save each turn.
  Azer From Another Place. At the summit, a weak fiery, one-armed Azer offers one truthful answer. Forbidden info requires a DC 15 INT save or 4d6 psychic dmg. and exhaustion.


The Lodge


A stone structure clings to the mountainside. Driving rain forces the characters toward shelter. If the Dynamos are present, the space brims with tension and increases the Doppelgangers.   Tulpas. During rest, characters are confronted by copies of themselves, using Doppelganger stats. The movements are jerky, words backward, and motives unclear. They reveal secrets pulled from the character’s minds with their Read Thoughts ability. If ignored or provoked, they attack.


Stage Two: The Second Summit


The land is scorched and gnarled. Unseen voices whisper, shadows move on their own, and oppressive heat fills the air.  
    Obstacles
    Possession. One at a time a spirit attempts to inhabit the living. DC 15 CHA save or lose control for 2 rounds.GM control.   Fire. Heat flares. DC 15 CON save or 1 level of exhaustion.   Wild Card: Ghosts. Former climbers appear. If interacted with, DC 15 WIS save or 6d6 psychic damage.
  The Arm. The final guardians are 1x Treant and 1x Fire Elemental. The Treant has no Fire Vulnerability and Awakens nearby trees. When the Treant dies it becomes Josie the Banshee. 1x Banshee emerges and immediately uses its Wail.

Reference Page


Rewards


The Payment. Guild rate appropriate for the level.   The Prizes. 1st: Rod of Security. 2nd: Wand of Secrets.   At the Summit. Elemental Gem: Red Corundum   The Dynamos. Stat block loot and 1x dynamite each.


The Guilds of Tor


A network of adventuring guilds, with distinct motivations and values. Characters may belong to or be hired by the guilds.   Huntress. Beasts and the Prize. If there is something to win, then it is worth doing.   Knights of the Saber. Protection and martial prowess. Prove their worth and ensure there is no danger.   Misfit Adventure Party. Unconventional adventurers. Secure the summit for the thrill of an underdog victory.   Sticky Fingers. Cunning and acquisition. Uncover valuable secrets or treasures hidden on the peaks.


Tempo


Extra Quest. Tempo’s connection goes deeper than the race. His strange state pulls him toward the peaks, driving him to uncover their mysteries. Tempo cannot die, being brought back similar to a Revenant. Making a connection between the Azer and Treant helps him understand what is binding him.   Roleplaying Tempo
Personality Trait. "You can't let somethin' small like the fear o' death an' injury stop ya from having a good time!"
Ideal. "Skill. Any explosion larger than a house needs plannin', you can wing the rest of 'em."
Bond. "The Dynamos wouldn’t be the same without me. They'd be far too sad for this old dwarf to be off anytime soon."
Flaw. "I rarely factor in the odds of survival for any mission."


Injuries


Upon an injury roll 1d6 and suffer the following effect:  
  1. Bleeding. At the start of each turn, take 1d4 damage until treated by a DC 15 Medicine check or magical healing.
  2. Weakened Grip. You have disadvantage on attack rolls with weapons and on Strength (Athletics) checks. This condition lasts until treated by a DC 15 Medicine check or a short rest.
  3. Disoriented. You cannot take reactions and have disadvantage on Wisdom (Perception) checks. This condition lasts until you complete a short rest.
  4. Concussed. You cannot maintain concentration on spells or actions for longer than 1 round. This condition lasts until you complete a long rest.
  5. Limp. Your speed is reduced by 5 feet. After using the Dash action, make a DC 10 Dexterity saving throw or fall prone. Magical healing removes this injury.
  6. Shock. At the start of your turn, make a DC 10 Intelligence saving throw or become incapacitated until the end of your turn. This condition lasts until DC 10 Medicine check or a short rest.

  Dynamo Roll Initiative
Medium Humanoid, Chaotic Good
Armor Class 15 (Studded Leather)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1)
16 (+3)
15 (+2)
10 (-)
12 (+1)
16 (+3)
Saving Throws DEX +6, CHA +6, CON +5
Skills Acrobatics +6, Performance +6, Sleight of Hand +6, Survival +4
Damage Resistances Fire, Force (see Thick Skin)
Senses Passive Perception 11
Languages Common, Gnomish
Proficiency Bonus +3 Challenge 6
Traits
Daring Dervish. At the start of their turn, the Dynamo gains advantage on melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn.   Thick Skin. The Dynamo has resistance to fire and force damage until it takes damage of that type. This resistance returns after a short or long rest.

Brave. The Dynamo has advantage on saving throws against being frightened.   Spellcasting. The Dynamo is a 7th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They have the following spells prepared:  
    Cantrips (at will): Thaumaturgy
    1/day each: Shatter, Stoneskin
  Actions
Multiattack. The Dynamo makes two attacks with any combination of its rapier or light crossbow.   Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+3 ) piercing damage.   Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 ( 1d8+3 ) piercing damage. The Dynamo can reload the crossbow as a bonus action.   Dynamite (2/day). The Dynamo throws a stick of dynamite up to 60 feet. Each creature in a 15-foot radius must make a DC 14 Dexterity saving throw, taking 10 ( 3d6 ) fire damage and 10 ( 3d6 ) force damage on a failed save, or half as much on a success.


Description
Dynamos are official members of the Daring Dynamos, known for their expertise in demolition and their signature use of dynamite. Reckless yet skilled, they are wildcards on the battlefield, capable of turning any situation sideways with their quick thinking and explosive talents.   History
Since the guild’s inception, adventurers with a thirst for danger and excitement have sought to join the ranks. Trained in both combat and demolition, they are tougher than most adventurers, capable of shaking off injuries that would fell others. Their intent varies widely, dictated by either their personal nature or direct orders from the guild’s leadership.   Tactics
Dynamos favor explosives as their first line of defense, often using dynamite and spells like Shatter to collapse structures or disrupt footing. At range, they rely on crossbows to pick off foes, but when the enemy closes in, they fight wildly with rapiers, throwing caution to the wind. While they are not suicidal, a Dynamo will defend their guildmates with ferocity, retreating only when survival demands.
 

Maps


The First Summit

The First Summit

The Lodge

The Lodge

Second Summit

Second Summit


Written by Chuck & Drew

Articles under Twin Summits


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