I run a fortnightly D&D game for a group of 9-12 year olds (they might actually be 10-13 year olds at this point - time flies!). Our current adventure was running out of steam so I decided to wrap it up early and suggest a few different RPGs. They were all really taken by the art for Break!! RPG, so we quickly settled on that for our next game! I’ve run a short adventure for Break!! once before and had a blast with it, so I’m excited to be coming back to it.
I wanted to use the opportunity to have another go at using the tools in the book to create an adventure, to get more used to them. So this post is an adventure site I've made for the adventure using pretty much only the tools in the book.
The jist is that an ancient temple has been taken up as the stonghold of a skelemaster. The characters might be drawn here as a result of encountering the skelemen forces patrolling the area, or they might have learned about the treasure to be found at the temple's inner sanctum. The site also features a teleportation 'puzzle': Hard to reach areas can be easily accessed by teleport gates from a central location; the catch is that the gates require activation stones to function, and some of them are missing!
The Temple of Arches
- A crumbling obsidian shrine used by the Dragon Elders in times past.
- Nothing grows here, the whole site is a desolate ruin.
- Now the lair of a newly arisen Skelemaster, Ser Dracomere.
Villain: Ser Dracomere
- Imperious but deluded Skelemaster (p406) once a Dragon Knight of this temple.
- Believes himself the rightful ruler of the surrounding area (his realm).
- Uses the temple as a stronghold to enforce and expand his authority.
- Wears a black stone pendant in the shape of Umbra Draconis (opens door to 3)
- Armed with
- Dragon Glaive (Master-Arc Combination Weapon)
- Drakescale Plate (Heavy Armour, Magnificent)
- When dealing with strangers he:
- Demands fealty, seeing all as his subjects.
- Is interested in any intelligence on threats to his realm.
Wandering Encounters
- Locations 1-4: 4 patrolling Skelemen
- Locations 5-8: 1 Tiny Unhelpful Cloud (generated by the Skelemage's misery)
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| The Temple of Arches |
Locations
1) ENTRANCE
- Remains of a gatehouse, stone ruins sunken in the dry dirt
- Ambush: Bones everywhere, 6 Skelemen waiting to ambush any who approach
- Access: Stairs at the base of the central black tower to 2.
- Access: Across the campus to 4.
2) DRAKESTONE TOWER
- A glossy black triangular Tower with stairs carved into the sides.
- At the top is an exposed platform, no wall or battlement. A stone arch faces each of the gates at the points of the triangle. Each archway has space for a circular stone at its apex. Inserting the Brightstone, Darkstone or Twilightstone allows anyone to teleport to the corresponding gate by walking through the arch.
- Access: At the midpoint of the stairs there is a handsized impression of Umbra Draconis, the last dragon, carved into the stone. If the Dragonstone (worn on a pendant by Ser Dracomere) is inserted here, a stone panel slides up to 3. (the interior of the Tower)
- Access: Via arch to 5. (The Brightstone is inserted)
- Access: Via arch to 7. (The Darkstone is missing (see 4))
- Access: Via arch to 8. (The Twilightstone is missing (see 6))
3) UMBRAL SHRINE
- Sacred inner sanctum venerated by the Dragon Elders of old.
- Torches burn with dark light, the smell of pinewood burning, the shrine is built around a drake skull.
- The treasures and riches of the Dragon Elders (now Ser Dracomere’s) are hoarded here.
- 5 Gems and 50 Coins
- Holy Icon (p180) in the shape of a purple draconic circlet.
4) RUINED TOWER
- Crenelations of crumbling battlements like broken teeth, all that remains of this fallen tower.
- A green mist hangs ominously inside the perimeter, no one can breathe in the mist (Suffocated p457).
- The Darkstone is hidden amongst the debris.
5) BRIGHTSTONE GATE
- A circle of runes glowing with green light surrounds the gate.
- Leaving the circle triggers the alarm bell at 6.
- Interfering with the runes from within the circle can break the enchantment.
- Access: via battlement to 6.
6) THE HIGH TOWER
- Watchtower used by the skelemen under Ser Dracomere's command.
- 1 miserable Skelemage and 2 Skelemen on guard here.
- Skelemage: Rank 2 Boss with Sage's Staff (p59) and Eldritch Explosives (p63)
- Alarm bell here can be triggered from 5 and 7.
- A chest beneath the alarm bell contains The Twilightstone.
- Access: via battlement to 5.
- Access: via battlement to 7.
7) DARKSTONE GATE
- A circle of runes glowing with green light surrounds the gate.
- Leaving the circle triggers the alarm bell at 6.
- Interfering with the runes from within the circle can break the enchantment.
- Access: via battlement to 6.
8) TWILIGHTSTONE TOWER
- Floating tower, a faint purple glow pulses beneath it.
- Near the gate, a spiral stairway leads down into the tower.
- Inside is the hall of Ser Dracomere. He pores over an outdated map of his realm, tracking movements of intruders.
- The mana crystal keeping the tower aloft is suspended in a shaft of purple light. Removing it will cause the tower to fall.

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