A while back, I was at a session where the players started speculating about how it would be possible to adapt the indie horror classic Five Nights at Freddy's to a board game. Although the series is probably most known for its endless sequels and lore these days, I still think that the original game from 2014 is a masterpiece of game design, taking survival horror resource management and distilling it to its barest essentials to create an experience that's equal parts tense and cerebral. That discussion got me thinking, and for this week's Friday Encounter, I've created a series of rooms designed to be dropped into a dungeon (I hear the kids are calling that a dungeon patch these days) based on the mechanics of FNaF 1.
Fans of the series will no doubt notice some references here. This puzzle is designed with funhouse dungeons in mind, but if you feel your players will find some details immersion-breaking (or if it will give away what they're supposed to do), you can feel free to alter them.
Six Hours in the Dungeon
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Setup
The players should enter this section of the dungeon at room L. Opposite the door is a long table with eleven crystal balls set on it, as well as an alembic filled with green fluid, a large hourglass, and a paper fan worth 1 GP. A chair is set before the table. There are two additional doorways on the wall, leading east and west (or whatever direction works best for your dungeon). Each doorway has a lever next to it, connected by a chain to a raised portcullis above the doorway. Two torches in sconces are lit on the other side of each doorway from the levers. In addition, there is a map pinned on the wall showing the layout of the surrounding rooms, each labeled by letter (this should be provided to the players). Room C is circled, with a note saying "WATCH SO IT DOESN'T GET OUT" written next to it.
Each of the crystal balls on the table is set up to scry into one of the surrounding rooms. The crystal balls are all labeled with the same letter provided on the map. They are normally opaque, but when rubbed, they light up and display a view of the room assigned to them.
Once the entire party enters the room, the hourglass on the table begins to drain. It can easily be determined that the hourglass is calibrated for six hours (no check necessary); the lower chamber is graduated for each hour.
At the start of the encounter, all rooms are empty except for rooms A and C.
Room A contains a dais on which three iron golems stand shoulder to shoulder, in line from west to east. Each golem is dressed in a giant-sized knight's surcoat, displaying a different coat of arms:
- The west golem wears a purple surcoat with the image of a hare strumming a lute in white.
- The middle golem wears a black surcoat with the image of a brown bear clutching a silver mace.
- The east golem wears a yellow surcoat with the image of a hawk clutching a torch in its talons in white.
Room C contains a stone juggernaut (see Tomb of Annihilation).
The Encounter
In order to get past the golems, the PCs have two options. They can fight them as normal, but this should be a difficult task (this encounter works best when iron golems are well out of the CR the party is used to). However, they can track the movements of the golems through the crystal balls as they patrol the surrounding rooms, and use the portcullises to block the golems from entering their location. If they can survive for a full six hours, the golems will become inactive and allow them to pass.
What The Players Can Do
To best allow the players to strategize, the following information should be communicated to them. It may also be helpful to have a handout available to recap the rules.
Once the encounter begins, the DM and the party take turns making actions. This is
not action time, and an initiative roll is not needed; instead, the party should take actions as a group, perhaps nominating one player as the "caller" to communicate their final decision to the DM. If one or more PCs leaves room L, enter action time as normal.
Each hour is abstracted as a series of two 30-minute turns (so there are a total of 12 turns). On each turn, the party can take up to three actions. These actions are:
- Check one crystal ball.
- Lower the portcullis over one door.
The party has a total of 20 power units with which to complete this task, represented by the green fluid in the alembic. At the end of each turn, they lose one power unit if more than one crystal ball was checked, and one power unit for each door that remains closed. It is a good idea to make sure that the PCs know how much power they have at all times.
For example, if the party checked two crystal balls and lowered the portcullis over one door, they lose two power units at the end of that turn; the fluid in the alembic drains by one tenth. If they had lowered the portcullis over the other door on their previous turn, and did not raise it by the end of this turn, they would lose a third power unit. If they only checked one crystal ball but left both portcullises down, they lose two power units, one for each door. If they checked three crystal balls, they lose one power unit but cannot lower any porticullises on that turn.
Once a portcullis is lowered, the party can raise it for free at any point on their turn. It does not consume power or use up one of their alloted actions.
When the PCs look into a crystal ball, they see an overhead view of the room corresponding to that crystal ball's letter, including if any golems are present in it.
What The Monsters Can Do
At the end of each turn, after the PCs have taken their actions, the DM can move up to three monsters. This should be kept secret from the players, who must rely on what they can observe through the crystal balls on their turn to track the monsters' movements.
Golems can move to any adjacent rooms on their move. The west golem can only move into rooms on the west side of the map (Rooms A, B, D, E, F, and I). The east golem can only move into rooms on the east side (Rooms A, B, G, H, J, and K). The middle golem can move into any room other than room C. No golem can enter room C. The DM does not have to move the golems on every turn; however, each golem must have moved at least once by the end of each hour.
The juggernaut moves differently than the golems. The DM can only move it if the PCs did not check the crystal ball scrying on room C on that turn. The walls of room C are engraved with a spell that produces a slowing effect on the juggernaut (DC 12 Arcana check to determine this), so it moves very slowly while in the room, but can move quickly when outside. If the DM moves the juggernaut on their turn, it only moves a few inches (enough to be noticeable the next time the PCs observe it). The DM should make a note of how many times the juggernaut has moved. After it has moved five times, it can exit room C on its next turn. When it exits room C, it moves all the way to room E.
If the golems or the juggernaut are present in rooms E or H, they can be seen from room L via the doorway. If the portcullis is not lowered, the monsters can enter room L on their next move, at which point action time should begin and combat is initated as normal. If the portcullis is lowered and a monster must move from room E or H (ie. if they were in those rooms at the end of the last hour), they will instead move back to their starting room (Room A for the golems, or room C for the juggernaut).
If the PCs use up all their power units, a gust of wind blows through the room, extinguishing the torches on the walls (and any torches carried into the room). Any portcullises lowered raise back up, unblocking the doorways. Enter action time; the monsters will all begin to advance on room L, behaving according to normal combat rules.
If the PCs make it six hours without using up their power, a chime sounds in the room, followed by the noise of children cheering. The golems and the juggernaut will become inactive and stand still, allowing the party to pass.
Oh, yeah...and Happy Halloween!