In the case of the baby, the tests results are back and you are...!

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In the case of the baby,
the test results are in and you are...!

Introduction

"In the case of the baby, the test results are in and you are...!" is a very silly adventure designed for 4 level 1 adventurers. It is designed with speed and brevity in mind and should be able to completed in about 2-3 hours. To help support the silly theme, the adventure plays like an episode of Xena: Warrior Princess or Hercules: The Legendary Journeys.

Synopsis

On the way to a celebration at a Temple of Aphrodite, the party stumbles upon a crowd. There they find two very attractive people fighting in the middle of the crowd: Ares and Athena. Between them is a woman who is clearly in the late stages of her pregnancy. Ares and Athena reveal they're in the midst of arguing who is the rightful parent of the child. After a silly conversation, the two gods reveal that the best way to handle this situation is with a game of "Gauntlet", whereby two parties of "heroes" traverse each other god's labyrinth. At the end, both teams are marked as either winners or losers by their chosen god. Lastly, the adventure ends on a cliffhanger as the poor woman gives birth to a happy, healthy baby - with gold eyes and wings. Aphrodite appears and seems shocked.

The Hook

Let the players know that they are on the way to the Temple of Aphrodite for a huge celebration. In general, there's much food, drink, and overall merriment to be had - and for those who have a bit more of a dour attitude, plenty of opportunity to "network". If you have set the stage that this is meant to be a light-hearted adventure, most players should be happy to play along. Should they resist, feel free to let them know a potential employer is waiting for them there: a dangerous woman known only as Callisto.

Ch.1: Mother Knows Nothing

Let the party know that today is an exciting day as they're going to reach the small town where a temple of Aphrodite resides. They'll be able to kick off their shoes and tomorrow, start this party off right!

However, as they approach, describe to them the following:

Outside the Temple of Aphrodite

Although you see plenty of people starting the festivities off right, it becomes quickly apparent that a crowd has gathered around the town's fountain. From this distance, you can't quite make out what's at the center.

However, as you approach, you see two figures seemingly form out of mirages in your mind. The first is a tall, dark haired man with deep eyes. He's wearing a black leather vest, open to reveal a bare chest underneath. The other is a slightly shorter woman with hard, grey eyes and fiery red hair. She's dressed in particular leather armor.


Peering to the center of the crowd, you realize the two beautiful people are hotly arguing. Betwixt them is a woman on the ground. She's holding her clearly pregnant belly while stiffling back pain and, if you look close enough, intense annoyance.

"There is NO way the baby is yours!" shouts the handsome woman. "Oh, yeah? And do you even remember how many times you were with Calliope?" shouts back the sly man.

These two are Ares and Athena and neither is doing much to hide this fact. By the way they bicker, it is obvious that they are both claiming to be the woman's other parent with Calliope (the mother) left to endure as she holds back a pained expression on the ground.

If probed for information, all three are willing to give up the following:

  • Calliope is not only a gifted warrior, but a brilliant tactician. She was granted leave from her lieutenant's duties while she gave birth and reared a child.
  • Ares appeared to Calliope multiple times while she was on the field, drawn to her prowess in combat. He appeared to her as a dog, a boar, a helmet, a chariot, and a flaming torch.
  • Athena too visited Calliope multiple times while she served, drawn to her calculating brilliance. She appeared to her as an owl, a basket, several snakes, a spear, and an olive tree.
    • If pressed for details, Calliope is a little hesitant to "kiss and tell". If the party truly wants the "dirty details", Calliope reveals that there wasn't necessarily physical intimacy. She just kind of was with them.
    • Ares and Athena will then say in unison, "God stuff". They both make air quotes with their hands.

Determine how much or little the players are getting out of this argument. Feel free to lean in and flesh out the gods to your taste (see below). Once you're satisfied, move on to Ch.2.

Ares, Douchebag of War

If you need a few hints on how to play Ares, keep in mind that he revels in chaos and conflict. When I run him, I like to make him a traditional dude-bro who's only interested in getting the D in the V, if you know what I mean. Up top!

I'll make it a point to always lean in when talking to the players and depending on the situation, I'll undo another button on my shirt to really make everyone uncomfortable.

A few phrases I'll use as Ares:

  • All's fair in love and me.
  • Chicks (and bros) dig it when you kill their loved ones and throw them in an unmarked grave.
  • Hey, after this is done, how about I go ahead and annex your... <look the player up and down>.

Ch.2: When the Gauntlet Drops

Once it appears that he-says-she-says will not resolve this, read aloud the following:

Are you thinking what I'm thinking?

Suddenly, Ares and Athena stop and look at each other, a mischevious grin slowly spreading across their faces. "Are you thinking what I'm thinking?" Ares says slyly. "Tartarus yes." Slowly, they look at the party and together they exclaim, "GAUNTLET."

Both deities snap their fingers and in an instant, nearly the entire crowd of onlookers turn to stone. The only ones left are you, Calliope, and three other people.

"Gauntlet, gauntlet, gauntlet," Athena and Ares both start chanting at each other with enuthsiasm.

Ares and Athena are both enthused to explain what the Gauntlet means. Choose whichever god you're having more fun playing and explain the rules:

  • When there's something the gods can't figure out, they pick "heroes" to settle the score. In a situation like this, the heroes can easily just be picked out of a crowd at random.
    • Religion DC 13: For big disputes, a lot of gods will call on a few choice mortals. This is actually a great opportunity to pad up your deity-deeds portfolio.
  • They've temporarily petrified the crowd, leaving behind those that have the "heroic" spark: that little something that makes people do great (or horrible) things.
  • The mortals will then break into two teams: one team will represent Ares and the others will be Athena's.
  • Each team will be transported to the other god's "gauntlet". The first to complete the challenges wins.
Athena, Mother Hen of War

If you need a few hints on how to play Athena, keep in mind she respects order and reason. When I run her, I like to make her a no-nonsense mother hen who is here to make sure everyone gets what's coming to them. So if we're quite done, then I think it's about time you leave.

When speaking as her, I sit up as straight as possible and remind myself that Athena is smarter than everyone, more skilled than everyone, and willing to kill anyone who could one day be smarter or more skilled than me.

A few phrases I'll use as Athena:

  • Cute. I think you're trying to impress me. 2/10.
  • Thank you for confirming that you're as smart as you look.
  • Now you - you I like. Tell me, what are your thoughts on eviscerating your enemies?

Hopefully this is enough to entice the characters. If not, the gods are happy to reveal that anyone who competes and wins in their name will receive a boon from them. It's against god rules to reveal what that is, but each god is able to reveal that it's something personally from them - and trust me, you want it.

The players will likely want to see who they're up against. When this happens, describe the following:

The Others

Four other people were not petrified when Athena and Ares declared a Gauntlet challenge. They were:

  • A human man wearing practical armor with a sword on his hip. His salt-and-pepper hair and battle-damaged equipment reveal that he's his fair share of combat. He looks about with humorless, cold blue eyes. This is Marcus.
  • A half-elf woman with a completely shaved head. Her skin is covered in tattoos including her face. She wears a thick robe, making it hard to see if she's concealing anything. She never speaks. This is The Puppeteer.
  • Two androgynous halfling twins who seem to constantly be in motion. They are clearly wearing several dagger on various belts, vials of mysterious liquid, and coils of rope. These two are Karni and Karna.

Unless you have time to spare, avoid having these NPCs interact too much with the party. Keep them quiet and calm. This will give them an air of danger.


At this point, the players will need to determine which god they will represent. The choice is theirs but it will affect the Gauntlet in Ch.3.

If the players are taking their time, feel free to have Calliope chime in with pained sarcasm. If the stakes need to be raised even higher, Ares and Athena can also "hold" the baby in until this gets sorted out - leaving Calliope to suffer. Should this transpire, make sure Ares and Athena both mouth the words "God-stuff" while making air-quotes.

Ch.3: Let's get ready to fumble!

Once the players have chosen the god they wish to represent, they are sent to the other god's gauntlet (e.g. if they represent Ares, they find themselves in Athena's gauntlet). Both gauntlets have the same basic layout but will specifically call out when there are differences by placing which gauntlet it is in.

To stay organized, make sure to note which god's gauntlet they're actually in as this document organizes details based on the locale, not who they represent. e.g. If they are sent to Athena's gauntlet, look for the bolded text Athena's Gauntlet. Use similar logic if they are sent to Ares' Gauntlet.

The Fire Guardian

At the snap of the gods' fingers, the party finds themselves somewhere underground (though they are truly in a pocket dimension so skills like stonecunning don't give no results or confusing/contradictory information). This seems to be a small lobby with only a single door leading out.

In Ares' Gauntlet, the sound of weapons landing and death cries can be heard in the distance, though you can't tell where it's coming from. This area is built out of rough, red bricks and every once and a while, you can smell blood.

In Athena's Gauntlet, the sound of swords clashing and arrows sinking into shields can be heard, though you can't tell where it's coming from. This area is built out of smooth marble stone. Every once and a while, you can smell sweat and old equipment.

In front of the door, there is a large golem. It is made from several large stones, poorly fit together. In the large cracks, you can clearly see red flames flickering inside. Its wrists, ankles, and neck are wrapped in brass rings. In a large booming voice it says, "WELCOME TO THE GAUNTLET. THE RULES ARE SIMPLE. CARRY THE SACRED FLAME TO THE END - ALIVE." The golem then extends a hand and offers a single torch wedged in crevasse.

"BEHOLD, THE FLAME OF WAR." Whoever takes it immediately feels an intense heat. However, as soon as the torch leaves the golem's hand, it settles to a normal flame.

"REMEMBER, SHOULD THE FLAME BE EXTINGUISHED, THE GAUNTLET IS FAILED.

The Water Room

The next room is fully lit. Feel free to share the battlemap with the party. Besides the stone walkways, the room is filled with water 8-10 feet deep (thus requiring a swim check to move faster than half movement).

The creatures on the map depend on which Gauntlet the characters are in.

In Ares' Gauntlet, the room is full of modified Sahuagin (see below). Describe them as wearing bronze helmets with metallic looking claws and teeth.

In Athena's Gauntlet, the room is full of modified Modrons (see below). Describe them as being metallic constructs carrying a bronze spear and a helmet, with fins and flippers made from stretched hide.

Lastly, make sure to note that there are several stone tiles in this room with a "wave pattern" on them. A Perception DC 14 check reveals that directly above each tile is a grating in the ceiling. These tiles are traps:

Wave Pattern Tile

When a creature steps on a tile, the trap is instantly triggered. A torrent of water comes rushing out from the ceiling. Creatures directly beneath the torrent must make a DC 14 Athletics check or be knocked prone. Creatures 5 feet away must also succeed a DC 10 Athletics check or be knocked prone.

Should a creature within 5 feet of the trap being set-off be carrying The Flame of War, the flame instantly dims and struggles to remain lit. Upon a second exposure to a trap like this, the flame is put-out.


Sahuagin Grunt

Medium, Chaotic Evil


  • Armor Class 12
  • Hit Points 8
  • Speed 30 ft / 40 ft swim

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 8 (-1) 8 (-1) 12 (+1)

  • Saving Throws none
  • Skills Athletics +1
  • Damage Resistances Cold
  • Senses Darkvision 60 ft
  • Languages Sahuagin
  • Challenge 1/8 (50 XP)

Actions

Multiattack. A Sahuagin Grunt makes two claw attacks when using the Attack action.

Claws. Melee weapon attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+1) slashing damage.

Tactics

Sahuagin Grunts will try their best to gang up (at least 2) on party members. They can take advantage of the water with their swim speed and will have half-cover from ranged attacks (+2 AC, +2 Dexterity Saves). Attacking out of water gives the Sahuagin Grunt disadvantage.


Aquatic Monodrone

Small, Lawful Neutral


  • Armor Class 15
  • Hit Points 5
  • Speed 20 ft / swim 20 ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 3 (-3) 6 (-2) 6 (-2)

  • Damage Immunities poison
  • Saving Throws none
  • Skills Athletics +1
  • Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Languages Modron
  • Challenge 1/8 (50 XP)

Actions

Javelin. Melee or ranged weapon attack: +3 to hit, reach 5 ft or range 30/120 ft, one target. Hit: 4 (1d6+1) piercing damage.

Unstable Water Processor. When an Aquatic Monodrone is reduced to 0 hit points, the creature falls down and begins to violently shake while steam juts out of various cracks and screws begin to pop out. At the start of what would be the Aquatic Monodrone's next turn, it explodes in gush of water. Creatures within 5 feet must succeed a DC 12 Athletics check or be knocked prone. If a creature affected this way is carrying the Flame of War, they must also succeed a DC 10 Dexterity Save or suffer the secondary effect of a Water Tile Trap (possibly extinguishing the fire).

What if the fire goes out?!

Should the flame go out in the last encounter (which is unlikely so long as the players clearly understood the guardian in the first room), nothing happens. Feel free to describe a sudden tense mood in the room, and feel free to make it cinematic (e.g. if there was a camera, the water dousing the flame is shown in slow motion and cuts to various "No!" expressions).

Players will likely reignite the torch which works and try to make it to the end of the gauntlet. Continue the adventure as normal but make a note of this for the finale (Ch.4).

The Final Guardian

After the enemies from the previous room at defeated, they enter what is clearly the last room of the gauntlet (there is no door leading out of it).

Read the following:

The Gauntlet Guardian

In the center of a 30-by-30 ft room, you spot an unlit clawfoot brazier with two ornate, brass bracelets lying next to it. Once you enter the room, the door behind you slams shut and the brazier lights itself. Suddenly and quickly, the flame grows larger and becomes a vague humanoid figure. The bracelets are filled with fiery limbs and soon you find yourself facing the Gauntlet's final challenge: a fiery elemental creature.

As this happens, the person holding the Flame of War quickly notices the flame has increased to twice the size and the heat is intense and blistering.


Gauntlet Guardian

Large, Neutral


  • Armor Class 11
  • Hit Points 40
  • Speed 15 ft

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Saving Throws none
  • Skills Perception +3
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Languages Ignan
  • Challenge 1 (200 XP)

Actions

Multiattack. The Gauntlet Guardian makes 2 touch attacks.

Touch. Melee weapon attack. +3 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) fire damage.

Flame of War Affinity. At the start of the Gauntlet Guardian's turn, any creature holding the Flame of War must make a Dexterity DC 12 save or take 1d4 damage from the intensifying flame. Should the Flame of War be dropped and the Gauntlet Guardian able to pick it up, the Gauntlet Guardian gains 10 temporary HP and deals 1 fire damage to all creatures in the room on its turn.

When the Gauntlet Guardian dies, it releases a terrible, beastial roar and then snuffs out, leaving behind its bracelets (see Elemental Bindings below). After the party collects their bearings, the entire gauntlet begins to shake and rumble and in an instant, they are placed back in the town's center with Ares, Athena, Calliope (on the ground), and the rival party all unharmed. Indeed, if a player had died in the Gauntlet, they are restored - but make a note of this for Ch.4 (Mark of Loss).

Ch.4: Making things Aphro-righty

With the Gauntlet complete, Ares and Athena seem very content - even if though one of them clearly lost. They seem to be amicable to each other, though with the good-faith competitiveness from before. If the players won, their chosen deity will be impressed and grateful, being sure that the players know that the god will never forget this.

Feel free to take as much time as you think the players would enjoy explaining how Ares and Athena both snap their fingers to release the crowd from their stone-forms and how they're happy to make sure a midwife is pulled in to help Calliope. Calliope herself is relieved and is soon moved to somewhere more comfortable so as to complete her delivery.

While that happens, the players have rightfully earned their rewards!

Elemental Bindings

Wondrous Item (rare)

The Gauntlet Guardian's bracers resize to fit a creature that attunes to them. After a long rest, an attuned creature can pick fire, cold, thunder, or acid; the creature has resistance to that damage type. In addition, they can spend 1 minute of concentration to know if any elementals are within 30 feet of you, as well as where the creature is located. This effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Finally, a creature attuned to the bracers may place these on to an elemental. The elemental is allowed a Wisdom save (DC equal to the character's level + Charisma Modifier + 10). Failure binds the elemental to their will as if the Dominate Person were cast successfully on them. Should an elemental know the bindings were used this way, they immediately become hostile to the attuned creature.

Once Athena and Ares are satisfied, they will snap their fingers and leave, leaving behind the smell of blood and ash.

Calliope's child is happy and healthy and although she's certainly miffed at the gods interfering, she's grateful for the players' actions in helping to appease them. She is open to having them help her name her daughter. A midwife will ask the players to give Calliope a chance to rest and will take the baby lovingly. However, as soon as they are clear of earshot, the midwife's expression will become dour. She shows that the baby has gold eyes and on its back, it has birth marks that look like feathered wings.

Before the players can ask more questions, Aphrodite will appear, smelling of lilacs and oils. "Huh", she says. "Now I didn't expect that."

End the session on that cliff hanger.

Mark of Victory

Upon winning The Gauntlet, a creature is granted the Mark of Victory. Gods can grant this mark through a kiss, a cut/scar, a new eye colour, vestigial horns, etc. The effects of the Mark of Victory depend on the god who grants them as follows:

  • Ares' Mark of Victory. Ares tends to mark his champions with a cut, scar, or burn, etc. that can feel hot when the Mark's effect is used. Those with Ares' Mark of Victory can choose to turn a successful attack into a critical hit (when critical hits are applicable). This ability cannot be used again until a long rest is completed after the character has dealt the final blow to defeat an enemy. Ares always knows when this Mark is used, the weapon used, the amount of damage dealt, and the location of the user, even if on another plane of existence.

  • Athena's Mark of Victory. Athena tends to mark her champions with tattoo, a cut, a brand, etc. that can feel hot when the Mark's effect is used. Those with Athena's Mark of Victory can use their reaction to choose an ally they can see within 60 ft and receive half of their damage received until their next turn. If an ally is affected by two Marks simultaneously, all damage is redirected to each of the characters that used this ability; a creature cannot be affected by more than two Marks at a time this way. This ability cannot be used again until a long rest is completed after the character has dealt the final blow to defeat an enemy. Athena always knows when damage is redirected this way, the amount, the damage type, and the location of the user, even if on another plane of existence.

Mark of Defeat

Upon "dying" in the Gauntlet, a creature is granted a Mark of Defeat. Gods can grant this mark through a kiss, a cut/scar, milky looking eyes, loss of hair, etc. The effects of the Mark of Defeat depend on the god who grants them as follows:

  • Ares' Mark of Defeat. Ares tends to mark his embarrassments with milky eyes. When a creature with Ares' Mark of Defeat is hit with a critical hit, the attacking creature must make a DC 12 Athletics save or fall prone as the weapon makes a unexpected recoil. This can happen once every long rest.

  • Athena's Mark of Defeat. Athena tends to mark her embarrassments with stubby fingers. When a creature with Athena's Mark of Defeat is knocked prone, it requires an additional 5 ft of movement to stand up.

A god can always choose to take back a Mark of Defeat under special circumstances.

Ancient Gods, Warlords, Kings,

...and a baby.

Dive into the silly antics of a world inspired by Xena: Warrior Princess. Players will be tasked with helping Ares and Athena, the Gods of War, determine just who got Calliope pregnant?!

If you're looking for a silly game, completable in 2 hours, that's also well written-

...well, 2/3 isn't bad, right?

Cover Art: Paris Jefferson as Athena and Kevin Smith as Ares from Xena: Warrior Princess

More Credits

Cover: Athena and Ares portrayed by Paris Jefferson and Kevin Smith. https://www.imdb.com/name/nm0420219/mediaviewer/rm3658566400 Ch.1. Athena and Ares by zeldacs. Retrieved from https://www.deviantart.com/zeldacw/art/Athena-x-Ares-343291655 Ch.3. Sahuagin by Mavrickindigo. Retrieved from https://mavrickindigo-s-skull-shackles.obsidianportal.com/characters/krelloort-2 Ch.3. Aquatic Monodrone by unknown artist. Retrieved from http://www.mojobob.com/roleplay/monstrousmanual/m/modron.html Ch.3. Gauntlet Guardian by unknown artist. Retrieved from http://chroniclesofarn.wikia.com/wiki/Fire_Golem Ch.5. Aphrodite portrayed by Alexandra Tydings. https://alchetron.com/Aphrodite-(Hercules:-The-Legendary-Journeys-and-Xena:-Warrior-Princess


Dedications and Contact Info

This adventure was written by /u/DMSteve for a one-shot performed on Twitch by Can We Play Already?!. Thank you to the positive team for believing in me!

 

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