Friday Night D&D: The Keys of Ashiri
Like normal, I’m stealing from popular culture for my idea for a game, this time from the Netflix show and comic books, Locke & Key, as well as maybe some from the show The Order.
In Locke & Key, it’s a story about a family who return to their father’s family house and the kids start finding magical keys throughout the house. Right there you have a basis for a game of D&D, so let’s see how I’m going to suggest turning it into one.
To start off with, you are likely not going to have kids nor, in a heavily fantasy setting, do I think that you’ll want to have a particular house or single location where all these keys are stored. Instead, you have Ashiri, a famous wizard from thousands of years ago, who legend has it, created many magical items and drove the fields of magic forward. No one knows what she created, but there are a lot of people who would love to get a hand on her work. Unfortunately there are a lot of con artists out there as well who claim to sell her items.

The game would start around discovering some sort of clue to the location of one of these items. Or the location, maybe, of one of the places that she worked, something where a lower level party is going to be able to do a dungeon crawl through it. Come up with a reason, such as the manuscript with it on having just been found as to why people haven’t gone there to loot it before. And don’t just give the players the information make them buy it, somehow, they can decide if they want to owe a favor later, agree to give away 75% of what they find, or something like that.
Give them a dungeon crawl but when they make it to the place, they find a locked door, not magically locked, from the outside, but something that a rogue would be able to pick, a wizard magic open, or a barbarian bash open. Let them get inside, and then that’s when you start having fun, you close the door behind them, even if the fighter or barbarian bashed through it, the door reconstructs and it’s magical, so immune to all damage, can’t be picked, and while the wizard can cast magic on it, if they have identify, they’ll know that it needs a particular magical item to open it, but what that item is, who knows.
Then give them a dungeon crawl, and hide a couple of keys in there. Don’t make them easy to find, but with two keys in there, and again, if they have identify, they’ll know they are magical and match up with the door. But only one of them should allow them out. The other one should do something else. I like the idea of the mirror prison from Locke & Key, where a player character might end up getting trapped. And maybe even have them find a third key that they think will work on the door but is more like the head key from Locke & Key where it goes into the back of someone’s neck.
I wouldn’t really put a ton of monsters in this dungeons, maybe some skeletons or something undead that Ashiri could have used as guards, but this place is meant to have been sealed up for a long time. Instead give them challenges and puzzles. Maybe there is a trap in a hallway that they can see because there’s a dead skeletal person in armor who has been cut in two. Well, they know there’s a trap there, and with a perception check they can see where blades or something that had cut them in two and also spot some pressure plates or something on the far end of the room that stops it. So give them things to do that focus on the characters abilities.
Once they get through this and have dealt with all the traps and they’ve headed back, I don’t know that you need to double cross them, but maybe have it that the person who got them to do this was blackmailed by someone else to send someone into get this, because the last person they sent in had failed, can even be the dead guy cut in half, so you could start tipping off the players. Or if the players get greedy, have someone come after them and start chasing them down. But while doing this, start hinting that the keys work anywhere, and have given them a clue to more of Ashiri’s locations.

Eventually, I think the campaign ends with them finding a near immortal version of Ashiri who has been twists and corrupted by some sort of magic. There can be some lesser bosses along the way, those who just want the keys for their own nefarious purposes. But make Ashiri someone who isn’t hiding away in one of her former places but is living publicly somehow. That’d make the players questions some of the things, or maybe Ashiri has been cursed to never enter her former places because she was going to bring on the end of the world. But go with an epic climax like that where whom the players thought someone was, it wasn’t the case.
I think that there’d be good buy-in pretty often from groups of players for this, and there’s a lot of room to play with it as the DM. You can create keys that do anything, which is the great part, and you can borrow from Locke & Key. The Head Key, from Locke & Key would work great if someone has gone insane and they have to go and rescue themselves from their own head or something like that or go into someone else’s head to try and pry out some information that they don’t remember. The Echo key to bring back a twisted echo of someone, especially if it’s a fallen player character would be amazing twist on things.
So would you play in a game like this or run one? What sort of character would you want to play?
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