Uses a trap that can infinity cast illusory terrain. My magnum opus of magical torture the room of traveling doors. And the tanarukks are involved because the mage had been studying them, but they were released from containment (accidentally?) by the henchman on his way up the tower. But, each room might be wildly different in function and design and feel. No pocket dimensions, no different sized rooms, etc. I want the tower interior to clearly be a tower: each room is circular, with an outer staircase that leads from room to room. So, the henchman and his goons manage to break in, and the characters follow and try to stop them. The trigger for the adventure is that the BBEG kraken is currently magically chained/restrained, and one key to unlocking it is in the tower. He disappeared (still not sure if dead, trapped, etc.) a few hundred years ago, and his tower has been locked and inaccessible since then. The tower is on an isolated island, and was previously owned by a neutral archmage - the kind who just enjoyed tinkering and experimenting in his tower. Personally, I love the Countdown Puzzle and it can be put just about anywhere. My ask: Any ideas, tips, suggestions for encounters are encouraged, ESPECIALLY puzzles, traps, and other non-combat (or limited combat) encounters.Ĭan we get some details about the origins of the tower? Who lived there before it was abandoned? I'm undecided on the number of floors to the mage tower, but I want it to be distinct that each floor is it's own encounter/puzzle. They are also going to encounter one or more tanarukk in the few combat encounters. Other info: The henchman is a kraken priest that I'll likely modify in some way. They all have strong DEX saves but poor WIS saves. The characters are capable of incredible amounts of damage, which is why I'm hoping to challenge them with a few non-combat encounters. The players are old school, smart, and experienced. Party Composition: Celestial Warlock, Vengeance Paladin (DEX build), Wild Soul Barbarian, Assassin Rogue, and Ghostslayer Blood Hunter. The heroes are following the henchman through the tower, so they're going to experience a variety of encounters: puzzles that have reset after being successfully solved by the henchman, puzzles that were bruteforced and so they're walking into the aftereffects, and traps/ambushes set by the henchman and his goons. The premise is that there's a mcguffin at the top of the tower, but one of the BBEG's primary henchmen has entered the tower first. I'm building an adventure for five 5th-level characters set in an "abandoned" mage tower.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |