Ok. You awesome people haven't let me down yet! I know with our combined genius there is no awesome story we can't craft!
With that said, here's the quick and dirty.
(1) The party has been teleport-ed(?) to the astral plane.
(2) The tower belongs to a Brain in the Jar, that the group was NOT supposed to fall in love with more than anything else in the campaign thus far!
(3) The brain is actually a clone of Evard the Black, just less evil. Who sent them on the Mcguffin quest for his spell book to use the ritual to get a new body.
(4) The spell book was also a Glyph of Warding that would transport the reader to the sanctum (which they were instructed not to read).
(5) his old lair and book was inhabited by a Morkoth , that half the party is running from and the other half is Gaes'ed by to retrieve his stolen property for. Thus, jumping into the astral portal.
With that context dump. I am running into some serious writers block here. Anyone have some cool ideas for things or encounters? I would really like this to be a how far can you get and how much info can you gather before you hit 0 hp and teleport back kinda thing. This brain has also been pretty batty at times so not everything need make sense/be serious. Also, Aside from Gargoyles, Animated Statues, Rugs of smothering and mimics... I dont really have any other combat ideas... I will take any cool riddle/puzzle rooms or concepts also...
By the way the party is split as such: 4 level 8's, and 1 level 8.... The group is starting at the front door working their way up. The other is a Goliath Fighter/Warlock that was transported into his study after reading the book. He will be working his way down, hiding/sneaking and learning as much lore as possible.
If you brilliant minds have any questions, please ask and I will offer whatever assistance I can.
The coolest thing about a tower on another plane is that it is on another plane!
Take a look at the planar traits and go wild. Depending on which cosmology you want to use, you have several options:
Gravity: None, Subjective, Subjective Directional
Time: Flowing, ---, Timeless
Magic trait: Normal with special cases, ---, Enhanced Magic(Quickened)
Mutable: ---, Normal, Alterable
You could have rooms that make no sense, with gravity that changes according to the walkways, or have no gravity at all and let the players struggle to move by pushing themselves from wall to wall:
You could have rooms that spontaneously change shape like a living labyrinth, or pinch themselves off and trap the players in little astral bubbles until it pops to rejoin the rest of the plane. (I technically got the mutability thing wrong, but if you haven't established a cosmology, feel free to mix it up.)
The Astral plane is barren, except for chunks of the other planes that drift around, so the mage's tower could literally be comprised of several different planes.
Timeless planes make all non-instantaneous magical effects permanent, so there could be a lot of weird things lingering around that shouldn't normally be able to. (Like conjured creatures)
Astral plane also has portals to the outer planes, so the wizard might have found a way to incorporate them directly.
I'll be thinking about this but right off the top of my head I'd say a good mage tower needs a library, maybe some flying books and/or a clockwork/spirit/arcane librarian assail those that try to read some or take any. Or a exotic greenhouse with some particulary hostile plants that haven't been watered in a good while.
I'll be thinking about this but right off the top of my head I'd say a good mage tower needs a library, maybe some flying books and/or a clockwork/spirit/arcane librarian assail those that try to read some or take any. Or a exotic greenhouse with some particulary hostile plants that haven't been watered in a good while.
Those could serve as some extra combat encounters
You could redline and buff Bigby’s hand into a couple fists made of multiple books
I have a library room. I have 2 separate Ideas though for it. 1) is that there are no apparent entrances or exits. upon further examination of the books each book has crazy titles. If the draw one of the books off the shelf, the title is what happens. IE The Exit to leave, or Bugbears and Me, summons a bunch of bugbears. The 2nd) I saw somewhere, is to have a library thats super tall, and the only exit out is up. When they attempt to climb or fly the books attack them knocking them down. However they can grab the animated books rendering them inert and use them as floating steps to climb out.
I'll try to get to the rest of this soon, but right now, I'm stuck on this image of the party being hired by a Brain in a Jar and it telling them through its crappy buzzy speakers "There is only one rule: Do not fall in love with me."
I'll try to get to the rest of this soon, but right now, I'm stuck on this image of the party being hired by a Brain in a Jar and it telling them through its crappy buzzy speakers "There is only one rule: Do not fall in love with me."
In all my time I have never seen my players engage with something more than this darn B.I.J. So, of course I had nothing planned for it but now its consuming half my campaign lol....ohhhhh players....
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Ok. You awesome people haven't let me down yet! I know with our combined genius there is no awesome story we can't craft!
With that said, here's the quick and dirty.
(1) The party has been teleport-ed(?) to the astral plane.
(2) The tower belongs to a Brain in the Jar, that the group was NOT supposed to fall in love with more than anything else in the campaign thus far!
(3) The brain is actually a clone of Evard the Black, just less evil. Who sent them on the Mcguffin quest for his spell book to use the ritual to get a new body.
(4) The spell book was also a Glyph of Warding that would transport the reader to the sanctum (which they were instructed not to read).
(5) his old lair and book was inhabited by a Morkoth , that half the party is running from and the other half is Gaes'ed by to retrieve his stolen property for. Thus, jumping into the astral portal.
With that context dump. I am running into some serious writers block here. Anyone have some cool ideas for things or encounters? I would really like this to be a how far can you get and how much info can you gather before you hit 0 hp and teleport back kinda thing. This brain has also been pretty batty at times so not everything need make sense/be serious. Also, Aside from Gargoyles, Animated Statues, Rugs of smothering and mimics... I dont really have any other combat ideas... I will take any cool riddle/puzzle rooms or concepts also...
By the way the party is split as such: 4 level 8's, and 1 level 8.... The group is starting at the front door working their way up. The other is a Goliath Fighter/Warlock that was transported into his study after reading the book. He will be working his way down, hiding/sneaking and learning as much lore as possible.
If you brilliant minds have any questions, please ask and I will offer whatever assistance I can.
The coolest thing about a tower on another plane is that it is on another plane!
Take a look at the planar traits and go wild. Depending on which cosmology you want to use, you have several options:
Gravity: None, Subjective, Subjective Directional
Time: Flowing, ---, Timeless
Magic trait: Normal with special cases, ---, Enhanced Magic(Quickened)
Mutable: ---, Normal, Alterable
You could have rooms that make no sense, with gravity that changes according to the walkways, or have no gravity at all and let the players struggle to move by pushing themselves from wall to wall:
You could have rooms that spontaneously change shape like a living labyrinth, or pinch themselves off and trap the players in little astral bubbles until it pops to rejoin the rest of the plane. (I technically got the mutability thing wrong, but if you haven't established a cosmology, feel free to mix it up.)
The Astral plane is barren, except for chunks of the other planes that drift around, so the mage's tower could literally be comprised of several different planes.
Timeless planes make all non-instantaneous magical effects permanent, so there could be a lot of weird things lingering around that shouldn't normally be able to. (Like conjured creatures)
Astral plane also has portals to the outer planes, so the wizard might have found a way to incorporate them directly.
I'll be thinking about this but right off the top of my head I'd say a good mage tower needs a library, maybe some flying books and/or a clockwork/spirit/arcane librarian assail those that try to read some or take any. Or a exotic greenhouse with some particulary hostile plants that haven't been watered in a good while.
Those could serve as some extra combat encounters
You could redline and buff Bigby’s hand into a couple fists made of multiple books
I have a library room. I have 2 separate Ideas though for it. 1) is that there are no apparent entrances or exits. upon further examination of the books each book has crazy titles. If the draw one of the books off the shelf, the title is what happens. IE The Exit to leave, or Bugbears and Me, summons a bunch of bugbears. The 2nd) I saw somewhere, is to have a library thats super tall, and the only exit out is up. When they attempt to climb or fly the books attack them knocking them down. However they can grab the animated books rendering them inert and use them as floating steps to climb out.
I'll try to get to the rest of this soon, but right now, I'm stuck on this image of the party being hired by a Brain in a Jar and it telling them through its crappy buzzy speakers "There is only one rule: Do not fall in love with me."
Lots and lots of force damage-dealing things.
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
In all my time I have never seen my players engage with something more than this darn B.I.J. So, of course I had nothing planned for it but now its consuming half my campaign lol....ohhhhh players....