I'll be guiding you into obtaining your Artifact Challenge Appearance! In this guide I will go over what the challenge is and the rewards you should expect. Hello, and welcome to the Wowhead Artifact Challenge guide for Shadow Priests. If you don’t think this room will make them suffer enough also add in a few glyphs on the floor that when touched castes feeblemind.This guide is about the Legion version of the Mage Tower Challenge, that isn't accessible anymore.Ĭlick here for the updated Shadow Priest Mage Tower Timewalking Challenge Guide This trick will make your player hate you. They will have to slowly and painstakingly feel for it I would say a DC25 as they will have to feel fro the tiny line that is signifying of the original door presence since it is level to the initial door, then and only then does the effect of the illusory terrain spell change making the door seem large wooden and obviously ornate with a nice fancy handle, this is the final cruel jab as the Handel is entirely illusory as the door would be a pull to enter and push to exit. Only then will they figure out the doors are illusory, at witch point they may try to find the initial door however by now they will be lost in the room as it has no majorly discernible features and they cannot see the original door. They only way to catch the “teleporting doors” it is to have two pc move to start in the center of the center of the room and walk at an equal pace back to back away from one another, then they will reach each other’s door due to the rules of the puzzle. Have a large room full of these traps space evenly on the grid throughout the room their is one door it has no handle on the inside and is level with the walls of the room, when characters enter through the room they will activate one of the spell traps it will make the actual door appear to vanish while a new door appears on the opposite side of the room, no matter where the character steps they will set off one of the illusory terrain traps and the door will always move to be as far as posible from them. 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.
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