Magical Tomb of Escherness
1) What brings the players to the tomb?
They heard of a magical hot spring lies within that bestows magical effects on those who bathe in it. (boosts certain skills at random - maybe for a limited period of time - maybe permanently)
2) Who was buried there?
It was the lair of a wild magic sorcerer, with a love of obscure interior design. They used their magic to create this tomb often with unpredictable effects, with ultimately led to their demise.
3) What defenses does the tomb have?
It's a bit like an Escher painting. Stairs that go nowhere, or magically curve back on themselves, Rooms that loop the adventurers in a circle until they figure out how to break the loop, secret doors and passages, pit traps, stairs that turn into slides, rooms with no floor, just a door on the other side, Rooms with a door impossibly high on the other side, but no stairs leading to the door. Probably some animated items here and there. Possibly a mimic, I don't use those often, but this seems like the kind of place where you'd find one.
4) What kinds of creatures live there now?
Former adventurers that either died there (undead), or were trapped and unable to escape the tomb, becoming warped by the sorcerers residual wild magic.
5) What is the architecture like?
Incredibly varied. As much of it was created with wild magic, some spells had unpredictable results. Sections of it are plain utilitarian stone work. Sections are rough cavern like and still further areas feature elaborate carvings and beautiful ornate columns.
6) What condition is the tomb in?
Pretty good condition actually. Some of the rougher more natural areas show the passage of time more readily, but other than some dust, and a bit of damage caused by previous adventurers, it's in pretty decent shape - for a tomb.
7) You do you!
I've used the Tomb of Ga'az (maze) for this exercise. There are three identical chambers on the top right - I'd make this an attempt by the sorcerer to get the room just right. First one was too "much" 2nd one was too "little" Third one is "Just right" The room that the sorcerer thought was "just right" is the only one that lets the players proceed. This is not necessarily the one that the players perceive is "just right" from their point of view - they need to think like the sorcerer.
https://dungeonmasterblock.freeforums.net/thread/2423/dm-nastics-005-tomb-time
Comments