Tier 3- Levels 11-16 Plot in Theros Homebrew Campaign | World Anvil
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Tier 3- Levels 11-16

Levels 11-16: Masters of the Realm

By 11th level, characters are shining examples of courage and determination — true paragons in the world, set well apart from the masses. At this tier, adventurers are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge.   Dedicated spellcasters gain access to 6th-level spells at 11th level, including spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the-scenes spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an equally large impact. The adventurers find rare magic items (and very rare ones) that bestow similarly powerful abilities.   The fate of a nation or even the world depends on momentous quests that such characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and hungry purple worms. They might encounter and even defeat a powerful adult dragon that has established a lair and a significant presence in the world.   At this tier, adventurers make their mark on the world in a variety of ways, from the consequences of their adventures to the manner in which they spend their hard-won treasure and exploit their well-deserved reputations. Characters of this level construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.   See Durag's Tower and Tomb

Plot points/Scenes

Seeking the Pen

Asking for rumors about the location of a giant basilisk lair, they learn that near the Deydar River Harbor is an ancient temple to Pharika, which is the source of several rumors and legends about a giant beast lurking inside, as well as many other dangerous creatures.   The players may seek this ink contained in a magical item Pharika's Pen. The pen is hidden in the lair of a giant basilisk, which itself is guarded by a few medusas/gorgons.   Pharika's Pen   Healing pools are naturally occurring springs, and tidal pools said to have magical curative properties because Pharika has blessed them. Sick or injured people come to the pools and leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god finds the offering unworthy, the waters poison the bather in some way, making their plight worse. If a person who wants to bathe has no offering for the god, that individual can offer themselves or a captured beast as a subject for the priest’s medical experiments. Many healing pools are in remote locations that are difficult to reach, such as hot springs at the top of a volcano or tidal pools on a monster-infested island. A priest of Pharika, often a medusa, usually watches over the pool. The priest’s chambers are often in a building or a cave near the pools. Such places are part living quarters and part medical and alchemical laboratory, where the priest makes medicines and poisons and performs experiments on beasts and humanoid subjects.   Sick or injured characters might have good reason to seek out healing pools when a malady is beyond their ability to treat. Medical tests that are being conducted near healing pools could also present opportunities for adventures involving rare cures, new poisons, and experiments gone awry. The Healing Pools Adventures table suggests ideas for adventures in such a place.

Healing Pools Map

The healing pools shown in map 4.12 are located in an underground cavern, accessible through a wide hole in the cavern’s ceiling that leads to a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains an underwater tunnel, which leads outward and then upward to a dry cavern that serves as the priest’s chambers.   In a crude laboratory above the pools, a stone table with restraints is used for experiments on humanoid subjects. The cages lining the walls are meant for beasts used in experiments. Secret passages connected to these chambers connect to the pools and the surface.   Healing Pools Villains Progress up through the following encounters:   Pharika's Pen Level 1 1 spell scroll of great restoration OBTAINED   Pharika's Pen Level 2 potion of growth   Pharika's Pen Level 3 emerald elemental gem OBTAINED   Pharika's Pen Level 4 potion of water breathing   Pharika's Pen Final mithral armor    Along with the Pen, They Find: 750 gp art objects
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