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6th level one-shot HELP!
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<blockquote data-quote="Byrons_Ghost" data-source="post: 980514" data-attributes="member: 7396"><p>A three-dimensional cube? Get outta here! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Ahem. Sorry.</p><p></p><p>Going with the "mad wizard" idea:</p><p></p><p>The PCs end up in the lower sections of a castle built by said mad wizard. Perhaps they were captured, perhaps they got in through a portal or something similar. The lower levels of the the castle are a combination of labs, holding cells for experiments, and psychotic little playground. The wizard hasn't really posted any guards, since there's enough monsters and other strange things to keep people away. The party can run afoul of failed experiments, insanely loyal apprentices, hostile prisoners, etc. If you want to throw in some puzzles, perhaps they can track down some clues as to who the wizard is and what sort of weaknesses he has.</p><p></p><p>Eventually, they make it to the castle proper. Here's where things shift: the mad wizard is still very much alive and in command of things. The castle is chock full of guards and other sorts who would recapture or otherwise hinder the PCs. There's some sort of wards, spells, or other things that keep the PCs from escaping until the wizard is dealt with.</p><p></p><p>But, the wizard has a family, and this family isn't so friendly toward him. Perhaps he's been around too long, and some of his descendants are getting impatient. Or his spouse could be seeking to do away with him. Or someone actually objects to the horrible things he's been doing, but can't gather enough support among the family to stop him.</p><p></p><p>The PCs get this info somehow (a captured guard, a sympathetic servant, whatever) and sneak back and forth between the factions trying to figure out who to back. They'll need to find someone they can trust, and someone who's powerful enough to help them when they make their move, and then deal with all the rivalries between the factions. And then, of course, the factions that they don't side with could easily turn them over to the wizard.</p><p></p><p>In the end comes the big climactic battle agains the wizard, of course. Prefaced by a few special missions such as getting keys, creating distractions for the guards, sabotaging the wizard's plans, etc.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 980514, member: 7396"] A three-dimensional cube? Get outta here! :D Ahem. Sorry. Going with the "mad wizard" idea: The PCs end up in the lower sections of a castle built by said mad wizard. Perhaps they were captured, perhaps they got in through a portal or something similar. The lower levels of the the castle are a combination of labs, holding cells for experiments, and psychotic little playground. The wizard hasn't really posted any guards, since there's enough monsters and other strange things to keep people away. The party can run afoul of failed experiments, insanely loyal apprentices, hostile prisoners, etc. If you want to throw in some puzzles, perhaps they can track down some clues as to who the wizard is and what sort of weaknesses he has. Eventually, they make it to the castle proper. Here's where things shift: the mad wizard is still very much alive and in command of things. The castle is chock full of guards and other sorts who would recapture or otherwise hinder the PCs. There's some sort of wards, spells, or other things that keep the PCs from escaping until the wizard is dealt with. But, the wizard has a family, and this family isn't so friendly toward him. Perhaps he's been around too long, and some of his descendants are getting impatient. Or his spouse could be seeking to do away with him. Or someone actually objects to the horrible things he's been doing, but can't gather enough support among the family to stop him. The PCs get this info somehow (a captured guard, a sympathetic servant, whatever) and sneak back and forth between the factions trying to figure out who to back. They'll need to find someone they can trust, and someone who's powerful enough to help them when they make their move, and then deal with all the rivalries between the factions. And then, of course, the factions that they don't side with could easily turn them over to the wizard. In the end comes the big climactic battle agains the wizard, of course. Prefaced by a few special missions such as getting keys, creating distractions for the guards, sabotaging the wizard's plans, etc. [/QUOTE]
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