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Abandoned Magic Guild [My Players Stay Out]
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<blockquote data-quote="Phineas Crow" data-source="post: 1730110" data-attributes="member: 15347"><p>I’ve used an abandoned wizard’s guild as an adventure locale before, here is a short summary of it:</p><p></p><p>The Arcane Sanctum was once a very secret place, hidden deep within the slum quarter of the city, located near the docks.</p><p></p><p>The sanctum was divided into sections, each section focused on one of the schools of arcane magic. Each school would elect one of its members to be on the ruling council and the council would oversee all important guild matters.</p><p></p><p>Unfortunately the council broke down due to petty inner guild squabbles between the different schools of magic. This eventually led to all out war and those few that survived that night’s horrific magical battle fled never to return.</p><p></p><p>For centuries the guild has been left undisturbed, where its dark and rotting bulk squats hugely on the river’s edge between the dismal tenements of the slums. Whatever magic kept the massive complex hidden for so long has finally worn off, through few people dare cross into the walled courtyard with its glyph-covered wrought iron gate.</p><p></p><p>Strange lights and sounds have reportedly been witnessed coming from the building, not to mention all the disappearances in the area. Those that have entered the decaying Arcane Sanctum have never been seen again.</p><p></p><p></p><p></p><p>As you can tell, I was going for the creep factor. I focused mostly on the decay of time and the ravages of the magical battle. For instance the front section of rooms was totally overgrown, vines covered the walls and thick strands of moss dangled from the ceilings. Resting in a room‘s corner was a pile of books bulging with moisture and covered with sickly looking mushrooms. Mold covered bones littered the floor.</p><p></p><p>The PCs had to overcome not only the left over magical traps, but also the remnants of the magical battle that caused the guild to be abandoned. A stone floor that looks solid, but acts like quicksand. Walls swathed in magical flames. Rooms under various magical effects such as darkness, stinking cloud, silence, etc.</p><p></p><p>For monsters I used magical constructs and escaped experimental critters (which consisted of lots of templated monsters like fiendish winged spiders), with a few undead thrown in for good measure.</p><p></p><p></p><p>PS. Good choice on maps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Phineas Crow, post: 1730110, member: 15347"] I’ve used an abandoned wizard’s guild as an adventure locale before, here is a short summary of it: The Arcane Sanctum was once a very secret place, hidden deep within the slum quarter of the city, located near the docks. The sanctum was divided into sections, each section focused on one of the schools of arcane magic. Each school would elect one of its members to be on the ruling council and the council would oversee all important guild matters. Unfortunately the council broke down due to petty inner guild squabbles between the different schools of magic. This eventually led to all out war and those few that survived that night’s horrific magical battle fled never to return. For centuries the guild has been left undisturbed, where its dark and rotting bulk squats hugely on the river’s edge between the dismal tenements of the slums. Whatever magic kept the massive complex hidden for so long has finally worn off, through few people dare cross into the walled courtyard with its glyph-covered wrought iron gate. Strange lights and sounds have reportedly been witnessed coming from the building, not to mention all the disappearances in the area. Those that have entered the decaying Arcane Sanctum have never been seen again. As you can tell, I was going for the creep factor. I focused mostly on the decay of time and the ravages of the magical battle. For instance the front section of rooms was totally overgrown, vines covered the walls and thick strands of moss dangled from the ceilings. Resting in a room‘s corner was a pile of books bulging with moisture and covered with sickly looking mushrooms. Mold covered bones littered the floor. The PCs had to overcome not only the left over magical traps, but also the remnants of the magical battle that caused the guild to be abandoned. A stone floor that looks solid, but acts like quicksand. Walls swathed in magical flames. Rooms under various magical effects such as darkness, stinking cloud, silence, etc. For monsters I used magical constructs and escaped experimental critters (which consisted of lots of templated monsters like fiendish winged spiders), with a few undead thrown in for good measure. PS. Good choice on maps :) [/QUOTE]
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