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General Tabletop Discussion
*Dungeons & Dragons
Adapting "Ghost Tower of Inverness" for 13th level PCs
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<blockquote data-quote="Quickleaf" data-source="post: 6232762" data-attributes="member: 20323"><p>Cheers, thanks gents!</p><p></p><p>We started the Ghost Tower last night, with the party entering the dungeon thru the NE tower. They encountered my remake of the "curtain of beads" (which was a combined teleporting / hellhound summoning puzzle that one of the players harkened to the D&D Danger Room). They bypassed it with an improvised dispel magic at first, but would return to it later. They also discovered a journal scrap of the Mage which had a cryptic clue and also warned that one of his apprentice's consulted the Dark Grimoire... This is relevant especially because the party is traveling with one of the apprentice NPCs.</p><p></p><p>When they came to the human indentation cubicles, the party was creeped out. I forgot how much they tend to ping-pong around dungeons to find some imaginary path of least resistance! They went back to the "curtain of beads" and the bard dove thru, solving the puzzle but summoning a pack of Hellhounds in the process which caught up with the PCs and proved very taxing.</p><p></p><p>My Hellhounds are homebrew so they're invisible to everyone but their quarry - in this case, the bard. There were a few tricks around this, but he party chose to brute force the fight. </p><p></p><p>Seeing their only option was to retreat and try entering thru a different tower or use the human indentation cubicles, they opted for the cubicles. This spilled them onto the trapped chessboard, which the dwarf fighter readily deduced though there was some human err involved with him guiding one of the PCs across the room safely.</p><p></p><p>They found the key in the statue's chest, and then proceeded to think of every dirty use for it imaginable. I think it began with the dwarf player saying: "OK, so I reach around the statue and manipulate the hand holding its staff..."</p><p></p><p>...to be continued...</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6232762, member: 20323"] Cheers, thanks gents! We started the Ghost Tower last night, with the party entering the dungeon thru the NE tower. They encountered my remake of the "curtain of beads" (which was a combined teleporting / hellhound summoning puzzle that one of the players harkened to the D&D Danger Room). They bypassed it with an improvised dispel magic at first, but would return to it later. They also discovered a journal scrap of the Mage which had a cryptic clue and also warned that one of his apprentice's consulted the Dark Grimoire... This is relevant especially because the party is traveling with one of the apprentice NPCs. When they came to the human indentation cubicles, the party was creeped out. I forgot how much they tend to ping-pong around dungeons to find some imaginary path of least resistance! They went back to the "curtain of beads" and the bard dove thru, solving the puzzle but summoning a pack of Hellhounds in the process which caught up with the PCs and proved very taxing. My Hellhounds are homebrew so they're invisible to everyone but their quarry - in this case, the bard. There were a few tricks around this, but he party chose to brute force the fight. Seeing their only option was to retreat and try entering thru a different tower or use the human indentation cubicles, they opted for the cubicles. This spilled them onto the trapped chessboard, which the dwarf fighter readily deduced though there was some human err involved with him guiding one of the PCs across the room safely. They found the key in the statue's chest, and then proceeded to think of every dirty use for it imaginable. I think it began with the dwarf player saying: "OK, so I reach around the statue and manipulate the hand holding its staff..." ...to be continued... [/QUOTE]
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Adapting "Ghost Tower of Inverness" for 13th level PCs
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