T O P I C R E V I E W |
Erik Scott de Bie |
Posted - 14 Jan 2011 : 07:10:08 It's last minute I know, but in case any scribes see this and have some inspiration, I thought I'd ask:
Soon in my 4e FR campaign (so think 1479, but suggestions are valid regardless of edition), the characters are going to be sneaking into Blackstaff Tower in pursuit of a treasure that was taken from them and (ostensibly) stored there: one of the infamous Nether Scrolls.
What I'm looking for are suggestions as regards getting in, what their secret entrance might be, what guardians they might face, how to portray it, etc., etc. Whatever cool ideas you've got, lay 'em on me!
This would happen either this Sunday, or possibly in the next session (probably 2 weeks later).
Cheers |
16 L A T E S T R E P L I E S (Newest First) |
Arioch |
Posted - 21 Feb 2011 : 16:55:59 Great! Thanks for sharing! I'm happy to have contributed to this! |
Erik Scott de Bie |
Posted - 16 Feb 2011 : 16:13:46 It gets even more in-depth in the next installment, actually. I'm really quite excited about the directions this campaign is headed!
http://community.wizards.com/zephsright/blog/2011/02/14/journal_of_an_elf_invoker_20:_endings_and_beginnings
Cheers |
Erik Scott de Bie |
Posted - 16 Feb 2011 : 16:08:34 For those of you who helped out with some ideas earlier, here's a blog entry from one of my players chronicling the break-in at Blackstaff Tower. The whole sequence came off pretty well, I think!
http://community.wizards.com/zephsright/blog/2011/02/04/journal_of_an_elf_invoker_19:_into_the_blackstaff
Notes:
1) Their contact actually got them in using the command word previously discussed.
2) The ghosts they met would be Kyriani, Ashemmon, and Khelben himself.
Cheers |
Erik Scott de Bie |
Posted - 19 Jan 2011 : 03:51:03 quote: Originally posted by Tyranthraxus
quote: Originally posted by Arioch
I wanted to play your game session!
Me too! To bad I haven't played D&D in months...
Well, if you guys happen to be at GenCon, it's totally possible. Cheers |
Tyranthraxus |
Posted - 19 Jan 2011 : 03:28:25 quote: Originally posted by Arioch
I wanted to play your game session!
Me too!
To bad I haven't played D&D in months... |
Erik Scott de Bie |
Posted - 18 Jan 2011 : 23:52:55 Heh, that's be cool, wouldn't it? :D
Cheers |
Veritas |
Posted - 18 Jan 2011 : 23:04:45 Time portal to 3.5e, teleport through time to before Blackstaff tower was built. Imprisonment or temporal stasis with a contignency to undo the stasis at a certain day or year and a permanent invisibility and nondetection running so their bodies aren't found during construction. A few centuries of napping and pop, they'll be inside in the present ;) |
Arioch |
Posted - 18 Jan 2011 : 10:46:17 I wanted to play your game session! |
Erik Scott de Bie |
Posted - 18 Jan 2011 : 00:24:16 Well, my PCs went into the tower, managed to restrain themselves from touching a lot of cool magical treasures (darn!), didn't listen to the voice pleading to be released from an imprisoning circle (double darn!), and managed to convince several Blackstaff apprentices that they were supposed to be there by pretending to be mages from the Watchful Order (triple darn!).
They couldn't bluff their way past the spirits of Blackstaffs past, however, including Kyriani (totally their favorite), Ashemmon, and Khelben himself. The spirits gave them a series of tests to prove their worthiness, including a test of truth (telling a secret no one else knew, the point of the test being that it had to be something major), a test of resourcefulness (showing their facility with an untrained skill), and a test of strength (in which the ghosts combined into a ghostly hydra, which provided the tactical encounter).
Now they're on their way to fight the Blackstaff, who's been possessed by one of their arch-nemeses.
Also, I totally did this:
quote: Originally posted by Arioch
I will exploit the Waterdeep links to the Illefarn history.
The PC can re-activate one of the lost high magic functions of Aelinthaldaar ... This particular function, originally meant to protect one of the most prized magical weapon of the kingdom, permits to travel to the current location of the weapon, overriding and bypassing most of the ward eventually protecting it. The weapon, of course, is stored within the Blackstaff Tower.
Their NPC ally (a drow assassin) got a hold of a command word that would bring them to the weapon's location (inside Blackstaff Tower's vault). I also plan a neat way in which that same word will get them back *out* of there, but we'll see.
Thanks all for the ideas!
Cheers |
Erik Scott de Bie |
Posted - 15 Jan 2011 : 19:33:29 quote: Originally posted by The Red Walker
Whats there motivation for doing this? Simple greed? A pressing need for it to save lives? In other words how desperate are they to retrieve it and at what point would they consider the cost too high?
Well, they found the scroll, took it to the library in Waterdeep to be studied, and it was confiscated by agents they at least *think* were those of the Blackstaff. They want to get it back for themselves, and also to make sure it doesn't fall into the wrong hands.
They've seen a great deal of political corruption in the city, and there's no guarantee that the Blackstaff is even the one who has it, and even if he/she (they aren't sure) does, that could still be really bad.
Cheers |
Arioch |
Posted - 15 Jan 2011 : 11:42:25 It maybe depends on the level of involvement with the tower itself you would like your PC to have but...
I will exploit the Waterdeep links to the Illefarn history.
The PC can re-activate one of the lost high magic functions of Aelinthaldaar ... This particular function, originally meant to protect one of the most prized magical weapon of the kingdom, permits to travel to the current location of the weapon, overriding and bypassing most of the ward eventually protecting it. The weapon, of course, is stored within the Blackstaff Tower.
Also the extra-dimensional aspects of the tower can be exploited as a way to break in...
There is one song path portal still active in the lowest part of the tower... connecting with the Sildeyuir. The PC must firstly access the land of the Star Elves then, once inside, they have to locate the portal.
Please, let me know which will be your way ! |
The Red Walker |
Posted - 14 Jan 2011 : 20:20:21 quote: Originally posted by Erik Scott de Bie
It's last minute I know, but in case any scribes see this and have some inspiration, I thought I'd ask:
Soon in my 4e FR campaign (so think 1479, but suggestions are valid regardless of edition), the characters are going to be sneaking into Blackstaff Tower in pursuit of a treasure that was taken from them and (ostensibly) stored there: one of the infamous Nether Scrolls.
What I'm looking for are suggestions as regards getting in, what their secret entrance might be, what guardians they might face, how to portray it, etc., etc. Whatever cool ideas you've got, lay 'em on me!
This would happen either this Sunday, or possibly in the next session (probably 2 weeks later).
Cheers
Whats there motivation for doing this? Simple greed? A pressing need for it to save lives? In other words how desperate are they to retrieve it and at what point would they consider the cost too high?
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Rhewtani |
Posted - 14 Jan 2011 : 14:27:12 Yeah, I'd reinforce the idea that even if you think you're breaking into Blackstaff Tower, you're not really getting in without the Blackstaff's consent. If you can make a nod to that idea in the end, then whatever they face will make sense. If someone did read Blackstaff Tower and starts wondering why your adventure is nothing like it, that moment will answer everything.
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Kilvan |
Posted - 14 Jan 2011 : 12:14:38 I liked the events from the novel Blackstaff Tower.... SPOILERS
... when a manifestation of every previous Blackstaves somehow tested the intruders. Any attempt to sneak by the Tower's defenses should go through them, I think. Great opportunity to use Khelben too if you miss him (and don't we all?). |
Alystra Illianniis |
Posted - 14 Jan 2011 : 08:20:40 I haven't read Blackstaff, but in the Demon Stone game, I seem to recall that there were a number of iron golems, at least one helmed guardian construct, and a number of animated object traps. Also there were traps with lightening that was triggered by passing certain areas without a proper key. I recall reading in another novel somewhere (I think it was one of the Arilyn and Danilo books) that there was only one entrance from the ground, and it was hidden and required a special key or command to open. I also recall the trapdoor Thauramarth mentioned, but no other entrances that I know of. In the game, however, some of the rooms did indeed seem to be much larger than the outside of the tower would suggest, especially given the map layout that was given in that game. I don't know if any of this is "canon" (except for the stuff from the novel) but you could certainly use it as part of your defenses for the tower. I'm fairly sure there was more in that game, but I can't recall anything else off-hand. But it seems like it detailed Blackstaff tower better than any other source I can remember. (Even if it's not exactly canon material.) |
Thauramarth |
Posted - 14 Jan 2011 : 08:03:12 quote: Originally posted by Erik Scott de Bie
It's last minute I know, but in case any scribes see this and have some inspiration, I thought I'd ask:
Soon in my 4e FR campaign (so think 1479, but suggestions are valid regardless of edition), the characters are going to be sneaking into Blackstaff Tower in pursuit of a treasure that was taken from them and (ostensibly) stored there: one of the infamous Nether Scrolls.
What I'm looking for are suggestions as regards getting in, what their secret entrance might be, what guardians they might face, how to portray it, etc., etc. Whatever cool ideas you've got, lay 'em on me!
This would happen either this Sunday, or possibly in the next session (probably 2 weeks later).
Cheers
Hmmm... I'm not familiar with the 4E situation, but in my 1350s-1370s campaigns, the Blackstaff tended to play a prominent role, so I've given som thought as to Blackstaff Tower.
Rule the first: you know these signs "Never mind the dog, beware of the owner"? Same thing applies here. In 1E-3E, this means: whichever Blackstaff rules the roost right now probably has magical alarms set that will alert him or her to any intrusion, and take note. And action. In the 1350s-1370s, this would have meant both Khelben AND Laeral. Not a good idea.
Aside from the Blackstaff, there would be the apprentices, as well as the junior tutors (and the senior tutors). Not sure how powerful your PCs are, but a score or so even relatively junior mages can still make life very difficult for poor invading adventurers.
Rule the Second: it's the home of an archmage (or several archmages) - expect magic to be part of the scenery. I would say that the magical traps would be intended to neutralise, rather than kill (or even wound). Wandering apprentices, you know. In my 2E, this meant: teleport traps to prison cells (a bit later about the layout of the tower proper), stairs which transform into Möbius loops, feeblemind effects, and so on. As for the less subtle work - I have a vague recollection that some source had several golems or other constructs in Blackstaff Tower (including one golem that was designed to fit in a hole in the wall and, when observed casually, blended into that wall). Again - default instructions are to neutralise, not to kill.
Then there's the layout of the Tower proper. Based on what I seem to recall reading in Blackstaff, the tower is a shell and is much larger on the inside that it would appear on the outside (if that's not how it was depicted in Blackstaff, that, ahem, that's how it worked in my campaigns). There would be a range of extradimensional spaces used as rooms, attuned to particular keys (similar to 2E Planescape Portal Keys). An apprentice's key would allow him/her/it to enter the common rooms, such as dinner hall, kitchen, general library, instruction room(s), and the dormitory. Knowledge of the full layout, and access to all rooms would be restricted to the Blackstaff (in 1350s-1370s, I'd say Khelben and Laeral have Super Administrator Privileges, although Khelben might have some really secret rooms).
Secret entrances: not many (if any). The physical tower would be shielded against extradimensional intrusion, I'd say (both teleport and planar travel of various kinds), and there would no physical secret entrances - just the main entrance, the backdoor (and perhaps the delivery entrance). There's a trapdoor on the roof (depicted in the Avatar series), and that's it, really.
My suggestion to any characters planning on an visit-without-invitation - bring archmages. Plenty of them. But first, do your recon - perhaps try to glean info from the mind of an apprentice (the higher level the better) and try to influence them into getting you access to the rooms he/she/it has access to (might include the trophy room, where the scrolls might be stored).
Oh, another question - who would have the Scroll? Was it perhaps stolen by one of the apprentices or lower-level tutors? In which case getting the help of another resident mage with higher security clearance might be sufficient. |
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