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Alaxar's Tower

The following is notes on Alaxar's Tower and Defences   Challenges:
  • Some Skill check scenarios
Correct Route: Level 1 -> Level 3 -> Level 2 -> Level 5 - Level 4 -> Level 3 -> Level 6 (Alaxar's Study)  

Level 1 - Illusion Labyrinth

Challenges:
  • Gelatinous Cube (possibly as a pit trap)
  • Illusion walls
  • If you look into one of the mirrors, your reflection steps out and attacks. However, you can smash the mirrors to prevent this from happening, or pass through blindfolded,
Notable Features:
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Level 2 - Shifting Rooms

Challenges: The rooms that the players walk through result in the previous room changing position, making mapping this area difficult. In each wall, there is a single door, with a picture of a Tree, Glacier, Bonfire and Moon above each. The correct order to pass through is Tree -> Moon -> Glacier -> Bonfire. Choosing the wrong door causes the order to reset and the players must face a challenge based on the door that they chose.   Tree: Dex Save DC:15 or become grappled by vines that burst from the floor. Escape DC:15. For every round, each character takes 1d4 poison damage and 1d4 bludgeoning Damage   Moon: There is an enormous half-moon in the middle of the room. Moon rays bathe each creature with a DC: 14 Wisdom Save throw, taking 10 radiant damage on a failed save and no damage on a successful save. If this room is the correct room, the same rays bathe each person, but if they fail the saving throw, they are healed for 5 damage. Lycanthropes must make a DC12 Charisma Saving Throw   Glacier DC10 Constitution Saving Throw - Exhaustion on Fail - ignore if resistant to cold for the time in the room or having heavy clothing   Bonfire DC 10 Constitution Saving Throw - Exhaustion on Fail - Disadvantage when wearing medium/heavy armour or heavy clothing     Notable Features:
  • .
 

Level 3 - Mind Trap

Challenges:
  • An illusionary floor which consists of the temple of Mani from the moon. This is the temple in which Nox was raised. In it, Zari's parents are a priest and priestess of Mani. Both the parents, and the head priest accuse Nox and Zari of betraying them, then attack.
  • An illusionary floor in which the characters find a study that looks like the one with the teleportation circle in it. Then Nikita hears in his head the voice of Tim Johnson calling for help, as if from a sending stone. As the players walk into the teleportation circle, they seem to walk into Ashenport, bodies lying all around. As they enter, the bodies of the townsfolk rise up as zombies and gouls. Once they fight their way to the centre of the room (town) they find Tim and his wife fighting back-to-back. Just as the players walk in, they see the gouls surrounding the pair kill them, then they rise as gouls to fight the players.
Notable Features:
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Level 4 - Boss Room

Challenges:
  • Boss Room Statues of each major boss that the players have slain so far (this is one for each stone, plus the gnome necromancer). Each statue has an item in it (or possibly only one does - maybe just the gnome) that is required to continue. The first time a player touches a statue, an illusionary form of the boss/bosses appear and attacks the party. Each boss only has 50hp, except for the gnome, who is the full boss. Alternatively, the statues themselves leave the pillars and attack.
The bosses are: Notable Features:
  • .
 

Level 5 - Elemental Mayhem

Challenges:   This Level is divided into 4 Regions, with a central island in which there are two pools of irridescant liquid. One in which the players enter from the 2nd floor, and one in which the players leave to the 4th floor. The second portal required an elemental core of each element (Fire, Water, Earth and Air) to activate. The Air and Water quadrants are separated by a river of Fog, The Air and Fire quadrants are separated by a river of Smoke. The Earth and Fire Quadrants are separated by a river of Magma. The Earth and Water quadrants are separated by a river of Mud.   Fire Quadrant   Air Quadrant   Water Quadrant   Earth Quadrant     Notable Features:
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Level 6 - Alaxar's Study

Description Alaxar's Study is filled with all manner of items, some clearly valuable, and some apparently junk. It is enormous and is so suffused with magic than any attempt to determine the magical properties of items within it fail due to the concentration of ambient magic.   Challenges:
  • There is a full length mirror near Alaxar's desk. Vines of fire, cold and mutation are leaving from the frame of mirror and out the windows at the edges of the room. Upon looking at the mirror, the players can see, apparently inscribed in gold into the glass itself the following riddle:
I have arms but I no hands
I have a bridge but I don’t go over water
I have rims but I’m not a carriage
I have lenses but I’m not a telescope
I’m found on a face but I’m not a beard
Single, I tell only the truth
Double, I tell only lies
  • If the characters look at the mirror through a monocle, they see themselves, but wearing a specific item, which can be found in the clutter around the room. Nox is wearing a scarf, Nikita is wearing a monocle, Ueres is wearing a circlet, Zhari is wearing a Tiara, Norhumli is holding a book which can be seen to have "101 uses for string" on the spine of the book.
  • If they look at the mirror wearing some glasses, they see the following; Nox is wearing a wizard's hat (seen on the desk), Nikita is wearing the glasses, Ueres is wearing a brown hooded cloak (easily seen on a coat rack in the corner), Zhari is wearing a simple silver necklace and Nikita is holding a thick tome that reads "101 ways to kill a bug".
  • As the players approach the mirror, they can feel their connection to their attuned magic items feeling fainter, and they can feel a force pushing on their non-attuned magic items which seems to get stronger as they approach. If they players are able to enter the mirror into Ioun's realm, they will have their attunement suppressed while they are in there.
Notable Features:
  • The top of the floor is a transparent dome, with an enormous telescope in one corner of the enormous study.
  • Sench the Pseudodragon is sitting at a small desk with a Magic Mouth next to him. Every time Nox Spector speaks, the mouth repeats the words, and Sench writes it down in the book next to him. There is an entire bookshelf next to him which is almost filled. However, if the characters see him place the book on it, they see all the books shift left to leave space for the next book, with the last book going into the side of the shelf. If the players speak with him, he explains that the master has been troubled over the last few decades and seems to be different somehow. He can point out the journal of Alaxar the Wise and beseeches the players to help save the master from whatever affliction ails him.

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