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Happy Blackout! ~ 🌑🙋🏿

This year has been full of blessings.

Highlight so far… traveling to DC for Million Woman March & listening to Angela Davis speak at Bus Boys & Poets.

Contemplating…

What’s the difference between a girl and a woman?

Dealing. FUCK the BS.

I get out in nature, listen to music, iCreate, iListen, iBreathe, iMeditate, and iRead.

I’m learning to live and love my solitude. People in this world will try to make you feel small… FUCK THEM. Do you. Take care of yourself cause at the end of the day all you got is your peace of mind.

Let’s give ourselves time to grow.

The Mysterious Tower of Trickery
What you need to know:

A mysteries tower with no origins appears randomly allowing people to venture inside before it disappears again to re-appear somewhere else.

How it begins:

Given the nature of the tower, it can appear at any time anywhere; during the players’ travels while in a town or city, in a large caravan, etc. The choice is yours, the stranger the location the better, adding to the mysterious nature of the tower.


–TOWER–

The tower is made out of smooth black stone and is about 20 meters tall and 5 meters wide. There are no windows and on each wall at the base is a wooden door.

  • -A- The wooden doors are illusion and in fact gelatinous cubes. When a player touches the surface of the door, in reality they are plunging their hands into the cube.
    Note: The gelatinous cubes stats are per the monster manual.
  • -B- Halfway up the tower is a secret door that, when opened, leads inside to part 1.

–ONE–

The door opens into a smooth black stone chamber. A set of oak stairs leads up to a trap door in the ceiling. Two lit torches are on either side of the room held within mounted iron brackets.

  • -A- The wooden stairs are X number of mimics.
  • The mimics will wait till a number of players climb onto of them before they attack.
    Note: The mimic’s stats are as per the monster manual.
  • -B- The trap doors opens to a flat wall of smooth black stone.
  • -C- The torches are levers, and when both are pulled, open a secret door in the wall leading to part 2.

–TWO–

The door opens into a stone hall extending into darkness after 20 meters.
Note: Beyond 20 meters, the hall is shrouded in a continual darkness spell.

  • -A- The floors is an illusion of stone and is actually X number of acid slimes.
    Note: The acid slime stats are as per the monster manual.
  • -B- The end of the hall shrouded in darkness extends only anther 10 meters before it reaches a dead end.
  • In the ceiling, however, is a secret door that when opened leads to part 3.

–THREE–

The door opens into the floor of a stone chamber.

  • -A- If the players close the hatch on the floor and reopen it, it will lead to part 4.
  • To revert the opening back to leading to part 2, the players only need to close the hatch again - a simple, but hopefully clever puzzle your players have to figure out.

–FOUR–

The door opens into the ceiling of a smooth black stone chamber. On the back wall is an iron plate on the wall with a lock. On the opposite wall is a wooden bench containing a bunch of keys.

  • -A- The bench has several keys, each having an effect when used on the lock. Also on the bench, there is an outline of a key drawn in the wood.
  • 1 - an iron knobbed key: forms into a fist, getting one attack against the players using it for X D10 damage.
  • 2 - a skeletal finger key: any player who uses this key is drained a level or D6 CON.
  • 3 - a glass key with yellow liquid flowing inside: the key explodes when used, splattering the user with acid for X D6 acid damage and burning a whole into their armor.
  • 4 - a thorny wooden key: when used, a pit trap dropping X meters to spikes opens up under a random player.
  • 5 - a meter long key: when used, all the players double in size for X rounds, bursting out their clothes and armor. Roll saves for the armor to see if its destroyed.
  • 6 - a glowing red key: when used, the entire room bursts in flame for X rounds dealing X D6 fire damage to everyone inside, each round.
  • 7- a black smoking key: when used the chamber fill with thick un-breathable smoke for X rounds, causing the players to suffer the rules for drowning or suffocation till the smoke clears or they leave the room.
  • -B- The outline of the key, when cut out from the wood, can be used as a key to open the lock and slide open the wall leading to part 5.

–FIVE–

The door opens into a stone chamber with a single one meter long chain (A) dangling from the ceiling.

  • -A- Chain A when pulled collapses the ceiling dealing X D6 crushing damage to any player inside.
  • The ceiling then opens up to another ceiling 10 meters higher with another one meter long chain (B) dangling from the ceiling.
  • -B- Chain B when pulled for the first time causes the floor to slide open revealing a pit of lava underneath 10 meters below.
    Note: The lava can do normal lava damage or X D6 fire damage if your players are lower level.
  • -C- When chain B is pulled for the second time, panels on the wall slide open and release jets of flames that fill the room dealing X D6 fire damage every round – 1 D6 is what I recommend.
  • -D- When chain B is pulled for a third time, 4 panels on the ceiling open and release one meter long electrified chains that are bolted to the ceiling.
    Note: Any player touching one of the electrified chains is dealt 1 D6 lighting damage.
  • -E- Pulling on any one of the chains has no effect other than dealing damage, but if a player pulls on the 4 electrified chains and Chain B at the same time, then the floor slides closed, the panels on the walls close, the electrified chains retract into sliding closed panels and a panel on the wall opens leading to part 6.

–SIX–

The walls open into a small circular smooth black stone room. Chests of gold and silver lay next to weapons, racks and armored manikin. Coffers of jewelry sit onto sacks of potions.

  • -A- This is the tower’s treasure. All the treasure will be real, but cursed in some way.
  • Every coin will be coated in contact poison, dealing stat damage or regular damage.
  • Every weapon and piece of armor will be hot to the touch as if heated metal has been cast on it, dealing 2 D4 damage or X D6 fire damage.
  • The jewelry will bind to the players and give negative penalties to stats, skills, saves, attack rolls, etc. The jewelry will need a remove curse to be removed.
  • All the potions will have the opposite effect of their intention. Healing will be harm, flight will plunge the players into the earth X meters, invisibility will make the players bright, etc.
    Note: To even this effect out, consider giving 2 to 3 times the normal amount of treasure since some of it ma  end up being worthless, tossed or spent to counter-attack the effects.

End:

The tower, as mysteriously as it appears, leaves after its treasure has been plundered, or does it?

Maybe the tower was a test by some planar creature studying mortals for an important assignment and appears to congratulate the players on a job well done before sending them off on its mission.
Maybe the tower itself carries a curse and by entering its walls, the players contract an illness slowly transforming them into an ooze or blob, then needing to satisfy the tower in some way to be cured of it.
Maybe the treasure is the reincarnated spirits of the adventures who died in its walls and come to life in some way once the players leave. The coins jump about trying to escape, weapons and armor can speak and potion feel violated when drank.

Either way, have fun and hope to see you again.