Ascending through the cloisters leads to the most heavily-damaged area of the tower- an area where the walls have been literally rent away, and adventurers are exposed again to the horrific destructive energies of the dimensional rift. They will likely already know that flying is an issue, but to get upwards to the tower of the crown seems almost impossible... without a PLATFORMING LEVEL! Running, jumping, scrabbling for a handhold, and taking cover behind the fragmenting sections of wall, mid-tumble through the sky, hundreds of feet above ground level... what’s not to love? Here, Monks and Rogues can finally show off their hard-spent skill points, and people can have a dramatic encounter that can be alternately thrilling and terrifying at the same time. Roping the party together might be a good choice, or it might be a terrible one- your call! If your party enjoys this, let it play out a little. If they’re really struggling and desperate to get on to the next encounter, let them get there without making it so lethal that it destroys everyone. Once they finally reach the toppling peak of the tower, it’s time for tomorrow’s final post- Part 7! (Originally posted on Game Masters Stash on 22 September 2018) Categories All Comments are closed.
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