Tower of the mad mage pdf download






















Hello, I just bought this in a bundle and am getting ready to run a couple of one shots for my group than maybe add some of these in a homebrew. The adventure looks great and the ongoing dragon villain idea is a good idea.

The only thing that I am a little concerned about is the loot. Your adventures really look like a lot of fun I will make sure to leave a rating after I run a couple. B July 31, am UTC. You are right - I put a bit too much loot in those early adventures. I'd nerf it a bit. We did the whole shebang in 5 hours, and everyone loved the twist at the end. I actually dropped the entire 2nd floor and added more goblin attacks to keep things moving.

Lots of fun! We played this last week and had a blast! Both myself and my adventurers are very new to DnD and this has been a great introduction. The party let an angry Skwelch escape and he might become a steady bad guy.

We all had a blast! Hello - reading through the adventure, I must say I'm very impressed! Sounds like a ton of fun and can't wait to play through it. I am gonna use it to introduce two new players to DnD. I am also new to DMing and was wondering how to scale it for a party of only two. Should I make them higher level or tone down the monsters? Do you have any advice. Thank you for making this nice adventure and at such a good price. B November 13, am UTC.

Oh, I like that idea, but more work on my part though. You think it would be viable to just bump them up to level 3? It's really not much work. In fact, I'll do it for you now. Well, thank you, great! When I said more work, I was thinking RP-wise though. They need some personalities and there will be more dialogue and such. What I'm worried is, that it will drag the adventure out. Currently running this for my party and they are loving it. However, the group has a paranoid rogue, who decided to make a pile of books study and burn them after seeing the one on the desk well they forgot to put the fire out haha.

Bought this as part of the Tales of the North package, and it looks really great - I just have a couple of questions. First off, did this module come with any maps? Because all I got was a diagram of the tower at the end of the pdf.

Neither of the other 2 modules in this packet came with any maps, by the way. Also, in the beginning, the tower is described as having 6 sides, but the diagrams of the tower clearly show 8. Was this intentional? Great work overall though! Love this. B October 17, pm UTC. Hi Kara, the only map is the one at the end of the PDF. Good catch on the 6-sided tower - that was a mistake on my part!

I'll have to correct in errata. I can't leave a proper review as I purchased this adventure as part of the excellent "Complete Adventures of M.

We really enjoyed the adventure; the combat encounters were varied and very well-balanced for four level 1 PCs. After running afoul of the tower's many magical hazards, players were scared of the locked diary and opted to take it away with them instead of opening it on-site; should be amusing later. Skwelch the goblin was very well-received. Our playing time for the adventure was about 4. I did opt to omit the wererat encounter and simplify the constable encounter in the interests of getting on to the tower, which I knew would hold more interest for my players.

Definitely recommended. Tyler L. All three groups loved the module, great amount of combat, and problem solving, I took some of my own personal liberties at the [ Victor R.

My party really enjoyed this adventure. The inciting incident can easily be tweaked and reskinned to fit any campaign setting. Cian D. I was specifically looking for something with more roleplaying and exploration that the typical early level dungeon crawl and this worked really well, the [ Jeremy W.

Great short adventure. Fun, funny, and a boss fight that could be a TPK or a walk in the park with nudges in the desired direction. Jason G. What a fun packed adventure! Quick story start with a memorable NPC. Explore a wizard's tower with something interesting in each room.

Some respectable treasure with unique monsters and traps. Even fight a dragon in the end! That's a lot without overwh [ See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight. They managed to kill the dragon, but most of the tribe were also killed in the process. But things soon turned sour. Skwelch thought he deserved a bigger share of the You have taken only a few steps down the dragon gold because he did the initial Long Road when you are approached by a scouting.

Glubnose disagreed. They fought, young woman. She is wearing a glistening and Skwelch barely managed to escape with his life. The party will need to persuade her to let Skwelch leave, or otherwise trick her in some way.

Play it by ear. If the party make an especially poor effort at If they follow Skwelch, they will have two keeping Skwelch free, Ana will take him to encounters on the way. If they decide to follow the lock-up and keep him there overnight. The magistrate will chide Ana, saying that being a goblin is not a crime.

Skwelch will then be released. Attacking the Constable Attacking Ana is a bad idea. Although she is young, Ana has a long history of adventuring and has the stats of a veteran.

There are also a number of retired adventurers in the village who help keep the peace. If Ana is attacked, she will be joined by another veteran every two rounds until there are five in total fighting. If the party somehow survive, an archmage from nearby Ivy Mansion will appear, complain about the noise, and turn the party into rabbits.

Roll up new characters. In his mind, he is the leader of the expedition, and the party are a The tower is roughly 30 miles south-west of bit like hirelings. He will bark out orders Longsaddle.

Skwelch will lead the party by the quite often, but will pay no attention if they are ignored. Longsaddle In battle, he has the stats of a normal goblin. His first priority is his own safety, so his tactics will be to get a reasonable distance away from the melee and then use his short bow. He will also call out useless combat advice to the party. For example, if someone is hit he. The Starmetal Hills are low and rolling with Toward the end of the day you leave the the occasional steep, rocky gorge.

The poor soil Starmetal Hills and enter the vast, forbidding is decorated by scrubby grass, thorny brush expanse of the Neverwinter Wood. Skwelch and the thickets of dry, scraggy trees. Skwelch once more guides you expertly along old paths seems to know this area well and so you make and game trails.

The sun is starting to set and you are looking It is about noon; the sun is high and hot, your for a campsite when you come across a fallen armor and gear are feeling heavy, and you are tree. To your astonishment, there is a naked beginning to think about lunch. You hear a young man caught beneath the trunk. They squeal again as they charge.

The man is trapped, but is otherwise uninjured. Two or three PCs can easily lift off These three boars are ordinary animals — they the trunk if they choose. Skwelch will advise them to either leave him or eat him. If skinned and cooked, they taste superb. He has no idea where he is or how he got there — his last memory was of going to bed in his home at Neverwinter. Poor Jai is actually a wererat, but he is unaware of his condition.

Five nights ago he transformed in Neverwinter and then off into the woods. A chance lightning strike saw a tree fall on him a day ago, and he transformed back. If the party free Jai and keep him with them, he will transform again around midnight.

In his rat form he is more than a match for the party. If attacked he will fight back, but will flee after receiving 5 points of damage. The goblins have covered the windows in The Tower the Master Chamber to keep out the sunlight. A map of the tower is available on the last page Read the following - of this document. Around mid-morning, Skwelch leads you to Resting the edge of a large glade. It is cool and Most of the goblins sleep on the fourth floor shadowy, with the ground blanketed by bright during the day, and the floors are very thick green grass and patches of yellow soil.

There and heavy. The goblins on the fourth floor are are several large burn marks on the ground. The tower is covered by a veneer of white This means that the PCs can comfortably take short rests as required, and can also take a limestone, which is now quite dirty.

It is long rest if they need to. If you feel the PCs are capped by a sloping roof tiled in dark slate. A large door on the ground floor leans out Skwelch the Guide steeply, having been torn from its top hinges.

Skwelch only spent a brief amount of time in the tower before being exiled, so he does not Near this entrance is a huge pile of smoking really know his way around it. The ashes are from a funeral pyre erected for The Deathrot Tribe have not explored the the remains of the 20 goblins who died whole tower, being more concerned about assaulting the dragon. Tower Features The bottom floor is made of flagstones, while the upper floors, stairs and doors were all built from a magically strengthened hardwood.

The interior walls are made of brick, which has also been magically reinforced. On the first floor and above there are windows in the north, south, east and west walls. The Guest and Master Chamber windows are secured by a force field. The other windows are all glazed, but most have been broken or are badly cracked.

Foyer Tribe are given in the text. If you need some other goblins names, try these - Gergle, Flem, This room is in a sad state. Several old, 0B. Sitting Room dust-covered chairs are scattered around the The floor of this room is covered with rubble, room.

There is a closed door on the northern plaster and old wood. The walls and ceiling are wall. There are two goblins in this room.

They are Several filthy old rugs have been bunched up meant to be keeping watch but they are in one corner. The goblins have turned this into a kennel for the three wolves they keep as pets. The Once the PCs enter the room, the wolves in wolves will be alert and howling as soon as the location 0B will begin howling and pawing at PCs enter the tower.

If they howl for a full the door. Once the goblins realise they are minute 10 rounds a goblin from the fourth under attack, they will try and reach the door floor will sleepily come down to investigate. There is no treasure in this room.

There is a pile of coins and some 0C. Servants Room dice where the goblins were gambling. In total there are 75cp and 20sp. One of the goblins is This room is once more littered with debris also wearing a worn leather belt with 3gp sewn and full of dust. Half a dozen broken old beds inside it. There is no other treasure in the line one wall, and there are several smashed room.

There are two axe beaks in this room. The unfortunate creatures wandered in about a week ago and began nesting amongst the rubble. The goblins were frightened of the large birds and shut the door to trap them. The creatures are now nearly mad with thirst and hunger, and will attack the party as soon as the door is opened.

On a successful DC 20 Wisdom Perception check, the party find a hiding place under a cracked flagstone. In the hole is a set of prayer beads made of semi-precious stones worth 50gp. First Floor party has entered the room, the door will lock itself and the specter will appear and attack. Chantry Note. The specter has been weakened by the close proximity of the chantry. Therefore, it Your eyes are drawn immediately to a cannot use its life drain ability. If the PCs search amongst the bones at the far end of this room.

A dusty blue rug on the bed, they will find a small silver hip covers the floor, and the walls are plastered flask worth 50gp. The single window is made of stained glass, and shows a robed figure bearing a staff in one hand, and a globe in the other. This room was used for the worship of Savras, the god of mages. The figure depicted in the window is actually a minor stained glass golem.

Wyvern set bonus with staff of flowers as main artifact to get them to triple stack with hallowed or anointed. A tank with good gear can survive up to 8 stacks without additional mitigation tools from a cleric, a tank with mediocre gear can survive at least 3. Their recommendation is for your tanks to actually review what they are doing, because the problem is likely with them and not with you.

I do not understand how one can fight and take detailed notes of hundreds of minutiae. In fact, it is a fulltime job to note all these details even if only watching others fight. I respect your effort, have read it and I must say that I have learned chirurgical procedures with less information than this. Of course, not all content should be liked by everyone, this trial will be fun 2 mods from now, when we are overpowered.

I am tired peeps QQing that Nwo has no mechanics. Its a welcoming change! WoW trials are normally done by the most experienced guilds for several months. Its nice to see some of that concept here…. Could you also possibly tell me if deflection severity cause it is no longer on the character sheet is still working in the game notably on foe hammers favor elixir.. Or On Tr class cause theirs used to be the highest of all classes. They are still working.

Here is an image where you can see the deflect before and after the elixer:. Janne thanks for hosting this.

I really like the way you have implemented guides on your site. I agree with you, everyone needs to take responsibility for themselves by reading, preparing and practicing. I also agree that people should be practicing for this trial on preview even after MOD 17 goes live.

It just makes more sense to practice and learn on preview where people can try out new gear and builds without the costs associated. Chris, one way to keep this trail from becoming elitist or exp only is to make your own groups and not require experience or … Read more ».

Unfortunately, I do see this trial ending up being very elitist, especially at initial access as people making runs will only want exp players on their runs.

This is up to the players to group. Get your guild, friends, alliance, whoever and group up or join if they group up. Whether it is on live or preview, also preview is free in terms of consumables and gear upgrades and allows people to adjust their char to see what works for them.

The trial is hard, and like everything the not sleep inducing easy, it will take some practice and attempts, but there are no secrets to it, here … Read more ». I dont feel the mechanics are that hard to deal with, the thing I find the hardest from reading it is that in most of them someone has to suck up damage and they are extremely massive, like 1 million damage?

Most people except tanks barely have k. Having to rely all the time on the double life shield from the paladin is very specific too but it feels like its mandatory. I sure will have a try once it comes on condole but if I end up stuck for days trying I may just skip it until they adjust … Read more ».



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