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Another 15 minutes of D&D brainstorming

I have another session coming up on Friday! I don't think my party reads my blog. If you do--STOP IT!

  • Be sure to ask if there is anything else they want to do
  • Second day of travel: have badger encounter
    • If they decide to talk to animals, make it an animal handling check of 18 to convince them not to attack. Badgers think they're invading territory. Naeris can do with advantage
  • At tower, guards are asleep outside in their bedrolls
    • The Tower of Baile is used as a way to keep watch on the sea and guide ships home. It is also used as a storehouse of certain knowledge. Typically, there are guards, lighthouse keepers, and a scholar in residence. However, this can change so you do not have a way of knowing who is here now. The granite tower gives off a certain sense of austerity and gloom, but it is not entirely unwelcoming. Three guards lay asleep at the door.
    • What they have 
      • 1 has a large brass key, 1 gp
      • 1 has a love note, 3 cp: "Nothing compares to your hands, nothing like the green-gold of your eyes. My body is filled with you for days and days. You are the mirror of the night. The violent flash of lightning. The dampness of the earth. The hollow of your armpits is my shelter. My fingers touch your blood. All my joy is to feel life spring from your flower-fountain that mine keeps to fill all the paths of my nerves which are yours."
      • 1 has shocking grasp spell scroll, 3 sp, 
    • Rune of Confusion on the door entrance: DC 15 to find, DC 15 to disable; affects all targets within 10 ft., DC 10 save or become confused for 1 hour
  • First room
    • The opening room has bear granite walls and feels cooler than expected. There is a sole window that looks out onto the sea. It is a calming effect. It must bring those who spend their time here some peace. Right now, however, the room about it sounds to be shaking and roaring.
    • Rune of Fear in front of granite door: DC 20 to find, DC 15 to disable; affects all targets within 10 ft., DC 11 save or become frightened for 30 minutes
    • Puzzle
      • There's a large granite door in the center of the room, casting a shadow. The wooden door leading to the next room or stairwell is locked. If you examine the door in the center, there is no lock, however, the shadow of the door has a lock.
      • Solution: Use a key (any key will work here) to cast a shadow, and use the key's shadow to unlock the shadow door. The door to the next room will then unlock. One of the guards has the key (DC 15 to find). Royal blood also opens the door.

(Prompt by me)

"100_3788" by Ade M. Campbell

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