


That said the presented system (25000GP and a whole bunch of magic weapons and items) could lead to some serious disagreements. The point I guess was that 'experienced players' would pick stuff in a matter of a few minutes (certainly not 30 mins!) and have more time for adventuring. The business about spending half an hour on equipment. I strongly suspect that when it was run as a tournament not many parties made it even to the upper levels of the tower (and hardly anyone actually managed to get out with the soul gem). Well, I am on record for having a strange liking for this module and have run it more than once, but never in full-on tournament mode.

Then the last encounter area ensues.ġ0) Considering doubling the starting gold to make the characters more robust. nothing will occur as the room is negotiated.ĩ) Successfully pulling the king's arm down when the room is activated will cause the chess board floor to dematerialize and lower the Soul Gem down from an extradimensional area at the ceiling (think rope trick). If the 4 keys were not inserted into the door and this room was breached by pass wall, the room will be 'deactivated' i.e. However, the chamber is circular, since we're at the tower top. Putting the 4 keys in leads to the top of the tower which contains. I have to figure out where each should go.Ĩ ) The tunnel leading up from the water level leads to a door where the 4 keys are fitted. The tunnel area has the umber hulk, the garden area the medusa.Ħ) The fire and water levels are unchanged.ħ) The party must acquire a key from each of the 4 element levels. If the water level is breached, due to the gravity effect the water won't leak out.Ĥ) The air level features both the sphinx and manticore, but each roams a separate half of the level.ĥ) The ground level is half garden and half tunnels through rock, and the party can choose which way they go. The party is equipped with a passwall scroll to breach the outer wall, and another to get out.ģ) The party can choose to enter the tower at any spot they'd like, though obviously breaching the wall higher up will require levitation/flying magic for all and that will probably be tricky. If the party does not exit the premises by dawn, they will be lost in whatever dimension the ghost tower goes to for another hundred years.Ģ) No dungeon underneath. With all that in mind, I propose the following changes:ġ) Make it a true ghost tower that reappears say once every hundred years, for one night. Also note that when not running it as a tournament where the score counts, the party will want to rest, which is definitely against the spirit of the adventure. So, the goal of this thread is to make sure it can be finished in a 4 hour convention slot. There's no way a 5 player game can go that fast, especially since the party has little equipment and that makes those encounters tough. That comes out to about 15 minutes for each, and that doesn't include all the mundane adventuring non-encounter areas, discussions, etc. Play should begin when the character sheets are passed out and end when 3 hours have passed." 3 hours? Are you kidding me? Wait, it gets better: "Players may use as much time as they wish to equip themselves (many groups use about 30 minutes)." So now we have 2.5 hours of actual play? The tournament version of the adventure has 9 main encounter areas (4 underneath, 5 in the tower). From C2: "In tournament use, a real time limit of three hours is recommended.
