INDYSTAR188
2016-04-19, 09:34 PM
Greetings! I am the great and powerful Marvolo McNair - mystic, sage, investigator and inventor. I recently (13 years ago) acquired a tall, beautiful tower; its complete with two levels of dungeons, an escape tunnel, a scrying room, a summoning room, a library, a large garden - its amazing! It was formerly owned by a colleague of mine but he went missing (15 years ago). The Giant of the Playground granted me the tower after a period of being vacant. There are two perpetual problems with this tower however; level 13 and adventurers:
Level 13 is locked. It is the only level of the tower that does not have some form of window, port hole or arrow slit. The door is made out of a metal I've never seen before. It is warded with magic I cannot understand. Most frustrating of all, it interferes with my studies! At least 59 times since I have owned this tower I have witnessed a pulse of wild magic, originating at or behind the door on level 13. These occurances have included greatly increasing the effects of a spell (and now I have no eyebrows), greatly changing the effects of a spell (and now I have no assistant) and once cancelling a spell altogether (and now I still have no assistant).
Adventurers can be quite a nuisance. Just last week I had a group of them completely ignore my sign. When I ventured out onto the 10th level balcony to yell, "Get off my perfectly manicured lawn you bums!", one of them had the temerity to tell me to "Hand over the treasure." And that's just the latest headache! Two years ago a colleague of mine teleported into the tower, stole a staff and a journal - both of which are vital to my research, and teleported away!
So I ask you fellow frustrated colleagues, how can I solve my two problems? What do you think is on level 13 and what should I do to get in there and neutralize the threat to my all-important noble work? What do I need to do to be able to defend the tower against wandering murderhobos, jealous colleagues, and other threats in a generally brutal world?
Marvolo is the BBEG in an upcoming campaign. He is bitter with what he views as 'restrictive and close-minded' societal norms towards his magical research. He is a powerful transmuter who strives to 'perfect all of the intelligent races' by forcing them to undergo magical means. I'm envisioning some kind of experiment gone horribly wrong as a result of his exposure to level 13 of the tower, warping him into some kind of weird abomination (the fly?!). He'll want all peoples to embrace their true 'perfect' form - or something crazy like that (I'm definitely open to suggestions).
*What I really want out of this thread is interesting thoughts on level 13 and how I could use that in an epic BBEG showdown as well as how to PC-proof this guys home base (I imagine it'll be full of flesh-golems/lycanthrope/chimera-type monsters).*
Level 13 is locked. It is the only level of the tower that does not have some form of window, port hole or arrow slit. The door is made out of a metal I've never seen before. It is warded with magic I cannot understand. Most frustrating of all, it interferes with my studies! At least 59 times since I have owned this tower I have witnessed a pulse of wild magic, originating at or behind the door on level 13. These occurances have included greatly increasing the effects of a spell (and now I have no eyebrows), greatly changing the effects of a spell (and now I have no assistant) and once cancelling a spell altogether (and now I still have no assistant).
Adventurers can be quite a nuisance. Just last week I had a group of them completely ignore my sign. When I ventured out onto the 10th level balcony to yell, "Get off my perfectly manicured lawn you bums!", one of them had the temerity to tell me to "Hand over the treasure." And that's just the latest headache! Two years ago a colleague of mine teleported into the tower, stole a staff and a journal - both of which are vital to my research, and teleported away!
So I ask you fellow frustrated colleagues, how can I solve my two problems? What do you think is on level 13 and what should I do to get in there and neutralize the threat to my all-important noble work? What do I need to do to be able to defend the tower against wandering murderhobos, jealous colleagues, and other threats in a generally brutal world?
Marvolo is the BBEG in an upcoming campaign. He is bitter with what he views as 'restrictive and close-minded' societal norms towards his magical research. He is a powerful transmuter who strives to 'perfect all of the intelligent races' by forcing them to undergo magical means. I'm envisioning some kind of experiment gone horribly wrong as a result of his exposure to level 13 of the tower, warping him into some kind of weird abomination (the fly?!). He'll want all peoples to embrace their true 'perfect' form - or something crazy like that (I'm definitely open to suggestions).
*What I really want out of this thread is interesting thoughts on level 13 and how I could use that in an epic BBEG showdown as well as how to PC-proof this guys home base (I imagine it'll be full of flesh-golems/lycanthrope/chimera-type monsters).*