Sunday, October 20, 2024

Test of High Sorcery
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

As you sit reading your spellbook, a scroll of fine vellum magically appears resting on top of your open spellbook. The first thing that you notice is that the scroll is sealed and has the crest of the Conclave pressed into the dried wax seal.

*Once he opens the scroll . . .*

It reads, You are invited to take the Test at the Tower of High Sorcery immediately.
You may refuse by burning this letter and progress no further into the realms of greater magic.
You may accept by uttering aloud the phrase below. You will receive only one chance to take this Test. Failure will mean consequences.
Par Salian, Head of the Order of High Sorcery

The Phrase is (Message this to Tim) - AKU SHROULAN BELIAL

Once he says the phrase
Once you say the phrase, the scroll vanishes in a small cloud of smoke *poof* then the smoke dissipates into the air and vanishes.

You hear a voice inside your head that says - proceed to Darken Wood.

Read to Tim.
It's up to you how you relay this information to your companions. How much do you really reveal, do you tell them the actual reason you all need to go to Darken Wood. This is a personal thing that you must do, but no one travels to the legendary Darken Wood without having a damn good reason to do so.

As you reach Darken Wood, before you, you feel as if something is drawing you in, as if on queue, your Wizard companion walks past you and enters the forest.

Your light sources don't seem as strong within the forst, you only have vision up to 40ft and even that light is dimmed. You hear no sounds at all, no birds chirping, no insects buzzing around, nothing, not even the wind - the eerie silence is un-nerving. After walking for maybe 30 minutes, the air seems to close in around you and you get the feeling that you're being watched or followed - you can't really tell. As you press forward, it appears as if all the trees are dead. The air grows foul, foul enough that you are forced to cover your faces with a cloth.

Once they push forward . . .

In an instant, the dead trees and horrid smell of the air vanishes and you find yourself standing on a wide path of lush green grass, tall Aspen trees on both sides and in front of you, you walk along the trail for what seems hours, accompanied only by the sounds of your footsteps and rustling trees.

As you approach a bend, you hear groans and whispers fill the air, brushing past your face and ears. When you search for the source of the eerie sounds, your attention is drawn to a ghostly hand that extends from the shadows off the path. Skeletal fingers curl, beckoning you towards it. Shaking off the chill of the dead, you continue walking down the trail. The trees begin to part, unfurling to reveal a clearing bathed in moonlight.

A symbol appears ahead of of the wizard, it flickers with glowing a dark red light. You feel a powerful hum of arcane energy emanating from it. The symble is a circle that frames five entwining lines, and the intersections are marked by ancient runes and the symbol pulses dark red. [Make a DC 10 Intelligence to know what the symble is]

You recognize the symbol as a sign of power belonging to Takhisis, the Queen of Darkness, goddess of evil dragons. As you walk past this symble you hear a distance scream telling you to not go any further.

Allow for Roleplay . . .

Polished silver and gold arches loom above you, the gate’s metal twisting in ornate patterns that reflect the ethereal moonlight. You can see a courtyard of dust and stone through the bars, overgrown weeds creeping through cracks and crevices. There’s no one in sight, yet you feel like someone is watching your every movement.

Just before you place your hand on the gates, they swing open, allowing you to step into the courtyard beyond. You take a breath and steel yourself beneath the shadow of the Tower of High Sorcery. This place is an awe inspiring construct, you can feel the power coming from them. When you take your first step beyond the gates, four connected mage towers rise into the night sky. The wall around the towers forms an equilateral triangle decorated with depictions of Krynn’s moons in different phases. The towers themself are crafted from black stone and etched with glowing stained glass and arcane runes. The two tallest towers lean precariously, looking as though they could topple over at any moment. Between you and the Tower of Wayreth awaits a dusty, unspectacular-looking courtyard.

Allow For Roleplay . . .

Your footsteps echo against the stone, leaving imprints in the dust. The feeling of being watched intensifies, the sensation prickling up your back, and you turn around quickly.

The main center tower has a set of double iron doors that have been opened, in front of the doors you see a figure standing in white robes who guestures you all to come inside. Once inside, the man begins to speak - You have entered the Tower of Wayreth where this young man (he gestures over at the wizard) will be taking the Test of High Sorcery. As his companions, you will not be able to attend but we have rooms for each of you to rest in. You will be treated as honored guests while you remain here. With that, he claps his hands together a single time and other figures rush out and bow to you, These people will escort you to your rooms so if yould please follow them.

The wizard is escorted away with the person who greeted you.

For everyone other than the Wizard . . .

1) You four will be here for 5 days.
2) You are fed the best food you've ever eaten in your life, even your elf Wendell.
3) Each room is furnished with the finest furnishings possible. A bath that seems to empty and refill each time you use it. Food/Drink magically appears out of no where in your rooms throughout the day, fruits, meats, wine etc. I mean it really feels like royalty.
4) Each room has a balcony that is 10 feet by 10 feet. You can see you are way up in the tower, high enough that a fall from here would be fatal.
5) Even though you've been confined to this room/balcony for 5 days, you don't feel confined, it has been a relaxing 5 days and you've gotten well needed rest.
6) Youve been running for your lives for so long, you've forgotten what it feels like to rest comfortably without constantly looking over your shoulders.

Taking the Test
You have been in your room for a day resting (the description is what I will explain to the others) a very richly appointed room of luxory.

You hear a knock at your door.
As you open the door, you see a young man in white robes standing before you. He asks you to follow him down stairs.

The man takes you down to the bottom floor and into a large room, richly furnished and you see the white robed figure that greeted you and your companions upon your arrival standing in the center of the room with each hand hidden within the sleeves of his robe and his head is bowed. As you approach him, the man looks up and greets you . . .

ahh, hello. I trust you are well rested?
Good, good. Are you ready to take the test?
He nods and smiles. He waves you over to a soft comfortable chair asking you to please sit down and across from you he sits down as well. A medium sized rectangular table lies between you and him. My name is Jedrick Wivernspur. I am the one who will be administering the test to you. Keep in mind, if you perish during one of these tests, you may be forever lost. You must agree to this now before we can proceed any further. *waits for the agreement*

He begins talking . . . The Test of High Sorcery measures a wizard’s magical abilities and tells how the applicant will use current and future abilities. Each Test differs, as it is designed to measure strengths and weaknesses of each candidate. The test consists of three trials. Going into each test you will not be aware of what these tests are going to be.

At that moment, the door behind you opens and several young women dressed in white robes bring huge platters of food and drink and places it all on the table between the two of you. Jedrick questions you on your knowledge of magic, the orders, and why you want to be a wizard.

*allow Tim to explain*

Jedrick makes it very clear what you are giving up if you join the order, this is a lifetime commitment, one that must not be taken lightly. He actually tries to persuade you not to join - For most individuals, this way of life is not the best direction to take, I'm not sure if you will even be up to this challenge. You don't really appear like you would be worthy of even joining this order.

Jedrick says, I give you one last chance to walk away. (When he refuses to walk away) . . . I'd like you to take a look behind you, as you turn, you see there are four robes hanging up on a wall in clear view *oddly enough, you don't remember them hanging there when you entered the room*. The robes are different colors, white, red and black, and a brown robe off to the side near the exit. Jedrick tells you to pick up and feel each robe but DO NOT put them on. As you inspect them I'd like to hear your thoughts on each robe.

Now what I explain to you is not what you repeat back to him.
1)White robe: This one is made from fine starched linen. It is regal and grand, but stiff. It feels as though it would be easy to soil.
2) Red robe: This one is made from supple leather. It is strong and flexible, but heavy.
3) Black robe: This one is made from spun silk. It feels sensual and amazing, almost electric. But there is something "ef-em-er-al (as if it were temporary or short lived), like it could slip from your fingers at any moment.
4) Brown robe: This is made from simple wool. It is drab and unassuming. But it is finely spun. It is soft and warm. It would provide comfort in harsh weather in a way the other three would not.

When you finish examining the robes, Jedrick motions you back to your chair. As you sit back down in your chair, he tells you . . . explain what you felt when you examined each robe.

Jedrick nods and claps his hands together a single time.

Test #1
Another servant enters the room and asks you to follow them.

You are led into a 70x70 room. A goblin appears 50 feet away from you acorss the room. He is armed with a dagger.
*Roll Inititive*

[Repeat the encounter (Goblin in front then back then front etc until Tim casts one first level spell and one second level spell - then the door opens and the servant walks in and escorts you back to your room]

You hear a bell toll from outside the room *bong*

Test #2
Rinse and repeat the young man taking your downstairs and Jedrick. You again hear a bell toll from outside the room *bong*

Test #3
Rinse and repeat the young man taking your downstairs and Jedrick.

You one again hear a bell toll from outside the room *bong*

You all of a sudden open your eyes and find yourself back in your room, in your bed.
You hear a knock at the door.
When the door opens, you see the same apprentice standing outside, he tells you Master Jedrick will see you now.
You are escorted downstairs to a door you have not entered before.
It opens and you see Jedrick Wivernspur sitting behind a large desk dressed in his flowing white robes.
Behind him stands two hooded people dressed in hooded red robes, there heads are bowed so you can't really see faces.
On the desk is a folded red robe. As you sit down, he pushes the robe towards you.
You have completed and past your test (for the most part). You still have one final to complete but that will not take place here.
Should you fail in this final test, you will be dead.
Do you understand?

You and your companions must travel south to a small set of mountains. Once there, you must search for the one who haunts your dreams, the one who you are destined to face. You will need your friends, now . . . more than ever for only as a group can you defeat this enemy. You must face and defeat this enemy in order for you to fully complete your test. Once you & your companions enter this unholy place, I cannot emphasize enough just how dangerous this location is, Those that we have sent into this place have yet to return. Before you and your companions agree to undertake this dangerous quest, you must make sure that they understand completely just how dangerous this mission is. You are not obligated to undertake this quest, it is your decision along with your companions.

If you & your companions agree to follow through with this quest that you have been given, then . . . I will say this.

The legends of this tomb are true: it's a dungeon that is filled with deadly traps. What I mean by deadly traps is traps that will instantly kill you if triggered. There are treasures to be found in this place, far beyond your imagination, but the path through is not easy by any means. Be prepared to fail.

If your companions agree, do you accept this challenge as your final test?
[If the answer is yes]

I bid you farewell and good luck, this meeting is concluded
The Apprentice enters the chamber behind you, my lord, if you will follow me . . .

You are escorted back to your room. The apprentice informs you to take a day to rest, you will be rejoined with your companions tomorrow morning and at the time, you and your companions will leave this place.
The Apprentice bows and walks back down the stairs.

The morning of the 5th day,

Test Results
1) Whenever you cast a spell or cantrip, you eyes glow a soft red in color (per your alignment).

2) Each time Zaytak casts any spell/cantrip after the second spell/cantrip is cast (between 8 hour rests), make a DC15 Constitution ability check. On a failed save, you gain 1 level of exhaustion. (At 5 points you are basically forced to take an 8 hour rest).
Level 1: Disadvantage on ability checks
Level 2: Speed halved
Level 3: Disadvantage on attack rolls and saving throws
Level 4: Hit point maximum halved
Level 5: Speed reduced to 0
Level 6: Death

During each 8 hour rest, Zaytak removes 2 exhaustion points.

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