The Mages' Contest
The Plot
Every ten years, the Mages' Guild holds a contest. The prize of the
contest should be left fairly vague, unless one of your PC's is a high-
ranking member of the Guild...I usually use some statement about
"material considerations...well, it's politics mostly..." However, since
Guild mages tend to be not particularly active types, the contest is
structured as follows: each mage hires a group of adventurers (here's
where the PC's come in), who then compete for the prize in a maze set up
and run by the Guild. The party should be hired by a mage, who tells
them basically the information above, plus the number of other groups
competing (I usually use four groups total, since in my maze they tend to
meet up at the end for a final battle, and dealing with more NPC's than
that would get hellish). The mage gives each PC a magical "token";
basically just a little one-use magic item. The tokens can have effects
like Levitate (for a duration), Light (ditto), Invisibility (as the
spell); just go through the PH and pick out spells to use. Make up a
maze to put the party though, and don't forget that several other groups
are doing this at the same time! The way I run it is that I have a map
of a maze, with four relatively distinct paths to a final room. They do
cross over, but not very often. Each has several large empty rooms on
the map, and some marked spots in the corridors. Then I have a list of
rooms to use, and corridor tricks, and I just insert whichever ones I
feel like when they come to a room or a corridor spot. The four groups
race through the maze, and the objective is to find a large flashing gem.
I usually set it up so that when the party reaches the last room (where
the gem is), most of the other groups arrive at the same time. If the
party tries to hang back and let them fight it out, I have some of the
NPC's start going for the gem. Remember that this was set up by a Mages'
Guild, so you can put in almost anything you want...some examples of
rooms I use are:
- The room has a chasm cutting it in two. There is another door on
the far side, and a bridge across the chasm. (The chasm is actually an
illusion, but falling in will take the PC out of the contest) On the
bridge, there are two "knights". These are merely animated suits of
armor, and they have orders to prevent anyone from crossing the chasm.
They will react predictably to actions by the PC's, and so can be lured
into traps; for example, a thief tries to climb across, one of the
knights moves to block him, the party tosses oil onto the bridge where
the knight would stand, then the thief goes back. The knight walks back
and slips in the oil. Make the bridge very narrow and no handrails.
- Another room with a chasm, but this one has a maze of invisible
paths crossing it. The party would have to move very slowly, feeling
their way along and probably mapping the maze as well. Therefore, you
put a monster (I usually use a nonafel, or cat-o'-nine-tails, from the
Fiend Folio, or else something called an amorph hopper which I made up)
on the bridges to mess them up. Let the monster leap infallibly from one
spot to another (it knows the maze perfectly), or else let it fly.
- A circular room with a pillar in the center. As soon as one person
enters the room, tell them that they see the door slam behind them and
the room begins to spin. They are plastered against the outer wall by
the centrifugal force, and are slowly being crushed. Then send them out
of the room, and tell the other players that they see the guy enter the
room, and then throw himself against the outer wall. It's an illusion,
of course, and the other players can do whatever they want, but whatever
they do, the trapped character will interpret it as something that would
be happening, or else just something weird happens and he can't figure
out why. For example: they tried slapping the "trapped" character across
the face. He felt the blow, but had no idea where it came from.
However, there's a catch: the crushing is real. After a little while,
ribs begin cracking...the idea is to try to get the "trapped" character
to disbelieve his surroundings.
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Email: Alexander Forst-Rakoczy