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Mini-Dungeon #044: The Ascent of Tempest Tower

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For 3-4 Level 20 Characters

Tempest Tower is a spire that reaches skyward from an expanse of open plains. The stone monument rises nearly 100-feet above mostly-featureless terrain. At its apex swirls a maelstrom of storm clouds that extend half-a-mile from the center. The landscape directly below is speckled with small craters and charred vegetation from frequent lightning strikes. The sound of rolling thunder is near constant and can be heard for miles in every direction.

The tower was constructed eons past to bind a powerful monstrosity from the elemental plain of air known as the Storm Song which once roamed across these lands, consuming the greenery and the earth in which it was rooted – creating the vast, featureless plains that now exists.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

1 review for Mini-Dungeon #044: The Ascent of Tempest Tower

  1. Thilo Graf

    An Endzeitgeist.com review

    This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. This one does not come with a .tif extra map, just fyi.

    Since this product line’s goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is. Got that? Great!

    This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

    ..

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    Still here?

    All right!

    On an open plain, surrounded by a devastating lightning storm stands one single tower – the eponymous structure contains an artifact, the heart of the tempest. To gain access to the tower, you must first deduce that the 4 symbols (represented on the map) hidden on the door correspond to energy types and then inflict said damage types simultaneously to the structure – only then, you can have access to the structure and brave the advanced stone golems, the devastating flame vortex and finally brave a tempest behemoth to reach the artifact – which may be the only way to deal with that powerful evil in your campaign’s end-game!

    Conclusion:

    Editing and formatting are very good, I noticed no significant glitches on a formal side. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and surprisingly good for such an inexpensive pdf. The pdf does sport one nice piece of original full-color art – kudos!

    Justin Andrew Mason’s high-level mini-dungeon has it all: An artifact, an evocative location, powerful foes, required high-level magic to best it. This would be pretty much an instant recommendation…but it has two issues, one of which is an RAW game breaker. One cube needs to be subjected to “shatter damage”, which does not exist. Worse, the tower can only be accessed by inflicting multiple damage types – one of which is holy…which does not exist. RAW, there is no way inside. Granted, both can be handwaved by a competent GM, but still – that should not happen and seriously tarnishes what would be one interesting high-level set-piece. Still, in spite of loving the complex, I can’t let these slide. My final verdict will clock in at 3.5 stars and I can’t round up for it.

    Endzeitgeist out.

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