Another week into the explorations of the Grand Ruins. Today we focus on the Sorcerer’s Tower. It has been locked and secured by magic for over a century and begs to be explored, but to do so requires a magical key and a knock spell to open the main door. Even the battlemented balcony on the third floor of the tower is protected by some arcane shield that prevents access.
The map of the Sorcerer’s Tower includes a single stairway that leads up onto nowhere. The roof of the building is a flat slab of white stone and the stairs lead up and seemingly through it. To a pocket dimension of course. I used the tower as an introduction to another setting so the party could run off and take care of a completely different quest to get a break from the Grand Ruins for a while.
Also, unless the party has a good eye for secret doors, there are portions of the tower that remain consistently out of reach, and even the majority of the tower cannot be explored without first going through… the basement.