Seshin at narooma

You - a group of Adventurers for hire - have taken a quest from an old sage who has promised you gold in exchange for the retreival of one shiny bauble. The sage declined to give you any information on the purpose of the bauble, but keen for riches you accepted this quest. The sage has told you the bauble was stolen by a dimension hoping mad wizard. By measuring the disturbance in the arcane fabric the sage has determined where and when the Mad Wizard will be stopping by the material plane soon. The sage has armed you with a map that has the location where the Mad Wizard will arrive, a pendant that protects from evil and some kind words of good luck.

Before you leave you have the opportunity to buy any wares that may come in handy.

On the way Bandit encounter!

Upon following the maps instructions you travel to an area of rolling hills and farmland. You must leave your cart and travel for a few hours on foot. After a while of walking - Bandit Encounter!

You dust yourselves off after the fight and continue on to your destination. Just as the sun finishes setting dark rolling clouds of a thunder storm appear to be swirling above your heads. You arrive at the maps co-ordinates but see no signs of any Mad Wizard.

Suddenly, static energy pulses through the air like a shiver up your spine. A blinding flash of lightning hits, accompanied by deafening thunder. When the light fades you see the a black castle at the apex of a hill before you. Black bricked stone. The bottom of the castle is shaped like an inverted pyramid, a drawbridge leads up to a a door at the point at which the apex meets the ground. The top half of the castle is made of many interlocking spires that twist upward, the largest central spire has a roaring fire at it's top level like a light-house, the roof above is conically shaped like a witches hat. You get the feeling that that top level with the fire is where you'll find the shiny bauble.

Front door: the. Imprint of a sphinx on the door gives a riddle(s).

You walk up the drawbridge to the door using the chain handholds on the way. At the top of the drawbridge is a stone door. The top of which has the carving of a part human face with cat eyes and nose, its hair made of feathers. The sphinx carving gives 3 riddles, if the PCs answer them correctly the door will open.

Round she is, yet flat as a board

Altar of the Lupine Lords

Jewel on black velvet, Pearl in the sea

Unchanged but ever-changing eternally

Dungeoun internal design. The black stone is here too but as smooth walls not in brick form. Slight indents in the wall form pattern of stars and planets. they glow a soft purple illuminating the room.

Vestibule, the floating shiny bauble at the centre of the room (IlluSion) spike pit underneath. spiral staircase up, the steps click into place such that the staircase becomes a smooth slide. PC's can cling onto the wall but PC's that fail to cling onto the wall above them slide and knock them down into the spike pit below.

Planetarium

The planetarium room is open plan, there is no clear way up to the next level. the pillars at the edge of the room that hold up the next level are to slippery to climb.

If anything touches the Planetarium roll a d10 the castle plane shifts to a random destination, prefer the bold destinations to the others.
 * 1) Avernus
 * 2) Shadowfel
 * 3) Goblin-wastes
 * 4) Sea of Stars
 * 5) Cloud Kingdom
 * 6) The Deep Ocean
 * 7) Feywild
 * 8) Ice-wind Dale
 * 9) Dragon's Hoard
 * 10) Material Plane

Avernus

skip this plane.

The lightning flash fades you see an a rolling ash cloud above you with streaks of orange and yellow piercing through. The ground is sand with bits of metal poking out. it's damn hot and smells of brimstone.

The PC's are flung from the castle, into the Avernian ash below. A Hoard of Devils riding a mad max car are coming after them. The PC's may assemble a car, or blow up the car coming towards them or some kinda shit.

Shadowfel

A sharp wind hits the castle extinguishing all sources of light, the glowing light from the patterns on the walls dull to almost nothing. It's hard to see outside, but if the pc's use a light source they will see the same rolling hills from the material plane but the soil is cracked and barren and the trees dead.

The Lantern's on the planetarium levels are extinguished by the wind. shadow's come and try to rip the PC's out of the Castle and into the land below.

Goblin Wastes

After the lightning flash you feel your feet leave the ground before you body hit the ground with a sharp thud. Dazed, you open your eyes to see the sun above you surrounded by clear blue sky. Rocky cliffs surround you "Gul Balzarr Gabarr!" you look at the source of the speaking to see a startled Hobgoblin directing Goblins to strike you, roll initiative.

Combat with a bunch of Goblinoids enjoying their lunch on a rocky environment

Action Oriented Hobgoblin

and several goblin minions.

Sea of Stars

As the castle turns you each start to feel weightless. make a check to hold on. failing the check means you are flung from the castle. from the centrifugal force.

You sea the clear night sky above you, covered in stars and planets, turning you see the clear night sky below you as well.

One of the Charectar's is flung from the castle into zero gravity space. The PC's must figure out a way to get them back into the castle before they wplaneshift again. After a while Pseudodrake's will come and try to eat the stranded PC

Cloud Kingdom

skip this plane

The PC's feel so incredibly heavy that they can't move.

The Deep ocean

Possible Encounter: Giant Crayfish.

This time the Castle does not rotate. After the flash, on all sides of this level there is a wall of water for a moment, then water falls and crashes inward. make a check to hold on. You must hold your breath. You see a thousand glowing octopi eyes forming some gargantuan creature in the dark distance.

Feywild

Possible Encounter: Hag or Pixies.

You look out to see the rolling hills that you arrived on, there seems to be a lot more forest than before, rather than the faded greens and dry yellow fertile deep purples and dark greens colour the landscape. The sun sits just below the horizon illuminating the sky in twilight. You look out to see (PC) walking through the waist high grass, before walking into the tree-line.

When you walk past the tree-line you see (PC) walks along a log that extends over a stream like a plank. They nonchalantly walk to the edge and then tip forward, falling into the water.

Any PC that falls into the water gets memory loss, any who touches it can roll to shrug off the effects.

One PC is charmed and walks into the fey-forest, when the rest of the PCs find them they fall into a stream which is revealed to be a memory loss stream.

Ice-wind Dale

idk- Skip this plane.

Dragon's Hoard

Possible Encounter: Kobolds.

It's dark. The only lights come from the lanterns inside the castle, you can faintly see the rocky stalactites of a cave above you. At horizon level you see a reflective glimmer. On closer inspection it is revealed to be gold. PC's that exit the castle and wade through the gold may bring as many of it as they can carry back to the castle. if a PC decides to sift through the gold somehow they may roll a d20 and that determines whether and what magic item they find. Once all willing PC's have had a go the dragon appears, the furthest PC from the Castle sees the glimmer of 3 magic items. and realises they only have time to grab one before they make it back to the castle.

Magic Item roll table Material Plane
 * 1) Blade of Arkenon +2 to attack +2 to damage Radiant, activate once per day for a radiant attack12
 * 2) Climbing claws, 2d6 damage can climb without making a check11
 * 3) Umbrella made of feathers - glide7
 * 4) portable hole dust, causes solid surfaces to fade away.3
 * 5) Amor of Invulnerabliy - resistance to non-magical, activate for immunity to nonmagical.8
 * 6) Staff of Power +2 to attack, +2 to damage arcane, plus get an additional spell slot.10
 * 7) Whistle of Animal Call -calls any cr 1 animal and you can talk to them and they obey your commands.4
 * 8) Animating Shield5
 * 9) Ring of invisibility9
 * 10) Scroll of flame strike6
 * 11) miss2
 * 12) cursed item - dagger that shouts look out!1

Upon returning to this plane, a staircase desends from the level above granting the PCs passage.

The Spires Upward

This section can be longer/more involved.

If the PC's go up the external walls of Spires they will not run into as many encounters, however they must make checks to keep from falling. Depending on which plane they choose to climb the tower in, they will face other encounters as well.

Ascending the towers internally, the spiral staircases here do not transform, however the PC's will run into encounters along the way. A portable hole here can be useful, in order to switch between internal and external acension.

Brain in a vat.

Use encounters from Planetarium.

anti-gravity trap.

circular room with a locked door on either side. In the centre of the room was a goblet and the floor tilted down from there to the outside. Above the door opposite that which the party came in was writing that simply said "have faith" or something similar.

As you climbed towards the goblet you and any of your items would get older and older and older. upon touching the goblet, you'd disappear.

Of course, when you disappeared you would just re appear in a similar room but the door was open now.

Magic mirror room.

Cool mist flows from this room to the staircase below. Mist covers the ground, mirrors framed by ice are placed along the walls of this floor. A hooded figure approaches each of the mirrors from the other side from far away, actually coming through to this side. They stand in a circle, and then coalese into one.

Stolen from Conan, attacking the enemy the blade will go straight through but if you smash all the mirrors it will die. located probably in one of the dimensions

The Nest

You see the end of this staircase above you opening up like a hole. you see the bronze ceiling above the staircase opening. The is a blazing fire at the centre of this room, with a large conic bronze chimney above it. An open plan level the pillars here are messily stacked with tomes. The Kenku wizard sits at a chair on the balcony facing outwards. The Kenku carries the shiny Bauble on it's person. Once the PCs take the bauble by whatever method the PC holding the necklace that was given to them by the old sage will, suddenly become very heavy, and then it will transform into the old sage who will reveal himself as a rich. Killing the Kenku will cause the castle to crumble.