Wednesday, January 21, 2015

Jacob's Tower, Level 13: Sorcerer

Level 13: Sorcerer is the final level of Jacob’s Tower. It features a three part battle with Jacob himself. It also describes the rewards upon completion of the dungeon, explains the secret purpose behind the tower, and reveals true identity of Nine.

Level 13 contains three new NPC stat blocks and three new monsters.

The final level of Jacob’s tower can be deadly. It has three back to back APL 15 fights, a challenging and rigorous gauntlet from which not all will emerge victorious. If you have a strong group, well built or large, then you may keep them at level 12 for the level. However, if your group is smaller or less powerful, you should consider bringing them up to level 13.

Level 13 may also be re-flavored as an epic three part boss fight for many campaigns.

Jacob's Tower, Level 13 is only available within the Jacob's Tower package.  The entire package contains improved levels, enemies, traps, and fights.  Besides Level 13: Sorcerer and all other levels, it also contains an expanded foreword which goes into more depth regarding the true purpose of Nine and the inter-dimensional bar stop.

You may purchase printable PDFs of the entire package, Levels 1 - 13 for $9.99:

Jacob's Tower, Levels 1 - 13 ($9.99)


  1. Will the PDF have maps similar to the three included on the first three floors pages?

  2. So, I won't spoil things for those who don't know what happens, but this was an excellent fight - but man, it was scary from stage one. The party of rogue, summoner, arcanist, oracle, and fighter was a strong one. They were definitely well prepared, from the arcanist's super preparing. One problem - the fighter was basically dead round... Two. At the halfway mark, half the party was down, the other half was wounded. Toward the end, the only thing keeping people alive was the oracle desperately trying to save the summoner and his eidolon while the arcanist dimensional stepped around the battlefield. Victory was a close thing, though it was closer at the halfway point.

    Overall, they did think this finale went on a little too long, but did like the theme and setup.

    In terms of the overall adventure, there are some complaints. Some checks felt absurdly high or strange for the group, admittedly due to their own choices. Some fights felt cruel (prismatic speeeeells), while others less so (the dragonlings were not a huge threat). Some of the themes felt better (that entire 'keep the fire going' room was incredible, though survival was a joke; the arena was a blast to roleplay) others, not so much (the make a vampire one was eh). Some traps felt like jerk moves to the players, others were quite intriguing. I think it was overall fun to GM - I had so much fun playing Nine as a sort of weird infinite butler.

    I can definitely say, I do hope for more someday from you!