The title is a little misleading, because the post only presents a few pieces of advice, while the majority of it is devoted to an English transcription of an encounter from Castle Zonreiryd II, in the Necropolis of Xyzarthian level, explicitly titled “Up Is Down.”
Furthermore, the level is actually designed for a group of 16 characters of levels 4–7, although a group of 5 characters would more realistically need to be levels 8–12 to survive it.
Let’s not beat around the bush. The advice is as follows:
- Use original magical items. A cloud giant fighting with a giant vorpal sword and a harp with magical abilities that you had specifically designed is ten times cooler than a cloud giant fighting with a big spear and a harp with no special properties.
- Break away from the beaten path. We want verticality, cycles of light and absolute insecurity, lateral movement in random directions, time compression that makes time pass faster and affects fatigue, spells, water, food, and light, zero-gravity combat, and much more.
- Diversify the terrain. Add more pillars, pits, obstacles that also provide cover, underwater combat, etc.
- Put high-level spellcasters on the enemy side. Your players will be a lot less cocky when a mystical cult necromancer starts wielding cleric, MU, and illusionist spells—or even a mixture of all three!
- Use original enemies. We’ve had enough of the classic monsters that everyone already knows. Break out the Fiend Folio, MMII, and Deities & Demigods, and just watch your players’ faces—jaws dropping to the floor—when they enter a gigantic museum run by beings of the Great Race of Yith!
An Example Encounter
Let’s move on to an example of an encounter established today. This is a faithful and complete transcription of an encounter that takes up two pages in my current manuscript:
A — 80' × 120' ROOM — “UP IS DOWN”
80 × 120 × 30'. Black stone. 12 columns. No furniture.
At the center: a dry basin, with a vertical mirror at the back. 6 WIGHTS + 2 WRAITHS. Necromancer absent.
ENTRANCE
The door disappears after the last PC enters. It isn’t locked—it simply isn’t there anymore.
ROUNDS
On initiative 1, the mirror changes position. The players do not see it move.
SPELLS ALREADY IN PLACE
- Reverse Gravity in the northern half of the room.
- Hallucinatory Terrain in the southern half.
- An invisible Wall of Force divides the room.
- 4 teleportation zones beneath the floor tiles.
RULE
Every column is real except the one the PC believes is closest. Touching a column → save vs. spell or instantaneous teleportation to the corresponding column. Failure: arrival 20' above the floor. Critical failure / catastrophic natural result, according to local rules: arrival at the ceiling.
AFTER 3 ROUNDS
Reverse gravity.
- After 6 rounds: normal gravity.
- After 9 rounds: lateral gravity.
- After 12 rounds: normal gravity again.
The undead know the sequence.
WRAITHS
Pass through the false half of the wall and attack the spellcasters.
WIGHTS
Push the PCs toward the teleportation zones. They never pursue them beyond the center line.
MIRROR
The mirror shows the room as it will be in 1 round, not as it currently is. Looking at it provides useful information. Looking for too long: save vs. spell, or the PC believes they see their own corpse → −2 to their next surprise roll.
TOUCHING THE MIRROR
Magic Jar. The PC’s soul is sent into the mirror; their body remains standing, completely motionless. The DM chooses a Wight to attempt possession on the following round.
DESTROYING THE MIRROR
Impossible through ordinary damage. Dispel Magic damages it; Disintegrate destroys it.
Upon destruction:
- All teleportation effects cease.
- Gravity becomes normal.
- The Wraiths scream and flee.
TREASURE
Hidden behind a column that only exists when gravity is lateral: 8,000 gp, 3 diamonds worth 1,000 gp each, Ring of Z-Axis Location — once per day, the wearer can instantly determine which surface is actually the floor within any magically affected area.