Orvold’s Tower
Table of Contents
- first :: meta talk
- turn tracking
- synopsis
- secrets
- scenes/combats
- map notes
- hazards for Orvold’s tower 1d6+1d3
- rewards
first :: meta talk
read the table rules
join the adventure or book a private session
explain rpgs as collaborative storytelling
we need to say yes to have fun with others
this is not a completely open/free world
GM’s are available for hire for private evil/sabotage campaigns
explain the time requirements of all players at the table
once you’ve taken an action you don’t get another until everyone
else at the table has had a chance to take an action.
everyone at the table deserves an equal chance at the action
meta gaming no-nos
remember where your character is
if you narrate that your character walks away from the group then
that’s your action. you cannot come back to the group till next round
do not spill the beans about monsters
it is OK to read about cool dnd monsters and talk about them
after the session. many players want to learn about monsters
through their characters and saying names, ac, hp and other
information about these monsters out of character spoils the
chance to wonder/discover/learn about the world. If you know
something about a monster that is relevant, I will allow you to
roll an appropriate check to see if your character also knows
about the monster and they you can share information IN
CHARACTER. You cannot say the AC or HP, You will need to find
ways to describe the AC/HP, like: that troll took as many blows from
my sword as 12 goblins, or: That Ankhegs shell is so thick I
could only pierce it with the most perfectly aimed arrow.
explain that this is a good time to say goodbye to PCs and try something new
how to play an evil PC
option one, don’t, because what fun does being evil contribute to
the campaign?
if u want more evil/chaotic things ask the DM about it
if you must play an evil PC then direct that evil
be evil about a particular topic
and you must have a bond with every PC in the party
otherwise why would they adventure with you
turn tracking
rounds | hazards | player 1 | player 2 | player 3 | player 4 | player 5 | player 6 |
---|---|---|---|---|---|---|---|
player name | |||||||
1d6+1d3 | PC name | ||||||
1 |
synopsis
PCs made it out of the caverns of Quasqueton(sp?)
the have a whole troop of kobolds with them
they are in north western never winter woods
the cult was left in possession of the dungeon
flash forward 1d3 seasons
up on Orvold’s tower
what did Orvold do to the PCs
- stole everything from them
- killed someone they cared about
- betrayed them
- ran away to help himself when the PC needed him
- poisoned them in order to steal/betray them
- sold the PCs secrets for coppers
secrets
Orvold was a Slaad farmer
imagery all over the tower
already fought some tadpoles
Orvold has bound a red Slaad to his door
imagery on the door
taunting from Orvold as his last breath
scenes/combats
foes
Orvold
already defeated, has a wand of wonder and a nice cloak
imprisoned soul -> Slaad Tadpole
+4 to skills, magic resistance; advantage on saves vs magic/spells
Flame Kin -> Magma Mephits
swarming imps -> swarming rot grubs
guardian -> red Slaad
Orvold’s tower via zone map
1) tower top
- dead Orvold
- rocks/tumbled stone
- stairs
- door
2) well of souls
- well/fountain
- pillars
- stairs
- Slaad tadpoles
3) stairs of spiraling doom
- stairs are 2x far
- requires a dex or str to jump damaged section
- vicious ethereal rot grubs swarm every 1d4 turns
4) released
- giant rift in the rim
- 1d4 magma Mephits come out of rift every round
- earth shakes every 1d4 rounds
- HARD jump
5) Crumbling Chaos
- Dodge
- Jump
- Dash
- HARD unless someone attacks how hard it is directly
6) The Doors out
- Red Slaad
- Secret Crystals around door have easy ac
- crystal destroyed = Slaad damage of 2d10
- crystal destroyed = Slaad skips an action
deciding where each PC should go
map notes
stairs are double far = 100ft in DND
try the universal terrain for Orvold’s Tower
bring extra 2d mini bases
make it 3-4 lvls
hazards for Orvold’s tower 1d6+1d3
Encounter
animated items
ghost of Orvold’s victim
flame kin/ magma Mephits
Fatigue
loose your movement this round or risk stumbling and tripping
pass con 10+1d4 or loose your action to vomiting as the tower shakes
pass Wis 12+1d3 or take -1 to
Expiration
light expires
magical mortar expires to shoot across the room
cancel persistent or start if none
Local Event 1d12
1: Time warps sickeningly; the tower collapse timer goes down by 1
2: Winged shadows fall from above. Pass an INT roll or be paralyzed by fear on your TURN
3: A luminous cloud of Devil Dust swirls through the room for 1D4 ROUNDS
4: The floor quakes! Pass a DEX roll or fall down
5: Titanic claws punch through the walls! A Hellion attacks at random and withdraws
6: What is that bright light? A Seraph’s blessing grants each player a free MOVE
7: Slabs of broken stone tumble down. Pass a DEX roll or take ULTIMATE
8: Reality bends, and all players teleport NEAR in a random direction
9: An Angel appears, heals one player to full HP, and leaps into another dimension
10: Time slows! The tower collapse timer does not change this ROUND
11: Cache revealed! Rubble breaks open a hidden LOOT cache. Roll once on ANCIENT LOOT
12: Tumbling relic. A magical object falls from its glass case. Roll once on MAGICAL LOOT
Clue
roll the next hazard now, warn the players 3 times
Boon
skip a roll on the collapse timer
get a blast of 1d8 hp magical energy
get a blast of energy for an extra action
rewards
treasure table 1d10
- Periapt of Wound Closure
- Gauntlets of Ogre Power
- Portable Hole
- Dust of Dryness
- cursed luckstone
- Hat of Vermin
- Pole of Collapsing
- Heward’s Handy Spice Pouch
- Ruby of the War Mage
- Boots of False Tracks
treasure table 1d10
- +1 weapon
- deck of illusions
- scroll of protection from beasts
- +2 chain mail (cursed to stink in 1d4 days, HARD to take off,
Hard for wearer to perceive anything smelly/be charismatic) - potion of fire resistance
- potion of climbing
- clockwork amulet
- 1st level sell scroll of purify food and drink
- Wand of Scowls
- Rope of Mending
Orvold’s stuff
1: An IMP trapped inside a small, glass dome
2: A huge oil painting of Orvald. He is shown hovering above an open grave
3: A tome of demonology on a reading stand, but scorched and burnt beyond use
4: A wandering GHOST that talks to itself, moving up and down the halls
5: An unstable roof panel falls! Jump away with DEX or be crushed for ULTIMATE
6: Purple cracks and energy the color of the maelstrom running up the walls
7: A chest filled with the crowns of fallen dukes and princes
8: Through cracks in the masonry, a titanic face is forming in the storm clouds
9: A glass display case with several disembodied human hands
10: A soggy rug is scuffed aside to reveal it is soaked in blood
11: A feast table of terrible proportions featuring brains, fried fingers, and spider cakes
12: Casks of blood wine, distilled from various people and animals
13: A stained glass window portrays Orvald ruling the valley with a skull in one hand
14: On a small podium, a miniature brass sculpture shows IRON HEART in amazing detail
15: A dirt-floored area is seeded with tiny YOG fragments, some beginning to grow
16: A rack of staves, swords, pikes and common daggers
17: A flawless, white feather in a vice grip. Releasing the grip lets the feather float slowly up
18: An old harpsichord piano, made from human bone
19: A single opulent gem worth 10,000 COIN
20: A hidden vault pops open, revealing a whirring, clicking metal cube…a MAINFRAME!
Created: 2024-05-01 Wed 09:12
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