I use the ICRPG adventure Orvold’s Tower as a short, fast paced one shot for my 4th lvl 5e adventurers. Here are some of my notes from after the adventure.
I often use this type of tracker at the table to make sure that players all get their turns and keep track of where they are and conditions and stuff.
turn tracking
rounds | hazards | dragonborn | elf | dragonborn | dwarf | dragonborn |
---|---|---|---|---|---|---|
fighter | wizard | druid | bard | rogue | ||
1d6+1d3 | K | B | I | E | D | |
1 | 6, 6 boon | search body, move to rocks | move rocks, arcana check, | clear rocks | break floor | tie off rope |
2 | 5, 1 | down rope, down stair, 1 move to door | fall down rope | spider climb down | heads down, one move to door | down rope, to the door |
3 | local, | get to room, kill tadpole | get to room, mage armor | get to room get to next door | healing word, move to room | cunning action, move, dash, through door |
4 | fatigue, stairs are dc15 to move down | out of room, down stairs, 2 movements to next | get to door, down the stairs, 2 moves to next | spider climb down 2, 1 to next | move 2 down, 1 to next | moves down to next door |
5 | vision in the room is obscured, | move down stairs | down stairs to door | down stairs, prepare to attack | move down the stairs, healing word | find jump spot dc 10, tell people about stuff |
6 | 6,3 extra action | get across rift, hold rope for others dc8 now | move and get across rift,hold for attack | cross chasm | cross chasm, | cross chasm, move to door, tie rope, move down, 2 lengths |
7 | 6,1 ogre gloves | to the door, down the stairs, 3 till next | move out of room, stumble down stairs, 3 till next | move to door, down stairs, 3 till next | move to door, move down stairs, 3 till next | move down to door |
8 | ghosts come down the stairs | run to next door | run to next door | run to next door | run to next door | run to next door |
Slaad fight | runs to destroy crystal on exit door, it hurts Slaad | tries to loosen a crystal w/o destroying it | tries to loosen a crystal with out destroying it | goes to loot a cabinet | tries to loosen a crystal with out destroying it | |
magma Mephits join the fight, Slaad downs 2 PCs | offers to fight the Slaad for the sake of fighting | gets a crystal | gets a crystal | runs from Mephits, heals a PC, gets a crystal | gets a crystal | |
all crystals are out of the door frame, door opens | ||||||
Slaad asks the PCs to destroy the crystals and leave | leaves | destroys crystal and leaves | destroys crystal and leaves | destroys crystal and leaves | destroys crystal and leaves, destroys crystal and leaves |
Orvold’s Tower has some excellent random event tables. In fact many ICRPG adventures have great random tables. I, out of habit, made my hazard table and included the adventure table in it. This is a 1d6/1d3 compound table; roll 1d6 to see what category of event occurs and 1d3 to see more precisely what’s going on.
hazards for Orvold’s tower 1d6+1d3
- Encounter
- Fatigue
- Expiration
- Local Event 1d12
- Time warps sickeningly; the tower collapse timer goes down by 1
- Winged shadows fall from above. Pass an INT roll or be paralyzed by fear on your TURN
- A luminous cloud of Devil Dust swirls through the room for 1D4 ROUNDS
- The floor quakes! Pass a DEX roll or fall down
- Titanic claws punch through the walls! A Hellion attacks at random and withdraws
- What is that bright light? A Seraph’s blessing grants each player a free MOVE
- Slabs of broken stone tumble down. Pass a DEX roll or take ULTIMATE
- Reality bends, and all players teleport NEAR in a random direction
- An Angel appears, heals one player to full HP, and leaps into another dimension
- Time slows! The tower collapse timer does not change this ROUND
- Cache revealed! Rubble breaks open a hidden LOOT cache. Roll once on ANCIENT LOOT
- Tumbling relic. A magical object falls from its glass case. Roll once on MAGICAL LOOT
- Time warps sickeningly; the tower collapse timer goes down by 1
- Clue
roll the next hazard now, warn the players 3 times
- Boon