I had 5 players for this session. I’ve chosen to use letters for their PC names because several of the players chose character names very similar to their name irl. The party today is:
- K, a dragonborn fighter
- B, an elf wizard
- I, a dragonborn druid
- E, a dwarf bard
- D, a dragonorn rogue
5e lvl4 Orvold’s Tower
- Orvold’s Tower
Orvold’s tower is an excellent adventure from the world of
ICRPG. I have run this adventure in ICRPG, of course, and also 5e
several times, Mork Borg twice, and CyBorg. It is an excellent
adventure that is fun, fast and easy to re-skin. To fit Orvold’s
Tower into the PCs story I explained that each PC was told to go
back or drawn back to the caverns and the tower where they left
the cultists. I asked players if they had an idea who or what
would draw them back. most of them said they just wanted to
’finish the job’. So they all came back to find that they
cultists had awakened Zelligar. Zelligar and the cultists had
killed each other and the wizard Orvold came to fill the void.
The adventure starts on the top of the roof with the players
delivering the final blow. I asked players to roll an attack and
the highest to hit got the final blow. Three players came up with
22 and Orvold was smashed into oblivion. His dying breath of
curses/clues for the players was cut short because D smashed
Orvold’s head.
- Cool moments
- The party busting their own hole off the tower roof
E is the party bard and had the idea to break through the stone
roof. This split the party effort for the first round, K B and I
all clearing the door while E and D worked on the hole. But the
team clearing rock from the door way joined in the effort when
they saw that the stairs were broken on the other side of the
door.
- The bard using thunder-wave to push magma Mephits away
The rift room was obscured by ash and smoke. The bard made
excellent use of thunder-wave to create space for the PCs to move
to the stairs and escape.
- The druid with spider climb
The whole crumbling tower adventure the druid had spider
climb. The player looked very satisfied each time they reminded
me. I adjusted the difficulty of any dex check down by 3 and some
I simply hand waved. It was the druid that was able to ’rescue’
the imp from Orvold’s Tower.
- Party using rope to make things easier esp K
The party set up many ropes to make their descent easier. One rope
on the roof, one rope in the rift room that was held by the strong
dragonborn fighter. This ensured that a failed roll crossing the
rift would not result in immediate death. Finally the party used a
rope down the last flight of stairs to make their descent easier.
- K rolling a critical hit with a slumbering dragon great sword
K attacked as soon as they saw a creature emerging from the well
in the middle of a room. With a critical strike hitting a low hp
monster like a Slaad tadpole I decided to carry through the damage
to the edge of the well. This caused the tadpoles that were
climbing out of the well to loose their progress and delayed their
arrival by 1d4 rounds. More than enough time for every PC to get
out.
- The party busting their own hole off the tower roof
- Rules checks
- How the map worked
- Awesome
The zone based map was great. easy to set up and easier than i
thought to change from room to room.
- Players like to touch/use the terrain minis
Players were happy to help set up the rooms and help each other
understand the zones.
- Fresh
Zone based movement feels fresh and fast, especially after we had
been tracking movement RAW in the dungeon. RAW movement gave us
some very good chase scenes and created some close calls with
traps. So there’s a place for both at my table, zone movement for
a fast pace game and RAW movement for close calls and chase
scenarios.
- Awesome
- Hang ups
- Players didn’t want to loose their rope
Other players promised to by that player so many ropes if they
made it out alive.
- Players wanted to loot
Players got to the bottom of the tower to fight the Slaad with 7
rounds before the tower collapsed. E thought this would be a good
moment to finally look for loot. The Red Slaad though took down
two PCs in one turn and E decided getting out would be better.
- Players didn’t want to loose their rope
- Players received
- Level up
Tracking XP the old school way was interesting. Some players were
very excited every session to receive their XP. It was tough
for me to count up at the end of every session while players were
talking and asking questions and stuff. I think if I planned XP
delivery better it would be easier to run games that way. But then
I don’t really enjoy prepping XP delivery, I’d rather work on
Secrets/Clues, interesting traps or monsters, coming up with hard
choices for the players or figuring out what factions/NPCs are
doing.
- Gauntlets of Ogre Power
Your Strength score is 19 while you wear these gauntlets. They
have no effect on you if your Strength is already 19 or higher
without them.
- An imp
I’m not sure if the druid left the imp in the tower or took it
with them.
- Deck of illusions
Get one of 34-(1d20-1) illusions when you pull a card at random
from this deck of wizards cards. The illusion lasts till card
moves or till it is dispelled. pass a dc15 investigation to
recognize it is illusion.
- Knowledge about Slaads
Players faced a slaad, I hope they learned that they can always
look for alternative ways to handle things. Even things like
combat. Slaads sometimes are controlled by crystals and if you can
manipulate the crystals then you have something more powerful than
a sword or a firebolt.
- Level up