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− | [[Category: | + | delbore |
+ | [[Category: Fantasy]] | ||
+ | [[Category: d20 Fantasy]] | ||
[[Category: Short Adventure]] | [[Category: Short Adventure]] | ||
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==Game Ideas== | ==Game Ideas== | ||
− | The | + | The Princessâs Tower makes a good moody location for a low level (3rd ish) dungeon crawl. PCs could have gone their for any number of reasons, from being sent by descendants of the Princessâs House to get her signet ring, to being driven in by the rain, to simply doing the old âhack and treasure lootâ bit. In the latter case the GM should probably arrange for their to be a suitable treasure to be found. (A Phylactery of Faithfulness beside the Princessâs bed, for example, or a ring of feather fall upon her finger.) |
===The Tower=== | ===The Tower=== | ||
− | The tower itself is a simple shell tower, about 50 feet around. It had no doors originally, but time may have opened up some small and unstable entrances near the ground level. At that level the interior of the tower has a kitchen with a vast hearth, a small dining room, and stairs winding up to the top of the tower. There is a floor with a library and a sewing room in the middle, and then the | + | The tower itself is a simple shell tower, about 50 feet around. It had no doors originally, but time may have opened up some small and unstable entrances near the ground level. At that level the interior of the tower has a kitchen with a vast hearth, a small dining room, and stairs winding up to the top of the tower. There is a floor with a library and a sewing room in the middle, and then the princessâs rooms on top. The tower can also be reached through the balconies, which are about 70 feet off the ground. They open into the princessâs sitting quarters, and her room makes the final level above them. |
===Golems=== | ===Golems=== | ||
− | The | + | The Princessâs golems, of which there are about a dozen still in repair, are not immediately hostile. However, if anyone tries to take anything or enter the princessâs private rooms at the top floor they will move to defend. Theyâre small clockwork constructs with the following basic stats: Hit Dice 1 (5 hit points), Initiative +1 (Dex), Speed 30 ft, AC 14 (+1 size, +1 Dex, +2 natural), Attacks: Slam +1 melee, Damage 1d6, Special: DR 4, Saves: Fort +0, Ref +1, Will -1, Str 10, Dex 12, Con -, Int 10, Wis 8, Chr -. They are constructs and thus immune to critical hits, mind control effects, poison etc, etc. |
===Assasin Vines=== | ===Assasin Vines=== | ||
− | The roses around the | + | The roses around the Princessâs body are an [http://www.geocities.com/sovelior/srd/monstersA.html#assassin-vine Assassin Vine] that lives in symbiosis with the golems. They, still thinking they feed the princess, really feed it. To really mess with things make the roses vampiric Assassin Vines, giving them the Blood and Energy Drain abilities of [http://www.geocities.com/sovelior/srd/monstersTtoZ.html#vampire Vampire]. |
===The Princess=== | ===The Princess=== | ||
− | The Princess herself is the most potent threat in the tower. Her soul is trapped there still, having no place to go and no reason to leave the roses that loved her so. Any sufficiently loud noise in the tower will wake her and cause her to panic, lashing out blindly to try and stop the dreadful din. In her own bed-chamber even soft noises may wake her. | + | The Princess herself is the most potent threat in the tower. Her soul is trapped there still, having no place to go and no reason to leave the roses that loved her so. Any sufficiently loud noise in the tower will wake her and cause her to panic, lashing out blindly to try and stop the dreadful din. In her own bed-chamber even soft noises may wake her. Sheâs a [http://www.geocities.com/sovelior/srd/monstersG.html#ghost Ghost] based on a [http://www.geocities.com/sovelior/srd/npcClasses.html 2nd level human aristocrat], but in addition to all the normal ways of defeating such a creature she can be calmed with silence that lasts for several rounds, or perhaps with a gift of flowers. A bard using bardic knowledge could find this out with a DC 20 check, or someone could use Knowledge: History or Knowledge: Nobility with a DC 25 check. These penalties should, of course, be reduced if the PCs know the story of the tower. |