Gulch or fallen tower?

BiggusGeekus

That's Latin for "cool"
I can't decide between two settings for the next adventure.

A) A gulch. A ruined base camp on one side, with the Temple-o-Evil on the other. The bridge is down, swinging and heroics are the order of the day.

B) A wizard's tower, but it's fallen. The adventure would be going through and exploring a tower that has slid down a hill with the "top" facing down and the entire structure resting at a 45-degree angle.

My main problem with B is that I really don't want to map it. Plus I can't figure out a good reason why the players wouldn't just go back to town and get some mining equipment and go through the sides or something. My problem with A is that it's kinda dull.

Or maybe I could build a giant dungeon on pogo sticks .... hmmmm .....
 

log in or register to remove this ad


Piratecat said:
An old (1st edition) issue of Dungeon had maps for the fallen tower. Lord knows which one, though.

Hmmm.

I'm considering making the tower built out of ReallyStrongiumtm, but that would be a little cheesy. I figure I can color code the squares and impose a standing balance check to keep from falling. It's an Iron Heroes game, so that'd fit in fine with the rules. But still mapping this out is just gonna be hard.

Although I figure the traps will be fun. I can have them all over the place and make them save-or-die traps because the party will be walking underneath them. I think they might get a kick out of that.
 

I like B a lot more. Very memorable. If you don't want them digging through the side, remember that it'll take a lot of time to do so, and it's very noisy. Just have something inside come out to see what the noise is all about. Fighting their way in will end up being more practical and faster anyway.

You can also have roaming bands of slightly under level-appropriate humanoid bandits in the area that could be attracted by the noise (worg-riding goblin rangers work well for this). Perhaps they aren't strong enough to handle the tower on their own, and know it, but could come by and pick off the wounded adventurers afterwards. Have an NPC warn of this possibility before they set out, so they know the possible consequences of trying this alternative.
 

Piratecat said:
An old (1st edition) issue of Dungeon had maps for the fallen tower. Lord knows which one, though.
Dungeon #4 iirc.

although, Dungeon #10 had a real cool set of towers which progressed in level and location.
 

The gulch sounds cool. Anything inaccessible by normal means makes for a neat change.

I once stole from Robert E. Howard, a doorless tower surrounded by 15' of vampire roses on all sides. The occupant had wings, and thus came and went via an opening at the top.

-The Gneech :cool:
 

The_Gneech said:
Anything inaccessible by normal means makes for a neat change.
Bah. I once wanted a one-session adventure in my game, so I designed a three room dungeon. Only three rooms! The only trick is that there were no doors to get in, and they had to tunnel through a wall.

It lasted three game sessions. They didn't even get inside the damn thing during the first game.

One more reminder for me to learn from my own mistakes. :)
 

dry gulch.

so in your game how do commoners build a bridge across a gulch? maybe the last party of commoners left their tools behind when they got spooked by a dust devil.
 

It's ideas like this that make me wish I knew how to map!

FR2E's The Accursed Tower has an interesting map of a small castle. The castle sunk through the permafrost and the main tower broke off and now lies on its side. I don't think I can post it (can someone prove otherwise?), though, but I'm sure you can find a copy at rpgnow.com.
 

BiggusGeekus said:
B) A wizard's tower, but it's fallen. The adventure would be going through and exploring a tower that has slid down a hill with the "top" facing down and the entire structure resting at a 45-degree angle.

My main problem with B is that I really don't want to map it. Plus I can't figure out a good reason why the players wouldn't just go back to town and get some mining equipment and go through the sides or something...


time is always a good reason. the wizard in this tower is calling it "home" so the PCs have a set amount of time to get the booty.

or the tower is still in the process of falling. any structural damage may cause it to collapse. killing all those below or too close and plus damaging anything inside. that valuable Ming vase is scrap now. or maybe setting off a series of magical explosions or release of some demon or devil when the circle is broken.
 

Pets & Sidekicks

Remove ads

Top