Thursday, November 21, 2024

Tower in the Wasteland v2

I recently asked my patrons what posts deserved a sequel and Tower in the Wasteland was one of the first replies.  So here's an updated version of that dungeon.  It's 12 pages now, so roughly twice the size it was before.

Patrons: thanks for all of your support.  I hope to fulfill more of your suggestions in the coming weeks.

--->>>TOWER IN THE WASTELAND V2<<<---

I'm still trying to choose productivity over polish.  (I promise you that these will be the ugliest maps you've ever seen.)

UPDATE: Here's a robo-summary!

This file appears to be a Dungeons and Dragons module titled "Tower in the Wasteland" by Arnold K. The module details a location called the Tower, a seemingly impossible-to-enter metal structure jutting out of an ice field. The module guides the Dungeon Master through the Tower's various levels, encounters, and inhabitants.

  • Levels: The Tower's interior is described as a vertical shaft with a nest, an artillery room, hallways, a bridge, an armory, a mess hall, a kitchen, a cavern, and galleries. Each area has unique challenges and potential treasures.
  • Encounters: The module details encounters with a Peryton (a winged creature with a human shadow), an Abichor Ghoul (a bloated, flying corpse), the daemon Pestilence, a Killing Machine, and a Crippled Angel. Each encounter presents different combat challenges and moral dilemmas.
  • Special Features: The module includes rules for "Dead Soldiers" and their ranks (Captain, Sargent, Lieutenant, General), providing stats and abilities for these undead enemies. It also introduces unique elements like abichor (a spiritual toxin), a Final Weapon, and magical items like metal rings that suppress flight.
  • Themes: The module explores themes of death, war, and the consequences of conflict. The presence of undead soldiers, the daemon Pestilence, and the Killing Machine create a sense of despair and horror.

Overall, "Tower in the Wasteland" offers a challenging and thought-provoking dungeon-crawling experience with a focus on dark fantasy elements and moral choices.

2 comments:

  1. Interesting stuff--it's hard to tell if the haunting incompleteness (no general and his hat, no engine, no Children of the Enemy alive) is through accident or design. It works either way.

    It's hard to give a dungeon with NPCs that not-a-place-of-honour feel, but you've really done it. I love the Killing Machine and he will be in everything I ever run from now on.

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  2. Haunting, in the best way possible. I would love to know more about the infirmary and the living wounds.

    Also note for self when I run this: Pestilence can be killed, if the PCs wish to do so, and rather easily. She will advice against this, but will not fight back at all. When she is "killed", her killer will instantly be overcome by the black goo and become Pestilence, no save.

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