Wizards Tower (WIP - MalcIggRPG)

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The Wizards Tower (wip - https://malciggrpg.wordpress.

com/ )

Full Random Adventure - Adjustments to Core 4AD - Lv1 play

A lantern must still be carried


Many towers have abandoned floors or areas without natural light.

Don't roll for rooms, roll for the floorplan


Roll for starting ground floor
1-2, Square, 3-4 Round, 5-6 Hexagonal!

Roll for the first room's content, and move around the ground floor as normal.
Once the content of the room containing the spiral staircase is resolved the party may travel up to the first level.
Even if some rooms on the ground floor have not yet been explored, this is true of all other floors, each room does
not need to be explored.

Roll on the 1d6 floorplan table for the appropriate tower style, this will provide the room layout of the new floor.
Roll for the room with the spiral staircase’s content immediately, then once resolved, the party moves around the
floor as normal or can choose to go up or down a floor.

A standard tower will have 3+1D6 floors to explore

No Corridors - all Rooms


Use the normal 4AD core Room Contents table, but apply the following changes:
● Parties may also search the room on a roll of 2, and 4 after resolving the treasure or special event roll.
● 12 -- Replace Dragons Lair with - Wizard in their Chamber (see below)

Retracing Steps
Given the compact nature of being within the tower, do not roll for wandering monsters whilst revisiting rooms on the
tower floors. A search roll can result in Wandering monsters attacking as normal.

Wandering monsters
Are rolled for each time a Spiral Staircase is used to descend (or ascend) to an already somewhat explored floor.
With the standard 1 in 6 chance of appearing. If they exist, they are waiting in the room the party is heading to and
attack the party, gaining surprise as normal. Then roll for room contents as well, this can lead to 2 combat
encounters back to back.

Boss Monsters
Roll for Boss monsters as usual, adding an extra +1 to the check for the encounter being the tower's final boss, for
each floor above the 3rd floor. So for the ground, the 1st, 2nd and 3rd floors add only the number of previous boss
monsters encountered as normal, on the 4th floor add an extra +1, on the 5th an extra +2 and so on. A final boss
encounter will always be the Wizard in their Chamber as below

Wizard in their Chamber - Boss Encounter (add to this the normal modifiers for Final Boss)
Level 6, 4 Life Points, Treasure - x2 Treasure rolls at +1 & 2 spell scrolls from any 4AD material the player has
Reactions d6 1-2 Bribe - 100gp or 2 magic items/clues, 3-5 Fight, 6 Wizard is meditating, +1 on all first-round rolls
Each combat turn, roll d6, 1-2, Wizard casts Fireball, all characters make a Lv5 save or take 1 point of damage
3-4 Wizard casts Forked Lightning bolt, 2 characters at random make a Lv5 save or take 2 points of damage
5-6 Staff and Swords, the Wizard attacks 2 characters (of players choice) in melee, make standard defence rolls.
Four Aginst Darkness - The Wizard's Tower

Ground Floor 4AD Core Game Adjustments


A Lantern must still be carried
Don’t roll for rooms, roll for the floorplan
A standard Tower will have 3+1d6 Floors to explore

Use Standard 4AD Core content but -- All rooms, No Corridors


May search on 2 or 4 after resolving Treasure/Special Event roll
Replace 12 - Dragons Lair with -- Wizard in their Chamber

Wandering Monsters - when revisit floor roll for Ambush!

Boss Monsters & Final boss


As normal and extra +1 if on 4th floor, +2 if on 5th , etc
Final Boss is always Wizard in their Chamber

Wizard in their Chamber (add normal modifiers if Final Boss)


wip - malciggrpg Level 6; 4 Life Points; Treasure - 2x at +1 & 2 extra scolls
Reactions: 1-2 Bribe, 3-5 Fight!, 6 Meditating, +1 to all rolls
Combat turns, 1d6: 1-2 Fireball - all Lv5 save or take 1 dam
3-4 Twin Bolt: 2 characters at random, Lv5 Save or take 2 dam
5-6 Staff and Sword: Melee 2 characters, normal defence rolls

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