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Tower of a Thousand Doors :: Short Adventures for Short Sessions

Started by the_taken, March 08, 2008, 03:28:58 PM

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the_taken

I haven't been playing recently. With my group being unreliable, I think I've only played a couple of games this year.

So to living things up for me, I'm going to come up with 1,000 one-shot dungeon crawls and quick quests, that loosely link together. The whole premise is kinda like Mario64. You have one building, and behind each door there be a series of puzzles and fight sequences that have to be completed to collect an item. The more of this unique item you obtain, the more doors in the tower you have access to.

If anyone wants to help, you're more than welcome, and it may make things go faster. I'm making one adventure a day, so this is going to take three years.

the_taken

The premise for the PCs is simple: They are Lab Rats created by the insane Arr!mage, Bean Beard! Good thing his lovely assistant and first mate "accidentally" left the cage door open, or this would be a really, really long an boring adventure.

The PCs begin their quest to escape the mad wizard's diabolical laboratory inside Specimen Storage Room A. The room also contains enough junk and gear to equip the PCs and ready them for their first adventure.

Specimen Storage Room A has two doors leading out of it. One has a magical lock that only opens when a small orb is place inside the circular groove on the handle, the other isn't locked and leads to the mandatory first adventure:

No Need for Bed Sheets!
The door is a magical gateway that occupies a closet doorway when opened. The broom closet of a Laundromat. The PCs are locked in, but there's plenty of things to do in this room. Like slay the animated towels and bed dressings that are flying out of the washing machines and attacking.

After easily dispatching the possessed laundry, an enchanting ghost fairy appears and throws the next line of track down for the PCs.
Fearing his assistant may try to double cross him, the Arr!mage has bound all of the doors of his laboratory with magical keys. He then created a whole bunch of doors all over his tower that are gateways to places all over the multi-verse where he has hidden his keys. Of course things get complicated. Most of the keys are powerful magical foci, and are having rather adverse affects on the area they're hidden in.

If asked how the Ghost Fairy knows all of this, she replies that she was killed by a magical trap in the Arr!mage's Notes, and has been haunting the area around first magical key ever since.

When asked if she knows where the key in the Laundromat is, the Ghost Fairy conveys that she doesn't know. She's only been haunting the place for a few days and hasn't found it yet.

The first magical key is a golden ring with a large pearl, and unlocks the first locked door. It can be found in the safe underneath the cash register. When the safe is opened, alarms go off, and a recording plays on the speaker system. "The Police has been notified of your intrusion and are en route to this location. Please remain calm and wait patiently for your arrest. Thank you for your cooperation."

Slapzilla

Mmm... gold, a big pearl and escapees on the lam committing crimes.  Good Times.

Perhaps the first room there is a giant sleeping ogre with a key in it's pocket.  The Rats have to quietly the find the path from where they are to the ogre's pocket, climbing, sneaking and using teamwork all the way to pick the pocket and get the heck out without waking the ogre.

Is this helpful?
...

Tybalt

It's a good idea--I think that having a blend of wholly single shot adventures and ones that can be easily fitted in for those in between times is useful. Having categories for what kinds of campaigns adventures could readily be fitted into might be good too.

le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

the_taken

While I can just make stuff up endlessly, I'll make things easier by making some predefined settings that the PCs regularly go to thru these portals. In no particular order:

Pre-Internet City: As you can probably guess, it's where that laundromat is located. The PCs will also wind up in the sewers, a museum/art gallery, Wal-Mart.
Any other places giant mutant magic rats could find a quest without attracting the National Guard/MIB too quickly? A school? Oooooh, Mutant Preschool.

Islands Under the Sun: A tropical paradise. Or it would be if the giant man eating jelly fishes would stay in the ocean.

Ruins of the Sky Castles: High fantasy adventure atop perilous roofs and rickety bridges. At the lower levels, the PCs won't have to worry too much about The Dragon that's guarding a key in it's treasure hoard, but may attract it's attention if they make too much noise fighting the castle's other inhabitants.

Steam and Soot: A steam punk setting! Clockwork automatons, hostile puffs of smoke, warriors encased in impossible amounts of iron, railroads, and more! Choo choo!

Valley of Wind and Sand: What adventure would be complete without giant scorpions, mummies and sand witches. Might as well have some spaghetti western elements too.

Siege of the Fortress Monastery: An army of demons have been unleashed apon this hapless kingdom. Will the PCs save the last hope for humanity (in that universe)? Or will they go strait for the keys? Or will they side with the Demonic Forces of Evil? Find out, on the next exciting episode of... Tower of a Thousand Doors.

Space Port Omega: The mightiest, most advanced space station ever created this side of the galaxy. Unfortunately, the AI system had a "minor" malfunction and considers every living thing that isn't connected to the station's computers part of a pest infestation. "I'm charging my lasers, Dave."

the_taken

Quote from: SlapzillaMmm... gold, a big pearl and escapees on the lam committing crimes.  Good Times.

Perhaps the first room there is a giant sleeping ogre with a key in it's pocket.  The Rats have to quietly the find the path from where they are to the ogre's pocket, climbing, sneaking and using teamwork all the way to pick the pocket and get the heck out without waking the ogre.

Is this helpful?

Yes. I may stick this in the introductory area of the invading demonic army.

Quote from: TybaltIt's a good idea--I think that having a blend of wholly single shot adventures and ones that can be easily fitted in for those in between times is useful. Having categories for what kinds of campaigns adventures could readily be fitted into might be good too.



That's a good idea!