I finally started my playtest sessions for an upcoming publishing attempt. I'm mostly checking the adventure for balance issues, but I'm also test-driving a few house rules and ideas I have for improving my regular game.
We're playing 5e on Roll20 every Wednesday night, and I estimate the adventure will take 4-5 sessions to complete. I like 5e's core mechanic, for the most part, but I prefer OSR adventure design principles. Hopefully, this is a decent blend of those factors.
Five of my Tuesday-night players rolled up (2) characters -- one primary and one replacement in case the primary dies, although I am letting them swap out characters (if they desire to) whenever the party returns to base camp.
I gave them this brief adventure synopsis and then started them right at the dungeon...
Your party came into possession of a map with directions to the abandoned tower of a long dead-wizard. The tower stands deep in a nearby forest, and whispered rumors tell of fantastic treasures kept within, waiting for those brave or foolish enough to enter.
You and your comrades decided to form an expedition to investigate the rumors, and your party followed the map to the area. It was a long, arduous journey to reach the site, so returning to town for rest and resupply would not be an easy undertaking. Your party establishes a base camp several miles from the tower site, and half your expedition prepares to make the first foray: Aerion, dwarf paladin; Cane, wood elf monk; Saynard, human bard; Steeljaw, dwarf barbarian; and Vic, halfling rogue.
After a restful night, your party sets off shortly after dawn. After traveling through thick woods for two hours, you arrive at the spot marked on the map at 9:00 AM. There, you find a modest structure—a crumbling, three-story stone tower with a conical, shingled roof—standing in the middle of a forest clearing.
Thick, leafy vines shroud parts of the exterior wall. Brickwork has fallen away in places, leaving gaps in the tower wall. Part of the tower roof sags and patches of shingles are missing. Narrow, darkened windows stare into the surrounding forest. The front door is gone and the doorway stands wide open.
The entire area has a strange atmosphere about it, almost “humming” with unseen energy that makes the hairs on the back of your neck stand up. As you approach the tower, the forest becomes noticeably quieter.
Here is the session report...