Princess in the tower (2023)

A family adventure for 1 to 4 characters from level 1 to 5.

Princess in the tower (1)

This adventure is for a single character from level 1 to 5. It is recommended that the combined character levels be at least 5. This adventure is based on role-playing, exploration, problem solving and skill challenge. It is possible to fight at different stages of the adventure.

This adventure is inspired by oneNerdarchische wideoWPatrick Rothfussboth showed me how fun and easy it is to turn a classic fairy tale upside down.

Adventure hooks

Many brave adventurers have ventured into these forests in search of the witch's tower, where the princess and heiress of the house of our neighboring kingdom has been imprisoned since childhood. It is said that the tower is guarded by an angry dragon.

The young adventurer survived and told the story of his encounter with a dragon that was so large that it slept curled around the entire tower.He described collapsed ruins with one tall tower still standing. The dragon guards not only the beautiful princess. He guards a huge treasure consisting of all the armor, swords and money taken by all the adventurers who ever tried to save the beautiful girl.

A young man drew a map of the ruins of a castle in the middle of a dense forest and sold it to an innkeeper. The innkeeper will sell you a copy for a small fee.

Many of the inn's inhabitants will be happy to tell you about the neighboring kingdom and the reward for whoever brings the princess home. Your weight in gold will be rewarded for her safe return. If you come back with proof that you killed the dragon, you'll get double its weight in gold!

Player Objectives

  • Explore the wilderness to find the dragon's lair.
  • Kill the evil dragon.
  • Save the princess and bring her back home.
  • Cooperation with NPCs greatly increases your chances of success.

Complications and possibilities

There are several ways to turn this story upside down. Each alternate version of history presents different complications and possibilities.

  • The dragon is the captive, and the "pretty princess" is actually an evil witch who arranged it all to lure adventurers to her lair. The witch starves the dragon and forces it to eat the adventurers and their horses.
  • The dragon is a prince transformed by a royal wizard. The princess flew away with the dragon so they could be together. They would trade everything they had with anyone who could break their curse.
  • The dragon is a princess who is magically chained to a tower. A cruel witch uses magic to steal the beauty and youth of prizes.

In our version of the adventure, we go with... The dragon is a princess. She doesn't want to fight or hurt the adventurers, but the witch has cast a spell on her and forced her to defend the tower and everything in it.

  • If the player manages to get the witch out of the castle, the dragon will attack her.
  • If the player finds a way to the castle, the dragon won't let him leave with everything he found inside.
  • There is a considerable treasury in it, but it will be difficult to transport it from such a remote place. The witch is a hoarder, so the heroes will have to search for a long time in all the useless things to find something of value.


To break the spell:

  • When the witch dies, the spell is broken.
  • Breaking the amulet the witch wears around her neck breaks the spell.
  • Destroying the tower will break the spell.
  • The dragon cannot leave voluntarily, but if the player manages to catch up with the dragon within a mile or more of the tower, the spell will be broken.
  • Casting Remove the curse or a wish will break the spell.

Wildlife survival/exploration

With a map in hand, the adventurer only has to navigate the wild nature and its dangers. See casual encounters below.

Along the way, I also recommend obstacles with skill challenges. Here are some options. These are emergency obstacles. They won't stop the adventure, they just slow it down and cause you to lose some gear and possibly some life points.

  • USE -Thunder echoes in the air. Rain clouds hang over the mountain tops for a few days' drive from here. When you reach the stream marked on the map, it is a fast flowing river. The map shows that this is the safest place to go.
    • Crossing the river requires 3 successful skill checks. (See DC and test your word skills! After)
    • 1st failure - you slip on slippery, moss-covered stones. It's hard, but you manage to get back on your feet.
    • 2nd failure - You take a step forward and the bricks slip out from under your feet. Instead of solid ground, you sink into a hole. The water takes some of your stuff with it as you struggle to keep your head above water. Eventually you'll find the other edge of the hole.
    • Third failure - if you focus on your feet, you will miss a small tree being carried downstream. The water in this part of the river is up to your waist, and the tree hits you in the chest and blows the wind out of you. You cling to a tree that twists and turns and floats downstream.
    • 4. Failure - The water carries you very far downstream before you end up stuck at the shore. Shivering and cold, you look at the riverbank and see the pieces of your belongings. After several hours of careful searching, you manage to gather most of your equipment and set up a camp.
  • IT'S A CLIP - Well, that's what this turn on the map is, the cliff. the shearing face of the cliff here rises about 30 feet. If you look at the map, you can see that the squiggles intersect. several miles in both directions. If you look at the map you will see an x ​​on the line. After a short walk along the cliff line you will find a very narrow path that looks like a way up. If you look closely you can see that there are hooks (climbing pegs) but no ropes.
    • 3 successful Athletic, Acrobatic or Athletic tests will put the character on the narrow path.
    • 1 Failure - slippery from the rain, the foot slips. You're looking for something to hold on to and you manage to grab a carrot.
    • 2nd failure - Use one of the grappling hooks to pull yourself up a bit further. Before you can stand steady, the hook will loosen. You move a few feet before stopping. Scratched and bruised, you start climbing again.
    • Third failure - The stone you are holding loosens up and falls off. More loose stones fall from above. Several large stones will bounce off your backpack. You barely make it. hold on until the last sand and small stones stop raining.
    • 4. failure - Finally, the top of the cliff is within reach. You will see a rope hanging over the edge, just a few inches above your head. You pull gently, it feels safe. You yank a little harder, and a backpack full of supplies falls off a cliff. For a moment you think you can hold the rope and save your supplies. You watch it fall overhead in slow motion, and as it passes you get a good view of the ground below. Reflex takes over, you let go of the rope and reach for the rock for a firm grip.

D&D Wilds Cards

Tower

Princess in the tower (2)

Dragon: Wyrmling Brass Dragon

DANGER!!! The dragon can kill a level 4 character with one attack.Directly fighting a dragon is a very bad idea for a player. Encourage them to find alternative ways to solve this part of the adventure.

If they decide to fight anyway, the dragon will use its Terrifying Presence to drive the adventurer away instead of attacking. You can also scale output damage per character level. If a hero has run out of hitpoints, see my article on.

The dragon is forced to fight and announces its attacks before using them. For example, "Let's see if you can dodge my breath gun!" Knowledge of an impending attack gives the adventurer an advantage (roll 2d20 and take the highest) on a dodge roll.

The stats below are for games with older children and parties with more than one character. For younger players or low level players I would recommend# hit methodsto fight. Basically, find out how many "fixed" hits it takes for a dragon to "go down". You can still have the player roll dice for damage, but you don't really need to keep track of hit points.

Street 15 (+2)50%

Dexterity 10 (+0)33%

met 13 (+1)43%

Int. 10 (+0)33%

Cha 13 (+3)43%

Int. 10 (+0)33%

  • saves Dexterity +2, Counter +3, Erase +2, Cha +3
  • Perception +4, Stealth +2
  • Resistance to Fire damage
  • Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 14
  • TalenCommon, Dragonborn
  • Challenge 1 (200 XP)
  • Legendary resistance (3/day). If the dragon fails its saving throw, it may pass.

actions

  • Special Attack: The dragon can use its terrifying presence.
  • Beet.Melee attack:+4 to hit, range 5 feet, single target.Hits: 7(1d10 + 2) piercing shield.
  • A terrifying presence. Any creature chosen by the dragon that is within 120 feet of the dragon and is aware of it must make a DC 16 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of any of its turns, ending its influence on itself on success. If the creature's rescue throw is successful or its effect is stopped, the creature is immune to the dragon's terrifying presence for the next 24 hours.
  • Breath weapon (charge 5-6). The dragon uses one of the following breath weapons.
    The breath of sleep. The dragon exhales sleeping gas into a cone 4.5 meters high. Each creature in the area must make a DC 11 Constitution save or be knocked unconscious for 1 minute. This effect ends for the creature if it takes damage or if someone uses an action to wake it up.

Witch (sorcerer)

Rosaline Farrow, Female, Level 5 Wizard

DANGER!Rosaline is a glass cannon. He can easily kill one level four character, but cannot take much damage.

The witch uses Misty Step to get out and leave the castle, as the dragon will attack her if given the chance. The player character will see it do this when they first arrive. This gives the player time to observe her and possibly ambush her.

Medium (4'10") Human, Neutral Evil
Armor classes8
Meeting points13 (5d4)
Speed30 feet.

ULDEXwhenINTWISCHA
15 (+2)7 (-2)10 (+0)15 (+2)13 (+1)12 (+1)

SkillsNature+5
SensePassive perception 11
TalenJust a Giant Terran
AttackFight+5/2k4+2, stacked+1/2k4-2, Graper+2

Spell Save DC01e2e3e
spelling / day134321

spells:Flash of fire, wizard's hand, frost ray, trembling grip, flaming hands, disguise, sleep, holding person, misty step, fireball

Combat strategy:Rosaline would prefer not to fight if possible. When he notices that the PC is approaching, he will try to cast Sleep on him. When the Sleep spell doesn't work, she uses Disguise to look like a beautiful princess and uses Keep Person at the first opportunity. When forced into melee combat, she uses Flaming Hands or Shock Grasp. Her objective will be to use Misty Step to create distance between her and the computer, then use the fireball to finish off the computer.

Description:Rosaline is wearing what used to be a very beautiful dress fit for a princess, but has long had many rips, rips, stains, and reeks of body odor. She is muscular with a powerful set of arms. She keeps her long auburn hair in a ponytail. She is surprisingly tanned and her eyes are piercing grey.

Personality:Confrontational and loud describes her best. She's terrible with names. He forgets people's names several times before finally staying; this causes her endless embarrassment.

History:Born into a poor family in the city, she greatly appreciated all the gifts she received. When money was particularly tight, she would go into the back alleys. She found that a few simple magic spells could give her almost anything she desires except beauty and love.

Motivation:He wants random, interesting trinkets and junk, hates throwing anything away; and the wizard she robbed once is out to get her. He's hiding in the tower here and planning his next big move.

Defects:Crazy, hateful, forgetful and greedy.

Bonds:She'll do anything to protect her pet, Flops. She is convinced that her scarf is actually her cat, and that her cat is actually her husband turned into a cat by the wizard who robbed them.

Stem:Tuts and pliers clicks

Add-on: NPCs

  • Tamethy-Huloy, Human Ranger (2)
  • Alanis Rale, elf druid (4)

Attachment: random encounters

The next conference table must be used for the road, forest and castle grounds. Most wild animals will flee combat if injured, unless they consider the player a potential meal.

2D10NumerNameGive everyone XPTotal XP Reward
1-5No Encounter: You heard something but couldn't find the source of the sounds.
61Giant poisonous snake50250
71Centaur450450
81Strong450450
91k4+1A giant centipede50450
101boogeyman450450
111Will-o'-the-wisp5050
128boar50450
131k10Elf warriors50150
141A swarm of rats5050
15-191k4giant rats2550
201Pantera150150

All creatures also come from the basic rules and/or the Monster Manual.

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