Sunday, December 7, 2025

THE CALL TO ADVENTURE THE DRIFTING TOWER OF FRIPHON

 

📖 THE DRIFTING TOWER OF FRIPHON (COMPLETE ADVENTURE MODULE)



(Level: Low to Mid-level Delvers - Total Party MR (100–150)

This micro-dungeon is a piece of "dimensional flotsam"—a Wizard's Tower that got caught in the Ether Dragon slipstreams and now pops in and out of reality. It has crash-landed near a known Portal Zone in Zimrala.

I. SETUP AND THE CALL TO ADVENTURE

The players see a soft, rhythmic blue light pulsing through the fog (caused by Aether Moths). They hear a faint, pitiful crying sound—like a child or a wounded ally—coming from a tilted, moss-covered stone tower that looks like it crashed into the earth from the sky. The adventure begins at the broken doorway.

II. ROOM 1: THE MUDDY ANTECHAMBER

The doorway is broken, and inside, the floor is knee-deep in swamp water and mud.

  • Encounter: The players find 3 Smudgebrow Orcs (MR 64 each).

  • Situation: These Orcs are not guarding; they are hiding. They found the tower, went inside to loot, and got spooked by the horrors upstairs.

  • Tactics: The Orcs will aggressively demand the players leave "Their loot!" If the fight turns against them, they won't run outside (afraid of the dark); they will try to push the players into Room 2 as a distraction.

III. ROOM 2: THE HALL OF GLUES

The party enters a narrow stone corridor, coated in a strange, shimmering residue.

  • Monster/Trap: 1 Blurring Blearrrggh (MR 32) is clinging to the ceiling. It waits for the point-man to walk under it, then drops.

  • Hazard: The floor is slick with slime. Any combat here requires a Level 1 SR on DEX (Target 10) or the character slips, losing their next attack.

IV. ROOM 3: THE LIBRARY OF DAMP BOOKS

A circular room lined with rotting bookshelves. The air is filled with fluttering Aether Moths (MR 15).

  • Encounter: 1 Muckra Sage (MR 120).

  • Interaction: The Muckra (a humanoid mass of algae) is not hostile. It stands perfectly still, letting the Aether Moths land on it, and speaks telepathically: "Do not disturb the blue ones. They are dreaming of the stars."

  • Trade: If the players don't attack, the Muckra can heal them (using its vegetative magic) or identify one magic item. It warns them about "The Crying Voice" in the next room.

  • Risk: If a player attacks or makes a loud noise, roll 1D6 Aether Moths swarm. (Anyone touched must make a L3 SR vs. IQ (Target 30) or fall asleep).

V. ROOM 4: THE SOURCE OF THE CRY

The players reach the top of the stairs. The crying sound is loud here: "Help me! I'm stuck under the rubble!"

  • Encounter: 4 Helrics (MR 50 each).

  • The Reveal: There is no survivor. The Helrics are hiding in the shadows of the rafters, using their Mimicry ability to lure the players into the center of the room.

  • Combat: As soon as a player steps into the center, the Helrics drop from the shadows to ambush.

  • Loot: In the corner is a pile of bones (previous adventurers). Contains 500 Gold Pieces and a Ring of Water Breathing.

VI. ROOM 5: THE WIZARD'S SANCTUM (THE BOSS)

The final door is sealed with a glowing sigil. Inside is the study of Frifon, the creator of the tower.

  • Encounter: The Hollow Man (MR 80 - The remnant of Frifon), now a miserable slime-creature.

  • Combat: He is immune to physical weapons! Players must use fire, magic, or trickery (like collapsing a heavy bookshelf on him) to defeat him.

  • Treasure: The Spellbook (contains Yerafrawg [Teleport] and Dumple [Slow]), a jar of Dragon Glass dust (worth 200 GP to an alchemist), and The Journal (containing today's blog post lore).

VII. GM WRAP-UP: THE PHASE SHIFT

Once the Hollow Man is defeated or the book is taken, the blue light fades. The tower begins to vibrate violently. The players have 1D6 minutes to escape before the tower "Phase Shifts" to a different location in Zimrala (or back to the Void), potentially taking them with it!


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