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The Tower of Hope

Environments Designed by Pedro Bezerra

At a glance

Tier
1
Type
Traversal
Difficulty
12
Impulses
Isolate Test balance Punish haste Turn fear of heights into error.

Environment overview

A spiral staircase tower made of cobblestones rises 30 meters in the center of an angular chamber, surrounded by a deep pit; the exit requires height, courage, and perfect timing.

Potential adversaries

Water Elemental Specters Pidgeons

Features

Passives

passive
  • Dangerous Climb

    Climbing the staircase requires completing a Progress Countdown (6).
    - Success with Fear or any failure: In addition to the progress, immediately trigger “Loose Stone” or “Soaked Steps” (your choice) without spending Fear.

    Questions
    • Is any of the PCs afraid of heights?
  • Black Pool

    The water is deep and dark; swimming, holding your breath, and maintaining orientation are hard challenges.
    If disturber, a water elemental withing in the pool will attempt to whelm any creature that enters its territory.

    Questions
    • What happens when PCs fall into the pool, speacially from great heights from the tower?

Actions

action
  • Escape Window

    When a PC pulls the lever, start a Consequence Countdown (4) representing the barrier cycle. The Barrier opens for 5 sec, holds for 2 sec, and closes for 5 sec.
    *When the countdown ends:* the barriers slam shut; anyone caught “in the middle” must make an Agility Reaction Roll or take damage (2d10) and be separated from the group.

    Questions
    • What are the first thing you think while watching the door opening and closing?

Reactions

reaction
  • Loose Stone

    When someone is “midway” up the climb and rolls with Fear (or fails), the ladder gives way. The target makes an Agility Reaction Roll.
    - Failure with Hope: Falls to a lower rung (move the countdown back by 1) and mark 1 Stress; if the scene calls for a bigger fall, take fall damage.
    - Failure with Fear: Falls all the way to the ground (taking fall damage) and resets the countdown.

    Questions
    • What the PC does and he sees hes falling?
    • Do they have a way to help themselves while falling?
  • Soaked Steps

    Near the top, moss and water make everything treacherous. Make an Agility Reaction Roll.
    - Failure: Becomes Restrained until you spend the next action to stabilize or until an ally helps.
    - Failure + Fear: In addition, slips and gets stuck: remove 1 progress from the Progress Countdown.

    Questions
    • While the PC is restrained, what's the first thing he starts to think?
  • Iron Plates

    When the group enters this room, the plate falls behind them, locking them in the room. **Gain 1 Fear**.

    Questions
    • Ask the PCs how they feel, now imprisoned in this room?

About this environment

A series of cobblestone stair in the center of this sharp-edged, angular chamber jut out of a grotto and a wrap around themselvez to form a tower extending 90ft. above you. Pillars vaulting the ceiling extend even higher. Water trickles from the ceiling and down the tower into the pool below. A few large rocks break the water’s surface from beneath. a single iron plate with no discernable locks or latches can be seen on the wall opposite you. An iron plate drops behind you, covering the door you’ve entered.

The winged architects of this chamber assumed a fear of heights might be enough to keep the rabble at bay, secreting the lever that operates the doors at the top of a high tower, requiring a daring leap to escape from those who lack the ability to fly. The room’s central tower is its most imposing, and importante, feature as climbing its spiral staircase is the only non-magical means of escaping this chamber. At the top of this 90ft. spire is a lever, which lifts the iron barricades blocking the chamber doors. This lever is only visible from a height of at least 85ft.
the small body of water around the tower is nearly 30ft. deep at all points. The rocks that breach its surface are stable and sturdy and can provide cover to creatures in the water.
the pillars in this space support the ceiling and likewise can be used by medium or smaller creatures to supply various levels of cover at gm discretion.

### Mechanics
Stairs – climbing what amounts to nine flights of stairs is no small task, as they are narrow in places, slippery in other and in some sposts missing steps entirely. Any creature wishing to reach the top of the tower must travel a total of 12ft. along the spiral staircase. At GM discretion, any creature traversing these stairs must succeed on a DC 15 Agility check to avoud a loose cobblestone at the 45ft mark. On a failed save, they slip and fall. They must also make a DC 12 Agility check at the 75ft mark to avoid slipping on the slick, moss-covered stairs where water pools toward the top of the tower. Falling from either height results in falling damage.
Lever and barricades – the level at the top of the tower activates the iron barricades barring the doors in and out of this chamber. Once pulled, the barricades will rise for five seconds, hold for two seconds, the fall for five seconds, giving a creature some time to traverse to the other side of the barricade.
Pool – the pool is 30ft deep and, at GM discretion, is deep enough to accommodate the fall of a creature from 120ft. A creature falling into the pool must first succeed on a DC 15 Agility check to avoid hazards and maintain proper form. A creature failing this check must succeed on a DC 15 Strenght check or suffer 6d6 damage. A creature failing the initial Agility check by more than 5 marks hits one of the pool’s rocks or the surrounding area, suffering 12d6 damage.

[[this is an adaptation of the dungeon “The Tower of Hope” from the book “The Game Masters Book of Traps, Puzzles and Dungeons”. All rights reserved.]]

The Tower of Hope

Tier 1 Traversal

A spiral staircase tower made of cobblestones rises 30 meters in the center of an angular chamber, surrounded by a deep pit; the exit requires height, courage, and perfect timing.

Impulses: Isolate, Test balance, Punish haste, Turn fear of heights into error.

Difficulty: 12

Potential Adversaries: Water Elemental, Specters, Pidgeons

Features

Dangerous Climb - Passive: Climbing the staircase requires completing a Progress Countdown (6).
- Success with Fear or any failure: In addition to the progress, immediately trigger “Loose Stone” or “Soaked Steps” (your choice) without spending Fear.

  1. Is any of the PCs afraid of heights?

Black Pool - Passive: The water is deep and dark; swimming, holding your breath, and maintaining orientation are hard challenges.
If disturber, a water elemental withing in the pool will attempt to whelm any creature that enters its territory.

  1. What happens when PCs fall into the pool, speacially from great heights from the tower?

Escape Window - Action: When a PC pulls the lever, start a Consequence Countdown (4) representing the barrier cycle. The Barrier opens for 5 sec, holds for 2 sec, and closes for 5 sec.
*When the countdown ends:* the barriers slam shut; anyone caught “in the middle” must make an Agility Reaction Roll or take damage (2d10) and be separated from the group.

  1. What are the first thing you think while watching the door opening and closing?

Loose Stone - Reaction: When someone is “midway” up the climb and rolls with Fear (or fails), the ladder gives way. The target makes an Agility Reaction Roll.
- Failure with Hope: Falls to a lower rung (move the countdown back by 1) and mark 1 Stress; if the scene calls for a bigger fall, take fall damage.
- Failure with Fear: Falls all the way to the ground (taking fall damage) and resets the countdown.

  1. What the PC does and he sees hes falling?
  2. Do they have a way to help themselves while falling?

Soaked Steps - Reaction: Near the top, moss and water make everything treacherous. Make an Agility Reaction Roll.
- Failure: Becomes Restrained until you spend the next action to stabilize or until an ally helps.
- Failure + Fear: In addition, slips and gets stuck: remove 1 progress from the Progress Countdown.

  1. While the PC is restrained, what's the first thing he starts to think?

Iron Plates - Reaction: When the group enters this room, the plate falls behind them, locking them in the room. **Gain 1 Fear**.

  1. Ask the PCs how they feel, now imprisoned in this room?

Discussion

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