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The Tower Between Worlds v1_3

The Tower Between Worlds is a Shadowdark RPG adventure where heroes must rescue a wizard's wife, Doris, from a plane-shifting tower filled with fey creatures and clones. The tower, entangled with celestial ley lines, is set to vanish back to the Feywild in one night, and players face challenges from Siriso, an evil clone of the wizard, and his minions. The adventure features various factions, magical items, and a rich narrative inspired by Weird Tales, offering players a unique blend of mad science and fantasy elements.

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0% found this document useful (0 votes)
4 views8 pages

The Tower Between Worlds v1_3

The Tower Between Worlds is a Shadowdark RPG adventure where heroes must rescue a wizard's wife, Doris, from a plane-shifting tower filled with fey creatures and clones. The tower, entangled with celestial ley lines, is set to vanish back to the Feywild in one night, and players face challenges from Siriso, an evil clone of the wizard, and his minions. The adventure features various factions, magical items, and a rich narrative inspired by Weird Tales, offering players a unique blend of mad science and fantasy elements.

Uploaded by

sonalisvit
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
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The Tower Between Worlds

A Shadowdark RPG Adventure by Ryan Wheeler – gastrop0d.itch.io

OVERVIEW BACKGROUND
This is a 2024 Weird Tales Game Jam entry. For decades the wizard Elmir dedicated his life to
It draws inspiration from Weird Tales covers for The study of the Feywild and means to reach it, so that
Man Who Was Two Men, Hideaway and The Bride his beloved wife Doris—a devoted acolyte of Gede—
of Osiris, fusing themes of mad science, cloning, could be closer to her god.
fey-like creatures, planets, and a damsel in distress.
Fifteen years ago Elmir was successful in entangling
Heroes have just one night to find a missing wife in his tower with the two worlds’ celestial ley lines.
a plane-shifting tower overrun with mischievous fey, Unfortunately, the entanglement was in a
hobgoblins, and a villain who refuses to die, thanks demiplane, preventing any control. He set about
to his endless supply of clones! creating a means to teleport to that place.

Eleven years ago Elmir found a method of


FEATURES OF THE TOWER exploiting moonstones to teleport. Alas, his
Vine Network. Vines grow throughout the tower. invention was flawed—anyone teleported also
They are connected via a tree on the roof to spawned an evil clone! When Elmir tested the
Retenrak. Creatures there can use scrying pools to device on himself, he created Siriso, his alter ego.
see, listen and speak through the vines’ flowers, and
Siriso ambushed Elmir and forced him to flee just as
can control the vines like tentacles.
the heavens aligned and drew the tower away to
Remote-Controlled Clones. Siriso and his minions the Feywild with Doris still inside!
can create endless clones so long as the unicorn
For ten years Siriso continued Elmir’s work, bent to
remains imprisoned in Area 9. If the moonstones in
nefarious ends. He perfected the teleportation
Area 24 and the tree in Area 20 are intact, the clones
machine, accessed the demiplane—which he
can be remote-piloted from within Retenrak.
named Retenrak—and imprisoned Doris there.
Otherwise, the clones act as zombies.
Months ago, Siriso began preparing for the tower’s
HOOKS return to the Material Plane. He used the flawed
teleporter to clone himself again and disintegrated
Hobgoblin attacks. Vicious hobgoblins attacked a
the clone to store it. He recruited goblins and
caravan. Survivors saw the raiders return to a newly
captured a troop of hobgoblins, storing their bodies
appeared tower. The local council offers a reward of
for cloning. Finally, he captured a unicorn and
500 gp for the return of a golden idol, and 250 gp to
began syphoning its energy to create clones at will
those who bring back the raiders’ heads.
The Seelie Court, tracking the missing unicorn,
Save Doris. The crippled wizard Elmir seeks heroes
came upon Siriso’s tower. He hid his crime and
to rescue his wife Doris. He shares what he knows
bought himself time, but knew they would return.
from the background section, as well as:
Two days ago the tower returned to the Material
❖ The tower will vanish back to the Feywild in one
Plane. The hobgoblins raided a caravan for supplies.
night. It will not return for another 10 years.
Local elves sensed the distressed unicorn and
❖ There are 3 cursed magical items in the tower. investigated, but failed in their rescue.
A Ring of Invisibility, a Spyglass of Truesight,
Meanwhile, a crippled Elmir sensed the moment
and a Wand of Warding. If you recover them, I
had come to seek help in rescuing Doris, who he
will remove their curses as a reward for saving
prayed was still alive…
Doris.
FACTIONS
Siriso. The evil clone of the wizard Elmir. He wishes Fairies. Love mischief, particularly lying and
to gain mastery over the tower’s transplanar misplacing objects. They fear Siriso’s wrath from
movements, because he fears repercussions from previous punishments and avoid his machines.
the Seelie Court for his crime of capturing a unicorn.
They spy on the players looking for opportunities to
He lives in Retenrak. He uses the vine network or steal possessions, replacing them with acorns.
remote-piloted clones to monitor the tower.
They speak Sylvan. If questioned about anything
If left unhindered, his plans unfold thus: they will lie and misdirect, then secretly follow to
gleefully observe the resulting grief.
❖ Chart celestial movements of Material Plane.
If attacked they flee, but will eventually return when
❖ Adjust instruments within Retenrak to keep the
the players’ attention is drawn elsewhere. They are
tower from returning to the Feywild.
only intimidated if caught, and keep their word on
❖ Recruit minions by promising “immortality”. truces.

❖ Capture other magical creatures to syphon in Leprechaun. The king of mischief. Sneaks around
order to increase clone production. the tower planting false treasures. Appears and
cackles any time players discover one of his fakes.
❖ Conquer the local area and then the world!
He carries a large key and taunts players with it at
Goblins. Twisted fey contained within Retenrak who every opportunity. The key opens all locks in the
follow Siriso because they enjoy bullying others with tower. If attacked or pursued he turns invisible and
their cloned, remote-piloted hobgoblin bodies. escapes, only returning to continue harassment
when it’s safe to do so.
When fought outside of Retenrak, they are fearless.
Upon 2nd or 3rd encounter, it should become He speaks Sylvan. If caught, he will reveal the
apparent that these are the same “hobgoblins” location of his gold (Area 13) or the true golden idol
returning again and again. (Area 18) in exchange for his release. He will fail to
mention that his gold can only be reached by
When fought inside Retenrak they are lowly goblins, creatures his size.
and become cowardly and quick to parlay,
grovelling for mercy if defeat looks imminent. Player Clones. Should any of the players use the
cloning teleporter in Area 2, they will spawn evil
Doris. Acolyte of Gede and wife of Elmir. She’s being clones of themselves. The clones have identical
held captive in Retenrak. Doris sneakily accesses the stats and gear, except for magical items, which
vine network to guide and assist the players. appear the same but are mundane. Cloned treasure
is similarly counterfeit.
She shares the following:
The clones hunt their player counterparts and
❖ I am being held captive inside a machine at the attempt to kill or rob them of their magic items.
top of the tower, don’t destroy it! They know they are at a disadvantage and will use
traps and ambushes.
❖ If you need my help, speak to a vine flower. But
be careful! Every time you do there’s a risk If it becomes clear they have no hope against the
Siriso will hear instead and confine me. players, they venture to town to sew chaos.

There’s a cumulative 1:4 chance of Siriso


intervening and binding Doris to the altar in Area 25 The Tower Between Worlds is an independent
each time a flower is used. product published under the Shadowdark RPG
Third-Party License and is not affiliated with The
Arcane Library, LLC. Shadowdark RPG © 2023
The Arcane Library, LLC.
TOWER EXTERIOR 1. MAIN ENTRANCE
The tower resides on a forest border. It’s 50 ft in Thick vines overrun an atrium. A path is cleared
diameter and stands 75 ft tall. Windows too small through them leading to the south doorway.
for ingress dot the top floor. Its walls are vine-laced
❖ Vines on the wall animate and form the visage
stonework in ill repair.
of Doris. She begs to be rescued and briefly
Climbing would be easy, except the vines animate shares where she is. She is then forced to end
and throw climbers off. In addition, harpies at the the conversation as Siriso approaches her.
top will lure climbers to fall to their death.
2. CLONING TELEPORTER
There are 4 entrances to the tower:
A circle of tall stones surrounds a metal lever
Main Entrance. Obvious and approachable (Area 1). emerging from the floor. On the back wall is a
plaque filled with elegant writing.
Crumbled Wall. Overgrown, but easily discovered
by anyone searching around (Area 3). ❖ The plaque is in Sylvan and reads:
"Let the winds of magic ease your travels."
Barred Window. An iron-barred window is 10 ft up
and leads to the boulder-trapped hall (Area 7). ❖ Pulling the lever teleports all creatures within
Entering here without precautions will cast a the stone circle to Area 14, but also creates an
shadow on the relief there, triggering the trap. evil clone of each in Area 4.

Rooftop. A locked door on the roof leads to Area 21.


Harpies roost on the roof and don’t like visitors. 3. CRUMBLED WALL
A collapsed wall at the base of the tower creates an
AREAS 1 – 25 entrance. It is overgrown with vines. The sound of
dripping water echoes within.
Structure. Surfaces are stone, ceilings are 20 ft high.

Doors. Unless otherwise noted, doors are of stout 4. FLOODED CHAMBER


wood. Locked doors can be picked (DC 12), pried
A gnarled wall of roots clutches a faintly glowing
(DC 15) or unlocked with the leprechaun’s key.
moonstone in a flooded chamber.
Moonstones. Each one claimed is worth 50 gp.
❖ Evil clones created by the teleporter in Area 2
Random Encounters. Unsafe. Check every 3 emerge here.
rounds, or whenever the party makes loud noises.
❖ The roots animate and attack anyone who
If the evil player clones are not present in the tower, draws close (DC DEX 12, 1d6 damage on fail).
treat their result as a hobgoblins result instead.
❖ The water is deeper in one corner. Diving down
leads to Area 10.
1d6 Encounter

1 1d4 Fairies make mischief 5. GATED STAIRS


2 Leprechaun makes mischief A locked iron gate bars access to ascending stairs.
A stench of mildew drifts down from beyond them.
3 Vines lash out at a light carrier
(DEX DC 12 or 1d4 damage & lose light) ❖ Gate can be picked (DC 15), pried (DC 18) or
unlocked with the leprechaun’s key.
4 Evil player clones spring an ambush
❖ Tiny creatures can fit through the gate.
5 1d4+1 Hobgoblins search for intruders

6 Siriso and 1d4 Hobgoblins hunt the party


6. ELF CAMP 7. BOULDER OF DEATH
A camp of battered elves nurse their wounded and There is a long, curved, sloped hallway. Along it runs
sing songs for their fallen. Nearby a pile of stones a path of squashed vines and crushed bones.
rests on recently turned earth.
Near the top of the slope, on the inner wall, is a high
❖ Their leader is Cydaros, who is stern and relief of a reclining dryad, bathing in light cast from
melancholic. He speaks for the group. a barred window on the opposite side of the path.

❖ The elves are from the local forest and came to Just beyond the top of the slope, a golden idol sits
the tower after sensing a unicorn in distress. on a rock.
They tried to rescue the unicorn in Area 9, but
were thoroughly beaten back by the golem ❖ The bones are of goblins who fell victim to the
that protects it. trap many years ago.

❖ The curse imposed by the golem means they ❖ The relief has a plaque in Sylvan reading:
can no longer challenge it. Two elves are dead, “Let me know not darkness.”
four lie wounded, and two guard them. They
❖ Vines are pulverised at the top of the slope.
won’t leave their wounded or fallen unguarded.
❖ There is a trap door on the floor at the bottom
❖ The elves speak only Elvish and Sylvan, and
of the slope. It sits over a 20 foot wide, 20 foot
offer the following information to those they
deep pit. It is bare of vines.
trust who agree to help:
❖ Another trap door hides on the ceiling at the
➢ If the unicorn in the tower is freed, we will
top of the slope. Behind it rests an elephant-
grant one favour to the rescuers.
sized magical boulder.
➢ A powerful golem guards the unicorn. Its
❖ If anything halfling-sized or larger casts a
blows are cursed, preventing damage
shadow on the relief, both trap doors snap
inflicted from healing.
open and the boulder comes crashing down.
➢ Beware of casting a shadow on the dryad!
➢ Anyone under the falling boulder must pass
Doing so will release a boulder of death!
a DC 12 DEX check or be pulverised.
➢ The vines in the tower do not move
➢ Anyone standing on the bottom trap door
naturally; avoid getting too close.
must pass a DC 15 DEX check or fall in and
➢ Harpies nest on the top of the tower; take 2d6 damage.
climbing is ill-advised.
➢ The boulder then rolls down the slope a
➢ The evil wizard—master of the tower—is near distance per round. Any creature it
dead. We buried his body nearby to ensure contacts must pass a DC 12 DEX check or
it isn’t recovered by his hobgoblin lackeys, take 3d10 damage. If the creature survives,
who remain alive in the tower. they have squeezed into a gap around the
boulder as it passes them by.
❖ The pile of stones marks the shallow grave of a
body of Siriso. The elves confronted and ➢ When the boulder reaches the pit, it
defeated him prior to their battle with the plummets in. Once it reaches the bottom, it
golem. They protect the body from being teleports back to its starting position and all
exhumed. trap doors snap shut.

❖ If the unicorn in Area 9 is freed and brought to ❖ The golden idol is a fake left by the leprechaun.
the camp, it cures the wounded elves, heals the It reverts to a rock when picked up.
players and then vanishes into the forest.
8. COLLAPSED CEILING 11. FOOL’S HOARD
Vines grow throughout a blanket of rubble. Ten A huge pile of gold lies sparkling in the centre of a
feet above is a gaping hole in the ceiling. Beyond is chamber overrun with wildly colourful fungi. Sickly
the faint sound of hammering. odours of mildew choke the air.

❖ The hammering comes from the leprechaun ❖ When the fungi's mycelia are stepped on by a
busy cobbling in his workshop in Area 13. non-tiny creature, toxic spores are released
(DC 12 CON or 1d8 damage). The spores remain
in the air for 3 rounds.
9. UNICORN SYPHON
In the north wall is a caved-in doorway. In the ❖ The gold is an illusion. When it’s touched, it
centre a moat of water surrounds a broad pillar, vanishes to reveal a pair of Boots of Dancing.
upon which an emaciated unicorn is held prisoner The leprechaun appears and cackles in delight.
in a cage of vines. A clay golem stands guard.

❖ The pillar is 15 ft tall, the water 5 ft deep.


12. COLLAPSED FLOOR
A collapsed floor drops into a chamber piled with
❖ An underwater passage in the moat leads to rubble and vines. On the west wall is a blanket of ivy
Area 10. It is too narrow for either the unicorn or leaves. Groaning and rattling chains echo from a
the clay golem to enter. small hole in the south wall.

❖ The doorway is choked with heavy rubble. Tiny ❖ The ivy leaves conceal a little green door that
creatures can pass through gaps. leads to Area 13. It’s sized for the leprechaun.

❖ The hole in the south wall can fit a human arm.


10. UNDERWATER PASSAGE
An underwater passage plummets into darkness. ❖ If the room is entered covertly, the leprechaun
Something shiny catches the light from far below. is hammering in his lair. If alerted, he turns
Three eels lazily swim about. invisible, sneaks out of his lair and lures
hobgoblins to the area.
❖ The passage is enchanted. Swimming through
it causes creatures to change size.
13. LEPRECHAUN’S LAIR
➢ Swimming from Area 4 to Area 9 causes a A tiny, orderly cobbler’s shop sits motionless. On a
creature to emerge from the water shrunk central workbench is a pair of magnificent boots.
to the size of a fairy. In the corner gleams a silverware pot brimming
with gold coins.
➢ Conversely, swimming from Area 9 to
Area 4 causes a shrunk creature to emerge ❖ The boots are a tiny pair of Boots of the Cat.
enlarged to their original size.
❖ The pot is a Leprechaun’s Pot containing 200 gp.
➢ Swimming part-way and returning will not It can’t fit through the door.
cause any change in size.

➢ Shrunk gems and gold halve in value. LEPRECHAUN’S POT


Enlarged gems and gold double in value.
This gleaming silverware pot is the size of a large
❖ The eels (as giant rats, but swim) attack tiny bowl and holds a puzzling amount of coins.
creatures for double damage and flee larger
ones. They are immune to the passage's Benefit. The pot can hold up to 800 coins, yet only
enchantment. ever requires 1 slot to carry.

❖ Lying on the bottom (30 ft down) is a Curse. You must drink a flagon of ale each day or
Ring of Invisibility. uncontrollably fight the next creature you meet.
14. BROKEN TELEPORTER 18. STORAGE ROOM
A circle of tall stones surrounds a metal slot in the Two tables are strewn with weapons and armour.
ground. Dangling from the ceiling by a vine is a In a corner is a crate marked with a trader’s crest
golden idol. and a streak of blood. Sitting on top is a golden idol.

❖ 4 Hobgoblins arrive in 3 rounds to investigate ❖ Hobgoblins stole everything from a caravan.


any loud disturbances (including teleportation).
❖ Tables have the following:
❖ The idol is a fake made by the leprechaun.
It reverts to an old boot when claimed. ➢ 3 daggers, 6 shortswords, 2 crossbows, 4
longbows and a warhammer.
❖ The slot is intended for a lever, which Siriso
removed long ago. Placing the one stored in ➢ 3 quivers of arrows (20 each).
the chest in Area 19 or the lever from Area 2 in
➢ 4 leather armour, 5 shields, 3 chainmail and
the slot will allow the lever to be used.
1 plate mail.
❖ Once inserted, pulling the lever teleports any
❖ Crate contains 6 oil flasks, a lantern and 3
creature inside the circle to Area 2 and destroys
crawling kits.
any existing clones of them.
❖ The golden idol is real! It’s worth 350 gp, or
15. DESECRATED SHRINE 500 gp if returned to its owner (see Hooks).

A once elegant shrine to Gede lies buried in


cobwebs. A statue of the goddess dominates the 19. MACHINE SHOP
room. Her eyes glow with red fury. A machine shop holds curious workbenches and
tools lost under dust. Two metal chests sit against
❖ The statue will fire a ray at any creature in the
one wall, one much cleaner than the other.
room it sees (DC 18 DEX or shrink to tiny size).
❖ The clean chest is a hungry mimic.
16. GUARD POST ❖ The dusty chest is locked (DC 9) and contains
Four hobgoblins have glued two fairies to a card three moonstones, a Potion of Extirpation and
table and are arguing over which excessive the missing lever for the slot in Area 14.
punishment to dole out to them for stealing the key
to the tower.
20. HARPY NEST
❖ The fairies are innocent. The true culprit is the Two harpies nest beside a stout tree growing
leprechaun. through the roof of the tower. The tree is bare of
leaves but sprouts shimmering blue flowers.
17. CLONE PEN Dangling from the branches are various trinkets.

Eight glassy-eyed hobgoblin clones are shackled ❖ Harpies stubbornly defend their eggs from
to the wall. They groan with agitation. invaders, attempting to lure creatures off the
side of the tower with their songs.
❖ Clones (zombies) attack any creature they see.
❖ Among worthless junk, the trinkets include:
❖ Clones are shackled at the neck, leaving their
hands and legs free. Adjoining chains are short. ➢ A copper and gold mead tankard (20 gp)

❖ Shackles have a trivial locking mechanism that ➢ A silver and gold circlet (40 gp)
any intelligent creature can unlatch. The clones
are unable to release themselves unless piloted. ➢ A Spyglass of Truesight
21. LIBRARY 24. CONTROL MACHINE
Greenery blankets a library of leather-paged books. The vines of the tower converge to tree roots that
In the centre is a desk fashioned out of a gnarled grow through the ceiling. A machine stands like a
tree stump, which emanates jovial music. Five great organ against one wall and reaches with
fairies are busy removing books from shelves and metal arms towards the roots. The arms and roots
replacing them upside down. clutch a dozen moonstones, and bolts of blue light
dart between them. In front of the device is a small
❖ When first encountered the fairies are holding platform and a lever.
a book titled Golems: Making and Unmaking.
Silhouetted against the flaring light is Siriso and
➢ The book contains the command phrase to four hobgoblins, malice in their eyes and weapons
destroy the golem in Area 9. Instructions for raised.
creating golems are incomprehensible.
It’s worth 125 gp to scholars. ❖ The Siriso clone (mage) and hobgoblins
defend the machine to the death.
➢ The fairies enjoy keeping the book away
from readers if they realise it’s coveted. ❖ Pulling the lever teleports any creatures
standing on the platform to Area 25. Creatures
❖ Music comes from holes in the stump. A travelling from Area 25 arrive on the platform.
person’s arm can fit inside.
❖ The roots hold 6 moonstones, and the arms
❖ Inside the stump is a fairy hall, which is another 6. Removing at least 3 moonstones will
furnished with stolen trinkets and acorns. disable remote piloting of clones.

➢ 8 fairies dance around a Wand of Warding, ❖ Doris, if still able, assists with vines and speaks
which is erected like a totem pole. They through flowers in the room. 3 rounds into
attack if the wand is disturbed. battle, she screams as goblins take her to the
altar in Area 25.
22. OBSERVATORY
A telescope peers through a small window to the 25. RETENRAK
heavens. Tools of astronomy and frantic notes lie A circle of tall stones and a lever stand in the
scattered about. centre of an obsidian temple. Icy wind howls
through its columns, and a lightning strike
❖ Experts can discern from the notes that by
illuminates a twisted forest outside.
using the observations, adjustments to ley lines
within Retenrak could prevent the tower from Wide stairs ascend to an altar of bone. Shackled to it
returning to the Feywild. is Doris, who is surrounded by six uncertain goblins.
Standing in front of the screaming woman is the
23. CLONING DEVICE true Siriso, his eyes wild with desperation.

Five iron cages line one wall. Opposite is a bench ❖ Siriso will bargain Doris’ life for the players to
with shackles and a scorched human silhouette. leave the tower and never return.
Pointing at it is a device clutching a moonstone.
❖ If the bargain fails, Siriso orders 2 goblins to
❖ Captured players are confined to the cages sacrifice Doris as a ploy to draw the players
(DC 12 lockpick, DC 15 bend bars). away from the stone circle.

❖ Victims are shackled to the bench and zapped ❖ Siriso will hurl spells and wait for an
with the device. Their body is disintegrated and opportunity to escape through the teleporter
stored. If run in reverse a mindless clone of a to Area 24, where he will try to destroy the
stored creature materialises on the bench. machine and imprison the players forever.
The Tower Between Worlds is an independent product published under the Shadowdark RPG Third-Party
License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.

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