Showing posts with label adventure skeleton. Show all posts
Showing posts with label adventure skeleton. Show all posts

Tuesday, August 28, 2018

The Mushroom Tower (Part 3) Attack on the Celestial Sword

So the PCs are ready to ride a fire arrow to the Celestial Sword. Or maybe they've been tricked or otherwise coerced -- Varrtir is playing for high stakes here and doesn't pull any punches. If you're feeling generous, you can equip the party with some Barrier Peaks style equipment. Otherwise just give them some spacesuits and some appropriate space rations, and don't forget to describe them in Anglish.

The trip to the comet doesn't have a whole lot of player interaction. You can describe it in general terms -- high-G liftoff, weightlessness, the gold-colored core of the Celestial Sword looming ever closer, and the crashing impact penetrating into the comet's interior. PCs can now leave the capsule and enter the comet itself.

The outside of the comet is covered in a yellowish dust, blown out into a tail by the "sun-wind."  Inside, where the party now finds itself, the structure consists of a red-gray material that has characteristics of both rock and flesh.  Gravity is relative to the surface, ie if you try to climb the wall, you will succeed because that wall will become the floor from your perspective. Simply walking up the wall will work as will walking across the ceiling, although none of this is immediately obvious.



Tunnels and rooms within the comet grow open or closed in an organic, peristaltic manner as needed by the hive that lives there, although from a human perspective it might as well be random. This usually takes some time to accomplish; the last few rooms and hallways explored will generally remain for several turns, but if characters backtrack very far, they may see a room pinching shut or a new one slowly yawning open. Otherwise, use your favorite random dungeon generator to determine layout.

The interior is structured in several layers, each of which can consist of several "dungeon levels."  The surface layer is where the party will begin, where their rocket has pierced the exterior.  The surface layer consists mostly of greenhouse rooms with skylights and strange plant like things.  These greenhouses are used to produce oxygen, food, and fuel.  Small ventilation tunnels run into and out of the greenhouses, lined with cilia which keep the air moving.  Rooms situated just under/inside the greenhouses are storage rooms where bladder caste sky-fiends (see below) wait for the technician caste to lead them to the greenhouses to water plants, collect food, or process plant waste into fuel.  Other rooms on the surface include landing pod bays; the landing pods are kept unfueled until needed.  Bladders wait in fuel bays nearby.

The interior layer consists of hive-like barracks rooms where the technicians and soldiers rest, as well as hatcheries and nurseries where eggs and young are cared for until they are large enough to assume the duties of their caste.  Some barracks in the lowest levels of the interior have cryogenic stasis pods for keeping enough technicians alive through the long, cold period of the comet's orbit so that they can get the colony moving again once the comet begins to warm.

The deepest layer is the core.  Here can be found the nuclear reactor that keeps the stasis pods running and the core areas warm enough to survive during the long winter, the queen's nest, the royal nursery (where eggs and young destined to replace the current queen are nurtured), and various stores of food and water for keeping the queen and a small retinue alive through the cold years.

The obvious hazards here are the sky fiends themselves.  They look something like a cross between a flea and a hermit crab, generally ranging from the size of a dog to that of a horse.  There are four main castes: bladders, technicians, soldiers, and the queen.

The bladders are the smallest and least intelligent caste, and totally harmless.  They can be easily herded around, and will stop and wait where they are left unless another creature starts herding them elsewhere.  They can absorb water, liquid food, or fuel and store it in their abdomens, swelling like a tick until they reach their capacity of 10 gallons.  Killing a swollen bladder will cause its contents to spill all over the surrounding area; a technician can cause it to release its contents without killing it.

DCC stats: Init +0; Atk 0 (0); AC 10; HD 1d4; MV 30'; Act 1d20; SV Fort +0, Ref +0, Will +0; AL N

RC stats: AC 9; HD 1/2; MV 30'; #AT 0; D 0; Save NM; ML 7; AL N

Technicians are man-sized creatures.  In some ways they are quite intelligent, but in other ways seem almost mindless.  In those things they are good at (herding bladders, repairing structural damage to the comet or the landing pods, tending to the greenhouses, nurturing eggs or young) they act skillfully and decisively to overcome obstacles.  In other tasks (communicating with other species, combat, disposing of non-biodegradable debris like metal weapons or armor), they kind of panic, sometimes hesitantly beginning a task, then pausing, then beginning again, and at other times ignoring the situation in favor of a task they are familiar with.  A technician will prefer to leave a combat situation in order to summon soldiers, but if cornered will defend itself (albeit in a relatively ineffective panic).

DCC stats: Init +0; Atk +0 punch/slap (1d3); AC 12; HD 1d8; MV 30'; Act 1d20; SV Fort +1, Ref +1, Will +0; AL N

RC stats: AC 7; HD 1; MV 30'; #AT 1; D 1-3; Save F1; ML 7; AL N

A technician

Soldiers are the real danger to adventurers.  Ranging from pony-sized up to the size of a large warhorse, where technicians have manipulative "arms" soldiers have sharp, stabbing limbs that deploy with blinding speed.  They are not subtle fighters, rushing into melee as quickly as possible, although they will use cover and concealment to approach if they are taking casualties in the charge.

DCC stats: Init +2; Atk 2 stabs (1d8); AC 16; HD 2d8; MV 40'; Act 2d20; SV Fort +1, Ref +2, Will +0; AL N

RC stats: AC 3; HD 2; MV 40'; #AT 2; D 1-8; Save F2; ML 10; AL N

The queen of the colony is humongous, with a main body of about horse-size, but an abdomen devoted to egg-laying which is the size of a barn.  She isn't particularly intelligent or physically capable; in a fight, she relies on her soldiers to defend her.  If the queen is killed, technicians will immediately begin nurturing one of the royal young into a new queen, taking 1d4 weeks to complete the task.

DCC stats: Init +0; Atk 1 punch/slap (1d4); AC 12; HD 7d8; MV 10'; Act 1d20; SV Fort +4, Ref +3, Will +2; AL N

RC stats: AC 7; HD 7; MV 10'; #AT 1; D 1-4; Save F7; ML 9; AL N

The sky fiends are not the only hazards found on the Celestial Sword.  Varrtir has been launching other adventuring parties up there to try to end this conflict, and they are not all doing very well.  The alien environment and constant fighting have taken their toll, and many have gone around the bend.  Some will wildly attack anything they see, others might seem normal but go berserk in combat attacking friend and foe alike.  Still others might just seem friendly until they are able to steal from the PC party (with or without slaying them first), due to the last major hazard:

Malnutrition.  The sky fiends as well as the food they subsist on taste horrible, but can be choked down by hungry earthlings.  Even so, there is something missing from the alien biological cycle, and humans and demi-humans will slowly waste away from the deficiency. It will take several days of subsisting on food scavenged from the comet before symptoms arise.  Humans can live for about three weeks with no food, so this malnutrition should take at least twice that to kill someone, although die roll penalties after a week or so aren't out of line.  Particularly morbid DMs may have some of the earthlings (PC or NPC) realize that cannibalism would provide the complete nutrition that the comet's ecosystem cannot.

In order to complete the mission here, the characters must do enough damage to the sky fiends' ability to wage war that they can't invade the planet and swarm the Mushroom Tower from the ground.  Random bands of adventurers could force their way into the Tower, so a good-sized horde of soldier castes could do it much more easily.  A partial victory here will prevent the invasion from occurring on this orbit, kicking the can down the road for another 500 years.  A complete victory will deal a final blow to the colony.

I'll leave details of just how much destruction constitutes a victory to the individual DM; here are some ideas to riff off of.

   Killing sky fiends: obviously killing off the aliens themselves will do the job, but since they have the numbers for an invasion force, it's not likely the PCs will have the ability to finish them off in this way.

   Destroying eggs: a lot easier than killing adults, but the queen is able to lay so many eggs, it won't matter much. Soldiers will still be able to land on Earth to attack the Tower.  The best the characters can hope for here is a partial victory, with the colony using the next 500 years to rebuild their numbers to try again.

   Destroying fuel: landing pods turn into suicide pods when they don't have fuel for landing.  As a bonus, leading fuel-laden bladders around to different areas within the Celestial Sword allows you to kill two birds with one stone: burn the fuel and some other infrastructure at the same time.  Simply destroying the fuel supply is only a partial victory.

   Destroying food: whether destroying the greenhouses where the food supply grows or destroying the bladders storing the liquid food for later, reducing the food supply will affect the ability of the colony to survive the cold portion of their cometary orbit.  If every bit of food is destroyed, the survivors will have to resort to cannibalism to make it through the winter, and it may be 1000 years before they pose a real invasion threat again; this is still just a partial victory.

   Destroying water: killing all the water bladders will pose an annoying problem, and may be the fastest way to kill large numbers of sky fiends, but the colony has ways to recycle water used for farming or excreted as waste already, so it will eventually be recovered and stored in newly hatched bladders.  Permanently destroying it (using Disintegration or other magic, or just loading bladders into landing pods and shooting them off into the void) will result in the death of the hive.

   Queen: killing the queen certainly puts a damper on the sky fiends' ability to replace casualties.  By itself, however, it is only a partial victory.  Another queen can be nurtured from an existing egg or larva (whether this is due to some type of royal jelly or radiations from the core of the comet is left to the individual DM).  Destroying the queen and the eggs is a better victory, although it doesn't necessarily prevent a suicidal vengeance invasion by the survivors.  It will limit the damage of such an invasion though.

   Landing pods: shooting the landing pods off into space effectively prevents the invasion this time around, making it a partial victory.  These pods can be replaced by the time the comet orbits around the sun again.  Also, unless the players retain one for their own use, they will have a hard time getting home.

   Core heater: destroying the core heater will ensure the death of the colony.  The cryogenic stasis pods are not automatic, so there must be attendants active outside the pods to awaken those in stasis.  Without the core heater, the queen and her attendants will all freeze during the cold part of the orbit.  If the core heater is destroyed early enough in the adventure, the sky fiends will attempt to send landing pods out with technicians, eggs, and enough bladders to get new nests started.  This would normally be a suicide mission, but with nothing left to lose, it's worth trying.  If the players have already destroyed the landers, technicians, eggs, or bladders, this whole plan falls apart, earning the party a full victory.

Once the party has dealt a fatal blow to the hive, inflicted all the damage they think they can do and still make it back home, or simply get beaten so badly they have to retreat or die, it's time to consider how to get them back to the campaign world (or move them on to another alien planet if that's how you roll).  From the time the Celestial Sword is first sighted in the sky to the time it is no longer feasible to get back should be a total of about 18 months, so it is possible to fit in a long journey to the Mushroom Tower and a lengthy guerrilla war on the Sword itself.

Some possible means to return to the home planet include repairing the rocket the party came in on (or one that brought an NPC party), hijacking a sky fiend landing pod, or calling for help from the Mushroom Tower.  Failing all of these, the party can attempt to use cryosleep pods to wait out the long winter, returning in 500 years to a radically altered campaign world.

Repairing a rocket from the Tower will not be easy, given the unfamiliarity the typical sword-and-sorcery character has with space age technology.  However, given time and enough wrecked rockets to pick over, as well as a generous DM, an intelligent character may be able to cobble together a working vehicle.  They will definitely need to steal some fuel from the sky fiends; hope they didn't kill all the fuel bladders already.

Stealing a landing pod is a little quicker and easier, but humans or demi-humans have no hope of controlling it without help. Besides fueling it, they will also need to snatch up a technician and get its knowledge somehow. A charmed or otherwise mind-controlled technician will cooperate, and an ESP spell can allow a wizard to glean the necessary information to control the machine without the technician's cooperation.

Calling for help won't be easy.  Most magic spells don't carry to interplanetary distances. Perhaps a character can figure out how to repair and use the communications gear from a rocket wreck. If a character messed around with a psychic radio in the Mushroom Tower, maybe there is a lingering connection that allows them to contact Varrtir.  He won't send a rescue team just to evacuate a party that's in over its head, though.  If they haven't ended the threat of the sky fiends once and for all, they'd better get cracking.

At any rate, comms will help with any extraction technique the party chooses to pursue. They can get a walkthrough repairing a rocket, Varrtir can send a rescue rocket to pull them out (this one won't have to crash into the comet if the sky fiends aren't manning defenses), or at the very least Varrtir won't use point defense weaponry against a landing pod if he knows it's not an invader.

I suppose many parties won't be satisfied with saving the world.  For those mercenary sorts, they can earn some material gain by bringing back pieces of sky fiends and/or samples of their plants from the greenhouses.  Earthly wizards and alchemists would be interested in buying these for research.  The connection with the sky in general and a comet in particular may make them useful for flight, weather, or divination related spells or magic items.  If that's not quite good enough, the DM can sprinkle some gems around the comet, possibly embedded in the walls or used as part of the technology in the landing pods, greenhouses, or core heater.

Campaign Continuity Bonus:  If the sky fiends were able to launch landing pods with either soldiers or the basis of new nests, the sky fiends may return in some capacity in later adventures.

Monday, May 21, 2018

The Mushroom Tower (part 2)

Locations:
Okay, the party is in Highfield, the nearest village to the Mushroom Tower. They may have heard about more specific locations for the Tower, and can continue to seek out rumors if they need to.  There are some mushroom shaped rocks outside the village, and there are plenty of hills that could be fairy related (Is this one greener than the others?  Do the trees on this one grow taller?  Are the flowers here brighter?).  There is nothing resembling an enchanted lake anywhere near here (see below for details on the lake).



Rivals:
Everyone can see the comet in the sky, and the story of the Mushroom Tower is widespread, so there are a pile of adventurers in town.  The inn is full to overflowing, and every spare room and hayloft in the village is occupied.  Some more ambitious adventurers have set up camp in likely spots for the Tower to appear, and quite a few of them defend their turf against trespassers.  In general, higher level parties are more aggressive in their defense, while lower level parties are more willing to join forces to rout out whatever foul beasts happen to control the Tower.  If the PCs have had rivals or recurring enemies in past adventures, they are probably here now; if not, some of the groups here now will be jerks enough to become rivals soon enough.

General Layout:
The Tower rises from underground, telescoping into a sort of circular ziggurat shape.  It is piled high with earth accumulated over the centuries, shedding it from one level to the next slowly when it rains or quickly when a roof hatch levers open.  (When the Tower returns to its underground configuration, it will take time for this earth to refill the hole; in the mean time, it fills with stagnant rainwater.  There's your enchanted lake.)  The lubrication leaking from between the rings of the Tower's structure fertilizes some pretty strange mushrooms, forming concentric fairy rings; funny how none of the tales mention this.  Talking with some of the local oldsters might turn up this clue, or happening across the mushroom rings might be enough for a knowledgeable character.



Each ring of the Tower has a mission focus.  The outer ring (Ring V) contains mainly machine shops and bays for parking, maintaining and repairing ground vehicles (in re: the rumor table, tracked vehicles leave tracks that look like many small feet, hence the large roaring beasts with centipede legs; these robotic ground vehicles are used to gather raw materials from the surrounding area when the Tower is active).  The most likely entry for the PCs is one of these bays, either one that has opened to allow a ground vehicle to leave or a bay that has been damaged enough that characters can squeeze or force their way in through a fissure or warped bay door.  The next ring (Ring IV) has bays for ornithopter drones (resembling dragonflies, sadly none are operational).  The bays have hatches in the roof that open outward, causing any accumulated dirt to spill onto the Ring V.  Ring III contains missile silos (resembling arrows of fire when launched, most are empty now).  Every now and then during the early stages of the exploration of the Tower, a missile will launch skyward.  Ring II has barracks, mess halls, medical facilities, and cryosleep pods (if any of these are still operational, they wouldn't be good for PCs to experiment with).  Some of these are modified to support robots (servants of steel and bone).  The center circle (Ring I) is the command station, with rotating radar dish on top (remembered metaphorically as an all seeing eye).

Because all the rings form a disc when the Tower is contracted underground and a ziggurat when extended, every room that has a connection with an interior ring will have two doors, one at floor level and another about 30' higher.  At one point there was a stairway and/or catwalk that allowed access to the higher doors, but much of that has been salvaged and repurposed to keep the Tower running over the millenia.  The lower doors should be locked when the Tower is extended, but some have malfunctioned; if a PC opens an unlocked lower ring door or forces open a locked one, it opens into a black, yawning abyss (about 40' between Rings V and IV, adding 30 more feet for each ring inward).  Exploring down there will reveal the massive machinery used to raise and lower the Tower, as well as the reactor that powers the whole thing.  None of it will be of particular interest, but might prove dangerous for those who don't know what they're doing.



Threats:
Wandering around the interior of the Mushroom Tower is not very safe.  At one point, it was a very well-equipped installation of a space-faring age, but it's been fighting a war for thousands of years without outside help.  To the characters, it is a place of wondrous magic/science, but to modern eyes, it would look like it's held together by spit and string; the chewing gum and duct tape have already been salvaged for more pressing needs.  Malfunctioning equipment lies around every corner, spitting sparks, leaking reagents, or teetering at the edge of collapse.  Even the working machinery has had much of the safety barriers removed to be used elsewhere.  "We need to repair this catwalk if we're going to access the coolant recycler, and no one's going to walk into this ventilation fan anyway, right?  Take the gridding down."

Some likely threats:
- Zombots: Originally the facility was supported by legions of technicians.  Cryosleep kept them alive far longer than their original culture and technological base, but eventually attrition forced them to build mechanical servitors.  Over time, the technicians all succumbed to the inevitable, and now even these servitors are a pale shadow of what they once were.  What were once constructed of plastic and metal are now cobbled together out of whatever materials are available: recovered plastics and metals, but also wood, leather, and bone are used structurally to shield and protect the vital and nearly irreplaceable circuitry and motors inside.  Zombots look horrifying, but are generally only concerned with maintaining the Tower and slowing the inevitable slide into oblivion.  They only attack characters if they are vandalizing the machinery or structure of the Tower.  Treat as zombies or skeletons, except they are unturnable (even the ones made mostly of bones).

- Vacuum tubes: They look like incandescent light bulbs.  They are very hot, and may shatter if touched.  1d4 burn damage/1d6 glass shrapnel damage.  A cascade of these exploding will ruin your day.

- Cables: These snake everywhere, along walls and across ceilings.  A loose one may emit showers of sparks at intervals, and will probably have a zombot on the way to repair it. They deal 1-6 d6 of shock if yanked loose or cut into.

- Massive gears: Used to open bay doors, raise or lower the Tower rings, or move heavy machinery inside the Tower.  If the gears start turning, characters touching them could be pulled in and crushed (save or die situation; a magnanimous DM could allow a character to get away with merely having a limb mangled beyond the abilities of medieval medicine to repair).

- Ventilation fans: Given the current state of the Tower, the ventilation ducts might be the best way into or out of a given area.  The fans might be spinning, or might be stopped, but activate at any time. Either way, coming into contact with them will do at least 3d6 damage.

- Leaky pipes: As ubiquitous as the cables, pipes run everywhere.  Many of them leak whatever they're carrying, whether that's superheated steam or caustic chemicals.  Give them 1-4 d6 of damage, or choose an appropriate spell effect to apply.

- Psychic radio:  An odd machine for communications.  Someone who knows how to use it may connect with another person's mind telepathically (this may allow a spying function similar to ESP if the DM permits).  Someone who doesn't know what they're doing (most PCs, at least at first) will likely suffer some kind of mental damage (loss of intelligence, amnesia, feebleminding, etc, DM's choice).  It is up to the DM how long it takes for a PC to work out the proper use of the machine.


The Final Boss:
Varrtir, the hero of old, is indeed the Master of the Mushroom Tower. He is found seated in the Command Center (Ring I), at this point not much more than a withered corpse trailing tubes and wires.  He speaks to the PCs through speakers in the walls, and displays information on a wall mounted screen.  If the party seems like they will attack, he will attempt to subdue them by flooding the room with a paralysis gas (Save vs Poison or Fortitude depending on system; treat as Hold Person spell).  If he can't parlay, he knows he will lose (he can't physically defend himself anymore...he's over 500 years old!) and will begin an automatic playback that will describe the true nature of the Tower and his plans to end the eternal war with the Celestial Sword.  The only way to end the playback at this point is to methodically destroy the screen and all the speakers in the room.  If the party is willing to speak with him, Varrtir will reveal the following information on his own, answering the characters' questions as he goes. 

The tales about him being compelled or forced to take the position after defeating the old Master are false.  He took the position on his own, after learning the true nature of the Tower; at that point, he had already slain the old Master.  The Tower was built in times long forgotten as a defense against the Celestial Sword, which is a ship of fiends from beyond the outer dark.  Or aliens, for a more modern audience.  Through the ages the Tower and the Sword have battered each other mercilessly, with neither being able to gain a decisive advantage as attrition has worn down the capabilities of both sides.  The Tower has had a particularly hard time of it, as adventurers have raided it time and again, thinking they were doing the will of the gods. 

Varrtir has a plan to send saboteurs to the Celestial Sword to wreak havoc there.  The same adventurers that have created such chaos in the Tower can surely help to finish off the Sword.  The previous missile launches have been other groups of adventurers.  He may or may not offer the PCs the chance to defend the world; at the DM's option, he may just gas them and send them without consent.

Because the characters are dealing with science beyond their previous experience, and because the players easily understand a lot of scientific ideas and terms, it is recommended that any questions Varrtir answers be couched in strange, unfamiliar terms.  Poul Anderson's Uncleftish Beholding is a pretty good example of real science with strange terms.  This Anglish dictionary should be helpful as well.  Confuse the players the same way their characters are confused.  They should in the end be pretty sure they're taking a rocket to attack a spaceship, but not 100% sure.

If the PCs decline to help, either another party of adventurers does the deed or the aliens win, and with the Mushroom Tower effectively done for, start sending landing parties to conquer the world.

If they decide to help, a zombot will help them to board a missile for launch.

Next time: Part 3 of the Mushroom Tower adventure, Attack on the Celestial Sword.

Wednesday, April 25, 2018

The Mushroom Tower (part 1)

I've been kicking around a few ideas for adventures, but I doubt I'll ever really put in the work to make them a real true "module" style adventure.  I have enough to kind of hang the whole adventure on, more than a seed, but not really enough to say it's a complete adventure. So I'm going to tag this as an "adventure skeleton" and go ahead and post something, rather than wait until I get it perfect (probably never).  Maybe I'll draw some maps, but probably not, because I see way better maps than I can draw out there every single day, and I kind of end up feeling like it's a straitjacket long before I actually get it done.  But I will do my damnedest to make it at least as playable as a one-page dungeon.

Background:

A golden comet has appeared in the sky.  At first there was just a little buzz among astrologers, sages, and the like, but at this point everyone is talking about it.  It is clearly visible with the naked eye as the sky grows dark, and everyone is certain, sovereigns to slaves, that it is the return of the Celestial Sword.

The Celestial Sword appears periodically -- the last time was about 500 years ago -- and signals a renewal of the war of the sky gods against against the wicked fae folk of the Mushroom Tower.  Stories vary from region to region, but everyone has heard some version of them growing up.

The characters roll d30 on the following table to determine what they remember hearing about the Mushroom Tower growing up.  At the Judge's option, characters with a lore-based background or class may get additional rolls.

Rumors and Tales
1 Huge creatures, fantastic treasures...it's dragons that live in the Mushroom Tower.
2 Nothing alive could come back age after age. The Mushroom Tower is full of ghosts.
3 For their heresies, the inhabitants of the Mushroom Tower are cursed to disappear and reappear in time. This way, the gods can destroy them slowly and effortlessly, while giving the blasphemers no rest or recuperation.
4 No man knows what the things in the Mushroom Tower are. No man was meant to know.
5 What else would they be but giants? It's always giants defying the gods.
6-8 Don't know if it's Seelie or Unseelie, but it's definitely a fairie court in the Mushroom Tower.
9-10 The Mushroom Tower is topped by an all-seeing eye.
11-12 The Mushroom Tower is guarded by hordes of dead things armored in steel and bone.
13-14 They say the Mushroom Tower shoots giant arrows of fire at the gods. The gods must be winning; they say the Tower shoots fewer arrows each time it appears.
15-16 The Mushroom Tower spreads blights and fire on surrounding fields and forests whenever it appears.
17-18 Giant, roaring, smoke-belching beasts with many centipede legs emerge from the Mushroom Tower to denude forests and dig up rocks and dirt.
19-20 Huge dragonflies used to serve the fairies of the Mushroom Tower, but haven't been seen in ages.
21 The last time the Tower appeared, only Finngart, squire of Varrtir, returned, bringing with him a retinue of spirits of fire and smoke.
22-23 The Tower is itself alive. Not just like a mushroom is alive, but sentient and cunning.
24 There are some mushroom shaped rocks standing in the hills outside the village of Highfield. That's where the Tower appears, and that's why it's called the Mushroom Tower.
25 The Mushroom Tower is located under a fairy hill. It only looks like a tower from the inside.
26-27 When Finngart returned from the Tower, he brought enough riches to live like a king for the rest of his days. No one ever found so much as a penny of it after he died.
28 When Varrtir confronted and slew the master of the Tower, he was compelled to take his place. If the legends are true, Varrtir is the master now.
29 The Tower appears from an enchanted lake and disappears into it again when its time is up.
30 Roll twice and combine the two results imaginatively.

Travel to the vicinity of the Tower should take at least two weeks, and the old legends will be the main topic in every inn and tavern along the way.  Early on in the travel period, the party can roll 1d8 on the table to pick up more rumors.  At about a week and a half out, roll 1d8+8; at a week out, roll 1d8+15; and within three days' travel of the Tower's locale, roll 1d8+22.

The roads will be heavily traveled by other adventurers looking to loot the Tower, and by a few refugees looking to get away from the area before the wrath of the gods starts falling.  The prices of goods will shoot up due to the increased demand and decreased supply.  Parties who think to bring extra supplies to sell can rake in some money, perhaps double or triple list price.

Spoilers: More detail will be given in a future post, but the Judge should know now; the Mushroom Tower is a technological relic left over from an earlier age, a la Gus L's Fallen Empires and Land of 1000 Towers adventures.  (I guess that makes Patrick Wetmore's Anomalous Subsurface Environment the thematic grand-daddy here, but I still haven't picked that up.)  Most of the rumors on the table have a basis in truth, but have had 500 years to become entwined with fairy-tale standards to the point of being almost unrecognizable.   EDIT:  Looks like Gus has taken down his blog for some reason.  Luckily, someone saved his PDFs, or at least most of them.  Look here: https://drive.google.com/drive/folders/1WTzBOgE1K79UU6OhYfXyDnzS1BB5HIJt

If you want to give some foreshadowing of the high-tech nature of the Tower, you can have the party find the remains of a smashed robot in some out-of-the-way niche on their journey there, or maybe there's a village with some piece of ancient technology that still works, like a spotlight or a motor they use to open and close the gate.

At any rate, I've let this blog sit too long without a post, so I'll end this now and get the next post up before two months passes by again.