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The Flute of Sailroc Edifice
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The Flute of Sailroc Edifice

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Characters obtain a magical flute that causes a tower to sail on a rocky island from the ocean. There is a lot of filthy lucre inside, but much of it is bulky, brittle, puzzling, or dangerous. When the tower starts sailing off, the player characters will need to devise a plan to get the treasure out before the tower leaves for good.

An OSR adventure for a party of level 3 characters. Assumes the gp=xp rule.

Designed to be run without prep.

THIS IS WHAT'S LIKELY TO HAPPEN:

1. Player characters stumble upon a secret chamber and find a magical flute. A wall painting depicts the flute causing a treasure-filled tower to rise from the sea. Dare you enter my magical realm?

2. When (and if) the flute is played at the seaside (or lakeshore), the tower comes sailing on a tiny island of rock, ploughing through the seafloor, and stops 200 yards from the shore.

3. There’s quite a bit of treasure—some prohibitively bulky, some extremely fragile, some puzzling, some dangerous.

4. About 30 in-game minutes later the tower starts sailing back into the sea. The island carrying the tower will magically cover 90 miles per day until it’s thousands of miles away from any shore.

5. Players may want to concoct and execute plans to get the lucre out of the tower.

CONTENTS

- The Abandoned Cell microdungeon.

- Sailroc Edifice: a 7-floor tower dungeon.

- Advice on spending the money.

- Advice on continuing the adventure.

Reviewed by Bryce Lynch of Tenfootpole! (https://tenfootpole.org/ironspike/?p=7919) In short, Bryce thought that it was interesting, but wasn't so sure about execution. Quote:

"There’s another mechanism going on here as well: after thirty minutes of game time the tower heads back out to sea. Rapidly. So, you’re either in for it and along for the ride in a tower full of loot and no way to recover it, probably, or you’ve got thirty minutes to grab as much loot as possible. Thus, if you started at the top, and, given about fifteen minutes per floor, you probably miss the giant if you work your way down methodically. If you star at the front doow and go down you could be dead. If you work your way up you don’t make it to the top. And in BOTH cases, the secret treasure room is in the MIDDLE floor, which you don’t reach in thirty minutes by starting from either the top or the bottom. This means substantially different outcomes depending on the choices made. Nice! Or, nice in theory. As implemented, I have some issues. ...

"So, encounters? Interesting. The concept is decent also, or, perhaps I mean the design choices of “choose your entry and difficulty” being so intentionally made in the design. I’m not sure, though, tha I could run this well, given the format and may want a little more in the form of a “room introduction”/overview in a format like this."

 
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9
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File Last Updated:
March 30, 2022
This title was added to our catalog on March 25, 2022.
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