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delving the tower of an immortal wizard with Alzheimers
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so after last weeks "things you find in a senile wizards lair" thread i started using some of the ideas as fodder and trying to really flesh out this tower. i decided to incorporate the hypercube dungeon that's been circulated on here for the upper levels where stuff makes even less sense. i'd really appreciate some feedback on some of the things i've written so far as well as ideas for even more stuff. will post the hypercube GT for anyone who doesn't know it yet. i'm still in a conceptual stage but any and all help would be greatly appreciated.
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>MAKE YOUR MONEY WORK FOR YOU!
a sizable glass case sits under a big bright light with a clockwork device that proclames; "watch your money work!". it bears a coin slot that'll accept any normal coin and a large crank you turn thrice according to the worn directions. any coin placed inside is animated and dropped into the display case. inside is a plantation style villa with dried up fields with wisps of miniature crops and tiny desiccated livestock mummified by age. the villa needs repainting and is covered in normal sized cobwebs. the back corner is broken and dirt spills onto the floor. tiny tiny footprints and indention of coins mar the dirt. it seems a banner pole fell from the ceiling and smashed the case, letting the animated coins inside free. a small structure built of matchsticks, needles and other tiny building materials leads up to the coin slot and cords dangle from the handle, letting the coins animate others of their kind. each coin looks like a typical coin save for the little noodle arms and legs that lead to bare human-like feet and hands, orientated so the face side is right-side up and used as their "face". they understand any spoken language and "speak" by slapping themselves in various places in rythem and flashing hand-signals. built to work and long without a proper purpose they eagerly jump at the chance to help. like lemmings, pikmen or ants they pile in a task until they can get it done, bordering on competence in numbers when set to a simple task. they are not fast, they are not smart but as long as you explain it like you would to a child they'll get it and get to it. they are jolly and tireless, if not very quiet. denominations worth more money are stronger, faster, smarter and a bit more competent, though not by much. they are found throughout the tower, having had century's to meander their way from one place to the next. (cont)
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>>47227005
make your money work for you conclusion.

if one rolls on its back it curls up like a bug until it stops rolling, then kicks and flails until it gets back to it's feet like a beetle stuck on it's back. they don't mind being kept in a pouch but try to get back to you if spent, jogging back to you across the counter like a forlorn child who somehow knows dad isn't just going out for cigarettes. each is truly alive with its own wants and hopes and a crippling fear of death... or getting stuck in the couch.
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> Signs everywhere with such helpful directions as:
-Living room this way.
-"Living Room" that way.
in the less convoluted portion of the tower a plethora of helpful signs help paint the way to various locations. it seems to assume one has a basic understanding of the houses layout and unusual architecture and merely provides signposts to places of interest. at a T two signs facing opposite each other read, [living room, this way ---->] ["living room" <---- that way]. one door opens to a nice living room with comfy couches, one of which pulls out into a king sized bed for a large creature, the sheets have gnoll hair on them and smell slightly of the acrid musk. it is a safe room to sleep in and has nice creature comforts including a bathroom with running water, toilet, sink and shower, a limited selection of wines and finger foods in a cold box, light reading materials in a disorganized bookshelf and all manner of pillows and snuggly soft blankets. the lights are on a dimmer switch that responds to clapping so one needn't get up to turn them on or off. the floor is even comfortable enough to sleep on, covered in wall to wall plush carpet that won't to stay dirty or wet for long.
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>>47227058
the "living" room looks the same from the door, the floor feels nice and soft, the chairs seem comfortable, they look like mirrored rooms. the difference is everything in the "living" room is an animated object trying not to get caught as such. the lamps lean to read over your shoulder, the chairs rearrange you to make themselves more comfortable, the beds toss and turn at night, the blankets snuggle tight and the pillows drool on you. the toilet whimpers and trys to hold the lid down, making gagging noises when used and flushed, the sink and shower sigh with relief when turned on and the water is always warm (but just water). your reflection in the mirror does the best it can to mimic you but sometimes slips up. the finger foods scream and try to run away, the wine bottles act woozy as they empty and eventually fall over, the glasses noisly sip whatever is placed in them when no one is looking and the books try to turn the pages when they're done reading them. they cant talk but can make people noises and do their best not to get caught.
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>an edible armory.
all along the walls rest racks and shelves of weapons and armor made from all sorts of food. there are pork swords, fish flails, potato cannons, leek rapiers, cauliflower caltrops, sausage link battle chains, corn-dog nun chucks, spam knuckles, hard candy arrows, celery bolts, taffy bows with liqorous strings, rudabega ransiers, eggplant maces, carrot daggers, soup censers (bread bowl flail head), bologna bastard swords, zucchini zwinhanders, tiny lemons for sling ammo, onion helmet (makes you cry), banded cabbage mail, ficcatia full plate, sourdough spiked shield (pointy bread knots), tofu tower shield, radish studded linguini armor, padded peta armor, Brussel sprout chain-mail, spinach shinguards, garlic greaves, rice ball boots. the room is a freezer so all the food will start to go bad at a normal rate once removed. but it functions as +1 versions of itself until it goes bad or is eaten. if cooked fresh it is absolutely delicious, fine quality foodstuffs.
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any lurkers sound off, at least let me know your stealing, not that i mind. its' not where you get something from, its where you take it.
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On the second floor of the tower is a room containing a demonic, and a holy, summoning circle that are self automated. Needed spell ingredients materializing and damage to the circles instantly repairing themselves.

Oddly, the circles cannot be used to summon, as each seems to be attuned to a specific entity, and activated from the destination. On week days a demon and a angel will teleport in around mid-day, at which point they will preform some simple repairs and chargings, all the while chatting like two old friends before returning to their home plane.

On weekends the duo appear in the evening, and merely spend time chatting and partaking in mortal refreshments.
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>>47227792
When approached both are friendly, though the Demon prefers to remain cordial, while the angel is much more relaxed. Neither will discuss the relationship between the two, though any attempt at implying sexual connotations will merely be met with wiggling eyebrows from the Angel, and mock indignation from the demon.
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On the top of the tower is a seemingly precariously balanced draconic looking rooster the size of a mammoth. Said Rooster acts as a AA emplacement, keeping the top of the tower free from birds and other annoying critters, as well as destroying any projectiles and anything else flying that comes within range.

It does this via super sonic feathers shot from its wings, and gouts of magical flame. As a added bonus it also acts as a clock. One crow for morning, two for mid-day, and three plus a blast of flame for evening.
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>>47227792
love it.

>>47227967
fucking perfect. this tower is gonna be a mess.

> A sword in a stone that can only be pulled out by the impure of heart
behold; behind a door that opens into a small wooded glade rests a smooth pure white stone jutting from the ground. its face is cut into steps leading up and is pitted and worn, ancient looking. at its peek a gleaming sword lays sunk halfway into the very stone with not a gap to be found. the pommel of this hand and a half sword is a single large brilliant blue sapphire, a mithral dragons hand clutching it in a clawed grip. the handle is braided mithral strands, soft and silk to the hand but grips true even when blood soaked. the cross-guard is slender and possesses a subtle utilitarian elegance, adored only with a pair of sapphires set on either side of the full tang blade. the blade itself seems to be a leaf-blade style though only half of it can be seen. there once was a plaque adorning the stone but time has worn off it's message, only tarnished moss covered bronze remains (in the destroyed condition) if restored it reads "Free Sword!"
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>>47229058
only a player who has proven himself a low down, dirty, rotten, no good, son of a bitch can draw the sword from the stone. upon doing so it turns black as night and the gems turn red as blood, enjoy your +2 sneaky bastard sword.... you bastard. grants wielder 1D6 sneak attack as the rogue ability, stacking with those gained from class levels. due to it's solid mithral construction it counts as a light weapon for the purposes of weapon finesse and two weapon fighting. does not confer proficiency.

apologys for the rough drafts, i've really only just started on this.
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