The TOWER of TERROR
Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Microbadge: Order of the Tower The Order of the Tower
Cordially welcomes you to our illustrious training grounds!

It is here we hone our skills for fighting the deadly denizens that menace the land.

The goal is to make it through all 20 rooms of the Tower. But many do not make it!

Can you survive the tricks and traps and make it to the top?

How to Play:
Allocating Stats
Players have 12 points to allocate between six traits:

• Bravery
• Might
• Speed
• Sorcery
• Wits
• Luck

Mercenaries, Recruits, and Order members - you each start with one free point, in addition to those 12 points.

Where that free point is located is on the following list:

Order members start with 1 free point in Luck.
Order members include anyone who has these microbadges: Microbadge: Order of the TowerMicrobadge: Order of the FirstMicrobadge: Order of the WolfMicrobadge: Order of the GateMicrobadge: Order of the DrakeMicrobadge: Order of the Bone Skull
Mercenaries start with 1 free point in Bravery, Might, or Speed.
Recruits start with 1 free point in Speed, Sorcery, or Wits.

If you are coming here and fit into none of those categories, feel free to place your one free point in any trait except Luck!

During the game you will be asked in each room of the Tower to make a roll or rolls with certain target numbers. Each roll is 1d20. Any points you add to your traits will be added to that roll. If you put 3 points into Bravery. When you make a roll for Bravery, you roll 1d20 + 3.

Luck is a special trait! You may spend a permanent point of Luck to reroll a failed roll. You may uses Luck multiple times on the same challenge. When used, remove each point of luck from your trait list.

Any time you roll a natural 20 in the game, add one point of luck, for truly you are favored by the Dice Roller!

When Playing:
Please keep all discussions, congrats, condolences, and general conversation in the Geeklist Comments section at the bottom of the list, and not in the Item comments of each challenge. Do not post anything to a specific item unless it is your attempt at a challenge.

You may run through the tower as many times as you like - but each time, you must claim a different name. When you fail, that name is retired, chiseled upon the walls of the Tower, memorializing your feat.

Example of a Room:
There is an inexplicably large pit in the center of this room, with a single rickety rope bridge leading across it. You make it halfway across the bridge when a giant bat swoops out of the pit and attempts to knock you off the bridge!

Make a Might [13] roll to injury the bat enough to get away!

-----------

Example of a Post:

Finian the Fabulous, Bard Extraordinaire (Order Member)
• Bravery 3
• Might 0
• Speed 2
• Sorcery 1
• Wits 3
• Luck 4 3 2 1

Finian the Fabulous, Bard Extraordinaire, swings his rapier with all his might!

Sword Swing 1d20 = (1) = 1

Alas, Finian will perish in the first room, failing his clan - unless he uses luck.

Is he feeling lucky?

Luck 1d20 = (7) = 7 - No, it is still not enough!
More Luck! 1d20 = (4) = 4 - Ouch! Poor Finian, with his miserable luck.
Even More Luck 1d20 = (14) = 14 - Finally!

Finian, after much ducking and weaving, scores a hit, distracting the bat, allowing him to cross safely to the other side. He moves on to the next room, conscious that he is almost out of luck...

You must roll greater than or equal to the target number in order to pass a room.

Dare you run through the Tower of Terror?

Known Issues!
Geeklists are finicky about any dice rolling done within them. This is a known issue from last year. In order to get the rolls to play the game, please create a single post to track all your rolls in this thread: Order of the Tower

And thanks for your patience!

Credits:
This game is inspired by the glorious The Revenge of Dokter Ekwilibreum's Maze of Deth -Open for Fun, Closed for Prizes!!!.
If you have fun running through here, feel free to check out that game!

TTDG and Caroline Berg created the rooms.
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1. RPG Item: Dark Tower [Average Rating:8.11 Overall Rank:463]
RPG Item: Dark Tower
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Before you stands the Tower, dark and foreboding. It exudes an aura of malice. You can feel how it hates you. How it longs to defeat you. How it will crush your soul, crunch your bones, and feast on your fear.

You approach the door.

Make a Bravery [10] test to grit your teeth and ignore the false feeling of despair. Then, Make a Might [9] test to open the door.

OR

Make a Sorcery [15] test to dispel the cursed aura and teleport into the Tower.
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  • 917980. Gearhead
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  • Mon Jun 20, 2016 8:52 pm
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  • 917983. Gearhead
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  • Mon Jun 20, 2016 8:53 pm
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2. RPG Item: Filling the Empty Chair [Average Rating:6.00 Unranked]
RPG Item: Filling the Empty Chair
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You have entered the Tower. This first room looks like a perfectly normal sitting room, and not at all terrifying. In fact, those chairs look mighty comfortable, and it was such an effort to get inside... you walk across the room, thinking a rest might do you some good.

If you don't trust this relaxed feeling of contentment, make a Wits [8] test to avoid the sitting down and continue to the next room.

If you decide to sit down, make a Speed [12] test to avoid the deadly furniture already moving to swallow you whole, before sprinting to the next room.
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  • 917994. Gearhead
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  • Mon Jun 20, 2016 8:57 pm
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3. RPG Item: 101 Potions, Elixirs & Other Drinks [Average Rating:0.00 Unranked]
RPG Item: 101 Potions, Elixirs & Other Drinks
Caroline Berg
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Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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This cavern has alcoves on all sides. Light beams down from above into each alcove holding a differently colored potion.

Pick a trait. Make a [13] test in that trait to pick a potion that will add 1 permanently to that same trait thereafter.

Attempting to pick up a potion and failing causes the light to intensify into a disintegration beam. Your journey through the Tower is over.

Once you've successfully picked up a potion, a beam of light moves you to the next room.
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  • Mon Jun 20, 2016 8:59 pm
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  • 918006. Gearhead
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  • Mon Jun 20, 2016 9:01 pm
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4. RPG Item: DCC #072: Beyond the Black Gate [Average Rating:7.80 Overall Rank:4385]
RPG Item: DCC #072: Beyond the Black Gate
Caroline Berg
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Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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This room reminds you of a castle gatehouse completely bisected by a portcullis. There is an an ancient parchment here with faded writing. "Perform a Bend Bars Lift Gates roll on a d100." Somehow you are certain that is not right.

Make a Might [15] test to lift the portcullis.

OR

Make a Wits [15] test to recall the sourcebook referenced.

If you fail, the gatehouse has murder holes for a reason...

If you succeed the portcullis is raised and you can walk to the next room.
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  • 918008. Gearhead
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  • Mon Jun 20, 2016 9:04 pm
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5. RPG Item: Beyond the Mountains of Madness [Average Rating:8.34 Overall Rank:19]
RPG Item: Beyond the Mountains of Madness
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Somehow emerging from that last room you find yourself on a windswept mountain ridge. In the distance you see a fluttering flag. Wow, the wind is really strong here, and the mountainside is quite steep. At your feet you see a weather beaten rope strung between distant iron loops hammered into the ridge.

Make a Bravery [11] test to grab hold of the rotting rope and crawl forward, if you think you can.

If you think you can't, you waver and quiver and the wind whips you into the sky and tumbling down the mountain to your death.
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  • 918009. Gearhead
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  • 918010. Gearhead
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  • Mon Jun 20, 2016 9:08 pm
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6. RPG Item: Hoard of the Dragon Queen [Average Rating:7.04 Overall Rank:874]
RPG Item: Hoard of the Dragon Queen
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Gold, glorious gold! Thousands of coins form great piles in this room. It is impossible to move without the sound of jingling metal. And there upon a great serpentine neck is an unblinking eye, of a Dragon!

Make a Speed [13] test to run!

OR

Make a Sorcery [15] test to battle the dragon.

OR

Make a Wits [14] test to engage in a running battle of wits in which the dragon may let you live. Flattery is always good.

Failure is a well fed dragon.

Success sees you out of the room and you have leveled up!

Add 2 points to any traits of your choice!
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7. RPG Item: Bullet Points: 10 Feats of Hammer and Thunder [Average Rating:0.00 Unranked]
RPG Item: Bullet Points: 10 Feats of Hammer and Thunder
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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This room is open to the skies surrounded by white bubble tents, yet strangely there seems to be some force preventing you from just walking through the tent sides. Until claimed, in the center is a Hammer with these words on it "Whosoever be worthy shall have the power of Thor".

Make a Might [20] test to pick up the Hammer. The Hammer adds 2 to all Might rolls thereafter.

OR

Make a Wits [7] test to leave this room.
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8. RPG Item: Lone Wolf Adventure Game [Average Rating:7.72 Overall Rank:2667]
RPG Item: Lone Wolf Adventure Game
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You enter a room that is completely bare, and totally unremarkable, except for four large stone circles set upon the floor.

Once you have fully entered the room,the door behind you slams shut and the stone circles start to rise with a grinding noise, exposing four cages underneath!

As they continue to rise, the cage doors lower, and soon four snarling dire wolves are released into the chamber!

Make a Speed [12] test to vault over the wolves and make it to the other door.

OR

Make a Bravery [15] test to walk between them unafraid, earning their respect. If you succeed, add 2 to all Bravery rolls thereafter, as the pack of dire wolves travels with you.
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9. RPG Item: DMGR9: Of Ships and the Sea [Average Rating:6.92 Overall Rank:2898]
RPG Item: DMGR9: Of Ships and the Sea
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You awake in this room to find it is not a room at all! The sound of the sea just beyond the wooden hull is heard just before the drumbeats pick up sounding the charge! Light reaches below decks through the deck glass above. You are chained and pulling the oars as if you've been a slave half your life. Suddenly there is a tremendous crash and water starts pouring in. You will surely drown!

Make a Might [12] test to pull yourself loose. It looks like the crash weakened the anchor points.

OR

Make a Wits [12] test to talk a guard into releasing the slaves.

OR

Make a Luck [11] test to take your chances.

Success finds you crawling onto an island beach and heading inland.
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10. RPG Item: Skull & Bones [Average Rating:6.82 Overall Rank:6083]
RPG Item: Skull & Bones
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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The room is cold and still as the grave, and filled with ivory colored rocks... until you realize those rocks are skulls! Piles and piles of skulls!

Winding between the skulls is a snake, armoured in skulls. A creature out of a nightmare.

You shift your stance and prepare yourself.

Make a Bravery [10] test to hold your ground. Then make a Might [14] test to strike at the snake!

OR

Make a Sorcery [16] test to turn the creature to stone, freezing it in place so you can walk by.
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11. RPG Item: Make Your Own Luck [Average Rating:7.67 Unranked]
RPG Item: Make Your Own Luck
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You enter a dining room, fully set for dinner, full of delicious scents but with no food on the plates. Then you realize the delicious scents are wafting from the many cups full to the brim with all sorts of delightful liquids.

If you want to sample the liquids, spend one point of Luck to make a Luck [16] test and add any points of Luck you have left. If you succeed, you have all of your Luck back. This roll is not necessary to leave the room.

To leave the room and free yourself from the compulsion to keep drinking more make a Sorcery [14] test and then a Might [10] test so no one else will be tempted! Once the cups are destroyed you exit the room and move on to the next.

After you leave, you cannot see how the cups reform on the table and go back to being filled with tempting drinks.
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12. RPG Item: Practice Makes Perfect [Average Rating:9.00 Unranked]
RPG Item: Practice Makes Perfect
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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In a wide bailey are arranged a large number of practice dummies. What foul wizardry is this? Each training dummy is an animated skeleton stuck to a pole through the pelvis. Dangerous, but limited reach.

You can decide what to practice on here:

Make a Sorcery [12] test

OR

Make a Might [12] test

OR

Make a Speed [12] test

Any one of those, after hours of practice, will increase the skill practiced by 1.

But failure means a light brain lunch for the skeletons. What, they like brains too!

The exit only opens after the requisite amount of training.
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13. RPG Item: Modern Advances: The Garden Mage [Average Rating:0.00 Unranked]
RPG Item: Modern Advances: The Garden Mage
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Stepping out of a castle wall you come into a fragrant rose garden. Across the way you see a palace. Um, are roses supposed to move like that? To your horror you see that every other rose bush is sprouting out of a zombie! I mean sure, they make great fertilizer, but that is kind of sick.

To cross to the palace and escape becoming more fertilizer either:

Pass a Sorcery [13] test

OR

Pass a Speed [13] test

If you pass the Sorcery test, at the center of the garden you see a pedestal with the letters "aklujna" carved into the base. On top you find a magical glass rose on a pedestal. Raise your Sorcery by 1 permanently.

The zombies are rather slow, but they resist all mortal weapons and can't be argued with.

If you fail, the zombies catch you, and give you your own rose bush to tend... forever.
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14. RPG Item: Owlbear [Average Rating:0.00 Unranked]
RPG Item: Owlbear
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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As you step through the door, you find yourself in a deep forest, sunlight dappling through the trees. But all is not right here... for you are in a territorial dispute between an Owlbear and a Pseudo-Dragon!

Make a Wits [15] test to hide and sneak away before they see you.

OR

Make a Might [17] test to fight your way out of this bad situation.
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15. RPG Item: UK7: Dark Clouds Gather [Average Rating:6.83 Overall Rank:5208]
RPG Item: UK7: Dark Clouds Gather
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You find yourself not in a room, but on a roiling thunder cloud. Logically, you feel like you shouldn't be standing here, but should be falling... Make a Bravery [15] test to keep standing. If you fail, -2 to your next roll.

And that is when you see it. The lightning elemental. Quick as a flash it strikes against you.

Make a Speed [16] test to roll out of the way.

OR

Make a Sorcery [13] test to transmute it into harmless sunlight.
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16. RPG Item: Ten Candles [Average Rating:8.59 Overall Rank:730]
RPG Item: Ten Candles
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You step into a room filled with candles of all shapes and sizes. None have been lit. As the door closes behind you, the light in the room goes out, leaving you alone with thousands of candles - in the dark.

Make a Bravery [10] test to not panic.

Then decide how to tackle the problem.

Make a Sorcery [12] test to light all the candles at once, which opens the door.

OR

Make a Wits [15] test to find the one candle you need to light to open the door. Make a Sorcery [7] test to light it.

If you make a successful Wits test, add one point to your Wits, permanently.

If you fail, it is dark, and you are eaten by a grue.
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17. RPG Item: Dream Park [Average Rating:7.09 Overall Rank:2343]
RPG Item: Dream Park
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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As if in a dream of summer you step out onto a grassy field bounded by walls. There is a diamond shaped dirt path in the middle, and in the center of that sits an automaton or construct. All along the field dozens of adventurers lie sleeping, clubs by their side. As you step onto the dirt path, the diamond reorients to point to you, and 3 items appear at your feet a plate, a curiously smooth club, and a cow bell. The construct also awakes and points a projection at you. A ball flies past you!

The plate appears fixed. The 3 objects stay with you as the diamond orients itself to you until you pick up either the bell or the club. You can't seem to leave the dirt path. What do you do?

Make a Might [19] test to hit a ball out of the park.

OR

Make a Wits [10] test, plus another Wits [10] test to figure out how to use the bell to wake enough team mates to bat for you.

Failure upon your chosen course sends a fastball straight at your head.
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18. RPG Item: Book 04: The Chasm of Doom [Average Rating:7.35 Overall Rank:1351]
RPG Item: Book 04: The Chasm of Doom
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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There is a strong breeze here - far stronger than anything you have felt before. It is pushing, pulling, dragging you across the floor! Which wouldn't be a problem, except the room is bisected by a giant chasm!

Make a Speed [18] test to let the winds take you and jump across at the last minute!

OR

Make a Sorcery [14] test to teleport to the exit!

OR

Make a Might [16] test to break off a stalagmite to create a bridge before you are pushed into the pit.
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19. RPG Item: Book 02: Fire on the Water [Average Rating:7.59 Overall Rank:508]
RPG Item: Book 02: Fire on the Water
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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The ceiling of this room is dotted with holes which spout flames in seemingly random patterns.

The floor of this room is covered in dark liquid, which is slowly rising to fill the room. It swirls in ways that churns your stomach, making you queasy from looking at it too long.

To rush madly across the floor before the liquid rises too high, make a Speed [16] test. Then make a Bravery [15] test to duck the gouts of flame.

OR

Make a Wits [18] test to notice the hidden levers on the wall which might stop the flames or the water or open the door.

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20. RPG Item: Atop a Lonely Tower [Average Rating:7.75 Unranked]
RPG Item: Atop a Lonely Tower
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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You find yourself at the top of a very high hexagonal platform, suspended over the the Tower. At the center is a bench, and seated upon it is a Morlock, looking rather out of place so high above the ground.

Presenting you a toothy grin he says, "To Battle!" and points to the edges of the platform.

Each side of the platform holds a symbol. You squint, but they blur before you. And then you realize - he is not pointing at the symbols, but over the edge!

To prove your worth, you must jump!

Make a Bravery [20] test to jump with no hesitation.

OR

Make a Might [19] test to jump confident you will survive the fall.

OR

Make a Speed [18] test to run and jump, diving down in haste.

OR

Make a Sorcery [20] test to gently float down.

OR

Make a Wits [19] test to pick the best angle to jump.

OR

Make a Luck [18] test to put your fate in Morlock's hands.

If you succeed your final test, you jump off the platform and find yourself transported to a battlefield, where many others are waiting to join the fight!

Otherwise the ground rises up too fast for you to contemplate your fate.
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21. RPG Item: Modern Floorplans: Adnap Memorial Gardens [Average Rating:0.00 Unranked]
RPG Item: Modern Floorplans: Adnap Memorial Gardens
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Congrats! You have braved the Tower of Terror!

Conquered the Tower of Terror:
• Order Member Squire Dave

Honorable Mention:
• Lucky: anthropomorphic dog - Perished in Room 19.
• Kedarban the Witless, Axe-guy Supreme - Perished in Room 15.
• Broumrock, the scruffy, war hammer wielding dwarf - Perished in Room 13.
• Terrence the Turtle Terror (and his Wolf Pack of Doom) - Perished in Room 13.
• Shjonathan the Studious - Perished in Room 11.
• F. Lucky McDuck - Perished in Room 8.
• Mohrlock the Magnificant, Magnanimous Mage - Perished in Room 8.
• Ahmed Arrr, pirate on a ship which rolls on wheels - Perished in Room 7.
• Fischione, our old brave dog - Perished in Room 6.
• Weezle Ver Weezleson, Foolhardy Were-Ferret - Perished in Room 6.
• Charellia, Dark Sorceress of Moxnibon - Perished in Room 5.
• Broox Bonesteel, the Bruiser of Baleheim - Perished in Room 4.
• Pennywise the Dancing clown - Perished in Room 3.
• Brett Baker, Random Fed-Ex Employee - Didn't enter the Tower.

Still Running through the Tower:
• Quixana EarlestMoon, Titantic Personality
• Balky Butterloaf Angry Hafling
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