Annabelle's Tower | Dungeon Crawl
In the fey city of New Albion, a long abandoned necromancer's tower is the only point of access to the depths that lerk below.
$15.00
/ Session
Details
Weekly / Thursday - 5:00 PM UTC
Session Duration / 2–2.5 hours
Campaign Length / 5–8 Sessions
0 / 5 Seats Filled
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About the adventure
Annabelle’s Tower is a dungeon crawl adventure where you and your party must delve into the under-city of New Albion at the behest of a powerful archfey how has promised your party a boon in exchange for uncovering the cause of the city’s recent increase in earthquakes. The most direct path into the under-city is through the bell tower district; an area of the city where the very tops of Old Albion’s tallest towers breach the surface into New Albion. Your party was directed to one tower in particular, that of the reclusive necromancer Annabelle Hertz who lived and died in ages long past. Can you survive the treacherous journey to the tower’s end? Can you uncover the mystery lurking beneath the city and put a stop to these earthquakes?
Game style
Dungeon Crawl
Puzzle / Mystery Focused
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
My introduction to TTRPGs was through an after school D&D club I attended in middle school. After the first handful of sessions, I was hooked and the game became a major part of my life. When our forever DM moved away, I took his place and ran my first campaign. That was when I discovered that if there was one thing I loved more than playing D&D, it was bringing the joy and magic of the game to others.
View Profile →Character creation
Creating your character
Since this is a relatively short campaign, character creation will be independent. You may create a D&D 2024 edition 3rd level character using whatever resources you have available to you (but please let me know if you are using any homebrew and be warned that I reserve the right to nix anything I feel is too broken). Stats may be rolled, standard array, or point by. When you have finished your character, please send me a link to where I can look it over / send me a copy over Discord. Detailed backstories are not necessarily for this campaign, but if you want to write one anyway feel free to send it my way. During our session 0 all players will share their character concepts and will be encouraged to form connections between PCs. Characters should be complete and ready to use by session 1. If you have ANY questions regarding creating your character, please don’t hesitate to reach out to me on Discord.
What to expect
Preparing for the session
To limit the amount of different websites needed for our game, we will be communicating and playing via this Discord server: https://discord.gg/N5QwMtpR and using Owlbear Rodeo for combat / general map purposes. If you have any issues with operating Discord or Owlbear Rodeo, please reach out and I will try my best to get you on the right track.
What Peatmoss brings to the table
Why should you choose ME as your humble game master? Rule of cool! I like to think of myself as a pretty loosey goosey GM. The rules are more guidelines anyway. I do Voices! My voice work definitely needs some practice and refinement, but what I lack in skill I make up for in commitment to the bit. The world is full of wacky NPCs with even wackier voices (though you may have to leave the dungeon to meet some of them). Puzzles over combat! I don’t prioritize combat in most of my games. Admittedly, this campaign includes more combat than I normally use - as is the nature of dungeon crawls - but I always reward creative solutions if the stabby stabby approach is not going your way. I am chronically incapable of taking myself seriously for more than about 15 or so minutes. Even with a darker subject matter, like necromancy and horrors of the unknown, I try to keep things light hearted most of the time. After all, tragedy is just comedy that isn’t ready to come out of its shell yet! If all of this sounds like a GM you’d like to roll some math rocks with, then I’m your guy!
Homebrew rules
Gods: This world was once home to a single powerful god known as All Mother. Bla bla bla proper name place name backstory stuff. All Mother dissolved her essence into the planet and now the world is filled with hundreds of demigods that span in power and influence from the god of death to the god of toast. When building a character that draws strength from a higher power, you may choose a standard D&D god or create your own. Gear: Types of Gear Rather than party members buying specific adventuring gear or spell components, they instead buy general gear that has been separated into the following categories: Spellcasting Components - 10 for 1gp General Goods - 5 for 1gp Traveling Gear - 4 for 1gp Crafting Supplies - 4 for 1gp Trade Goods - 1 for 100gp Carrying Capacity Players can carry an amount of gear equal to double their strength score, with the exceptions of Spell Components which are carried at one fifth cost and Trade Goods which a carried at double cost. Using Gear To use gear, a player states what gear they wish to use and to what porpoise. The DM will then determine how many units of gear this requires and if the item(s) is consumed in the process of its use. Players will then mark off having expended the appropriate type and amount of gear from their inventory. If the item(s) was not consumed, it may be added to a player’s inventory like normal. Calendar: Here is a link to the in world calendar. https://app.fantasy-calendar.com/calendars/fb6505412eaf396a857a821f471a2028
Equipment needed to play
Internet
Computer or Mobile Device
Platforms used
Safety
How Peatmoss creates a safe table
In addition to character creation, you will be asked to fill out a form going over your boundaries and comfort levels with certain topics. Once everyone has completed the survey, the compiled results will then be shared with the group and will establish our lines and veils for the campaign. In our session 0 we will go over the lines and veils established by the survey, to make sure everyone has familiarized themselves with the expectations of play. In the middle of each session, we will have a 10 or so minute break. You may use this time to grab a snack, decompress, ask questions, or bring up any concerns that came up during play. You may also request a break at any time if you need to step way (though play may continue without you). At the end of each session, will a small amount of time set aside to debrief and bring up any questions, comments, or concerns that you may have.
Content warnings
Safety tools used