Sorcerer of Flamecap Spire - Before the Mountain
British Fantasy Fantasy Dungeon System Neutral Tables

Sorcerer of Flamecap Spire - Before the Mountain

Duncan Thomson
You locate a local hunter and their dog, willing to guide you to the front entrance. And hear that the Sorcerer gets their power from a enchanted deck of cards

Get started with rumours, aid and encounters before entering the dungeon. Tables for Potential Aid, Rumours of the Mountain and Encounters Outside of the Mountain. Plus notes for Quick Start option

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Starting the Adventure

overview | sorcerer | treasure | start | outer | river | curse | maze | npcs/loot | solo

The characters have a chance to prepare before reaching the mountain. They have probably heard of powerful Sorcerer and the great treasure in the mountain.

Here there are rumours about the sorcerer and the dungeon, as well as potential aid available, either given freely or something they have to seek out.

How you start the adventure varies on whether you are integrating it into a campaign or running it as a standalone adventure.

The default option is to have the mountain of the Sorcerer in the wilderness, either as part of a mountain range or standing on its own. The characters can start at a village a couple of days journey from the mountain. The villagers have heard rumours and may have had other dealings with the inhabitants of the mountain.

The way to the mountain and the dungeon entrance should be obvious, such as an old road, a map, a broken trail or series of crude signs.

The mountainside has other cave entrances, but one main entrance, leading to the Outer Complex

For more Fantasy Tables there is are Fantasy Generators at Chaos Gen. There is a pdf of these and more tables on Drive Thru RPG as Sorcerer of Flamecap Spire.

Quick Start

To get started in the shortest time...

  1. Choose a Theme. Either roll 1d4 on the Dungeon Overview table, or choose one.
  2. Determine the Sorcerer and Treasure. Roll (or choose an entry for the theme) for The Sorcerer, their Treasure and the Treasure Keys.
  3. Character Preparation. Give each character a Rumour of the Mountain. Optionally give the group, or each character, Potential Aid
  4. Start at Outer Complex. Either roll an Entrance or use the one for the theme. Consider using an Encounter from Outside the Mountain to narrate their ascent to the mountain.

Sorcerer of Flamecap Spire on DriveThru RPG Sorcerer and Spire Bundle on DriveThru RPG

Potential Aid

overview | sorcerer | treasure | start | outer | river | curse | maze | npcs/loot | solo

Characters can find, buy or bargain for help at the spire.

d10 A character locates...
1 a dwarf map, showing a secret entrance into the mountain [DWA]
2 a potent potion with a fire rune, either a protection or a weapon [FIR]
3 a local hunter and their dog, willing to guide to the front entrance
4 a flask of holy water, blessed by a priest within the mountain, before it fell under the influence of the Sorcerer [SAC]
5 a priest of fire, looking to uncover secrets of the mountain [FIR], [SAC]
6 a dwarf guard looking for a cousin in the mountain [DWA]
7 a spellbook of the mountain, a desperate mage traded for food [ARC]
8 a crude map of the complex, marking a river, kitchen, cells and a danger. There are extra notes in Goblin
9 a desperate young villager, willing to work as a torchbearer
10 a magical glowing key, brought back by an adventurer last year [ARC]

Rumours of the Mountain

The adventurers will hear one or more rumours about the mountain. Up to you how much truth there is to them.

d10 A character hears that...
1 there is a fire dragon stalking the caves within the mountain [FIR]
2 there are dwarves living in the complex who are opposed to the Sorcerer and may aid you [DWA]
3 special keys in the complex are used to unlock the Sorcerer's treasure
4 there is a sacred fountain, which heals those respectful of the old gods of the complex and poisons others [SAC]
5 the Sorcerer gets their power from a enchanted deck of cards [ARC]
6 the red of the mountain is caused by a powerful fire spirit, bound in servitude to the Sorcerer (or the complex) [FIR]
7 goblins will try to capture any dwarves, to take to their leader [DWA]
8 a holy weapon which is potent against undead was taken into the complex by a previous adventurer [SAC]
9 the Sorcerer sees through paintings and mirrors in the complex [ARC]
10 visitors should keep a couple coins for the ferry. And pay their respects to its owner, who is more than they first seem.

Encounters Outside of the Mountain

There is an encounter table for the region near the dungeon entrance. It can be used for one or two encounters before the characters reach the mountain complex. And also if the characters retreat from the complex to return again later.

d10 There is...
1 a group of goblins have a dwarf prisoner on a rope [DWA]
2 a dishevelled hermit who approaches the group for news. They live in a nearby ruin and were once a priest [SAC]
3 a few giant rats feeding on a goblin body. Their tracks lead to a concealed tunnel into the spire, (which goes to the Outer Complex.)
4 a young mage, seeking the complex to learn from the Sorcerer [ARC]
5 an abandoned dwarven farmstead. Haunted by a dwarf ghost, who scares away creatures from the mountain [DWA]
6 a smouldering glow around the peak of the mountain [FIR]
7 a spirit, who guides a character to an old shrine hidden in a cave [SAC]
8 an ogre roasting a boar over a fire. Around them are sacks of firewood to take back to the mountain [FIR]
9 the shimmering visage of the Sorcerer covering the mountain. They look at the lands around for a few minutes before disappearing [ARC]
10 a noisy patrol of goblins who have stopped to eat and play at dice; or roll on Outer Complex Wandering Encs.

More Tables

For more Fantasy Tables there is are Fantasy Generators at Chaos Gen. There is a pdf of these and more tables on Drive Thru RPG as Sorcerer of Flamecap Spire.

Sorcerer of Flamecap Spire on DriveThru RPG Sorcerer and Spire Bundle on DriveThru RPG

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