Pulling Runes from the Tower: Using Jenga in Your D&D Sessions
In the grand tapestry of Dungeons & Dragons, it’s the little surprises that often make a session truly memorable. Enter Jenga, the tension-filled party game we all know and love. But instead of stacking blocks for fun, we’re going to reimagine the tower as a mystical artifact in your game—a Rune Tower, brimming with arcane power and consequences for those brave (or foolish) enough to draw its pieces.
This blog will walk you through incorporating Jenga into your D&D sessions, complete with an optional random roll chart for effects tied to the runes. Let’s explore how a simple block tower can add a layer of suspense and excitement to your campaigns.
The Rune Tower: A Magical Artifact
Picture a towering structure of stone or bone, ancient and humming with latent energy. The Rune Tower is said to be a creation of a long-forgotten mage, imbued with the ability to grant boons, curses, or cryptic visions to those who dare disturb its balance. Players interact with the tower by pulling blocks, each representing a rune of power.
The twist? Each piece they remove carries a consequence—good, bad, or utterly unpredictable.
Integrating Jenga into Your Game
- Establish the Stakes
Before introducing the tower, determine its purpose.- Is it a puzzle that must be solved to open a magical door?
- A trial to prove their worth to a deity?
- A cursed artifact that the party stumbles upon in a long-forgotten ruin?
- Tie It to the Narrative
Incorporate the Rune Tower into your story. Perhaps it’s the heart of an ancient dungeon or a tool left by a chaotic god. Give it weight—make your players want to pull those pieces, even if it’s risky. - Set the Rules
When players approach the tower, explain how it works:- Players take turns pulling blocks, one at a time.
- Each block corresponds to a roll on the Rune Effects Table.
- If the tower collapses, a catastrophic event occurs. (More on this later!)
Players can be forced to pull pieces based on events from other rooms in the dungeon or until a certain goal is complete. Or you can have them pull until they are not wiling to risk the effects any longer.
The classic Jenga tower has 54 pieces, so here’s a random roll rune chart tailored to match that number. Each block corresponds to a unique effect, ranging from beneficial boons to chaotic curses and neutral outcomes. For simplicity, you can assign numbers (1-54) to each piece or have players roll 1d54 using a digital dice roller after pulling a block. You can also modify this taking out 4 options you don’t like and just use a 1-50 chart which is a lot easier using percentile dice.
Rune Effects Table (54 Results)
Block # | Rune Effect | Duration | Type |
---|---|---|---|
1 | A wave of energy heals all allies within 10 feet for 10 hit points. | Immediate | Good |
2 | The puller is blinded by a flash of light. | 1d4 rounds | Bad |
3 | An aura of courage grants advantage on saving throws against fear. | 1 minute | Good |
4 | The puller’s weapon becomes enchanted, dealing an extra 1d6 damage. | 1 hour | Good |
5 | A burst of cold energy deals 2d8 cold damage to all creatures within 5 feet. | Immediate | Bad |
6 | The puller gains darkvision (60 ft) if they don’t already have it. | 1 hour | Good |
7 | The puller is surrounded by harmless, glowing orbs. | 10 minutes | Neutral |
8 | The puller’s next attack automatically hits but deals minimum damage. | Next attack | Neutral |
9 | The puller is cursed with disadvantage on Dexterity saving throws. | 1 day | Bad |
10 | A random piece of the puller’s gear becomes invisible. | 1 hour | Neutral |
11 | A glyph of fire scorches the puller, dealing 2d10 fire damage. | Immediate | Bad |
12 | The puller’s voice echoes with otherworldly power (Thaumaturgy effect). | 10 minutes | Neutral |
13 | A rune of haste grants the puller +10 feet of movement. | 1 minute | Good |
14 | A spectral guardian appears and blocks the next incoming attack. | Immediate | Good |
15 | The puller becomes frightened of the Rune Tower. | 1 minute | Bad |
16 | A glyph of water creates a small rain cloud over the puller’s head. | 10 minutes | Neutral |
17 | A random ally within 30 feet gains temporary hit points equal to 2d6. | Immediate | Good |
18 | The puller is silenced as if under the Silence spell. | 1 minute | Bad |
19 | The puller’s weapon glows, shedding bright light (30 ft). | 1 hour | Neutral |
20 | The puller grows a magical beard of feathers. | Permanent | Neutral |
21 | A rune detonates, dealing 3d6 lightning damage to the puller. | Immediate | Bad |
22 | The puller gains inspiration. | Immediate | Good |
23 | A gust of wind pushes all creatures within 5 feet of the tower 10 feet away. | Immediate | Neutral |
24 | A mysterious melody compels the puller to dance (Otto’s Irresistible Dance). | 1 minute | Bad |
25 | The puller receives a cryptic vision of the future (DM’s discretion). | Narrative | Good |
26 | The puller’s spell slots are recharged (1d3 levels). | Immediate | Good |
27 | A bright flare causes disadvantage on ranged attacks within 10 feet. | 1 minute | Neutral |
28 | The puller becomes immune to poison damage. | 1 hour | Good |
29 | An aura of calm removes the frightened condition from all creatures nearby. | Immediate | Good |
30 | A sudden quake knocks the puller prone. | Immediate | Bad |
31 | The puller glows faintly in the dark. | Permanent | Neutral |
32 | A rune of chaos teleports the puller 30 feet in a random direction. | Immediate | Bad |
33 | The puller gains resistance to fire damage. | 1 hour | Good |
34 | A sudden frostbite afflicts the puller, reducing their speed by 10 feet. | 1 hour | Bad |
35 | The puller’s next spell or attack deals maximum damage. | Immediate | Good |
36 | An illusionary dragon appears, terrifying nearby creatures (DC 14 save). | 1 minute | Neutral |
37 | The puller’s AC increases by 2. | 1 minute | Good |
38 | A rune explodes, dealing 2d10 radiant damage to all creatures nearby. | Immediate | Bad |
39 | The puller’s shadow becomes animated and mimics their every move. | 1 hour | Neutral |
40 | The puller gains immunity to fear effects. | 1 day | Good |
41 | The puller is polymorphed into a harmless animal (DC 14 save). | 1 minute | Bad |
42 | A random weapon in the puller’s possession becomes a +1 weapon. | 1 hour | Good |
43 | A rune of levitation causes the puller to float 10 feet into the air. | 1 minute | Neutral |
44 | A blast of necrotic energy deals 4d6 necrotic damage to the puller. | Immediate | Bad |
45 | The puller gains proficiency in one random skill (DM’s choice). | 1 hour | Good |
46 | The tower hums with power, granting all nearby creatures +1 AC. | 10 minutes | Good |
47 | The puller’s eyes glow, granting advantage on Perception checks. | 1 hour | Good |
48 | A rune of fire deals 1d6 damage to all creatures within 5 feet. | Immediate | Bad |
49 | The puller’s skin shimmers, granting resistance to slashing damage. | 10 minutes | Good |
50 | A rune of laughter forces everyone nearby to make a DC 14 Wisdom save or laugh uncontrollably. | 1 minute | Neutral |
51 | The puller is marked by a celestial rune, granting advantage on saving throws against undead. | 1 hour | Good |
52 | The tower quakes, forcing all creatures within 10 feet to make a DC 14 Strength save or fall prone. | Immediate | Neutral |
53 | The puller is cursed; their attacks have a -2 penalty to hit. | 1 hour | Bad |
54 | The tower collapses, releasing a burst of energy that deals 6d10 damage to all creatures within 30 feet. | Immediate | Bad |
When the Tower Collapses
If the Rune Tower falls, the consequences should feel monumental. Here are some ideas for what could happen:
- A planar rift opens, unleashing chaotic creatures.
- The tower’s magic explodes, dealing massive damage to everyone nearby.
- The spirit of the Rune Tower appears, demanding tribute or retribution.
This moment should be a mix of danger, drama, and maybe even some humor.
Why Use Jenga?
Jenga is more than just a gimmick—it’s a way to bring physical tension to your game. Each pull of a block mimics the rising stakes of an in-game moment, forcing players to weigh risk and reward. Will they take another pull for a potential boon, or will they leave the tower alone and risk missing out? If you are using a battle mat you could even have the game be on the board and the pieces are being moved magically.
Final Thoughts
The Rune Tower transforms a simple board game into a thrilling, dynamic element of your D&D session. Whether you use it as a one-off puzzle, a recurring artifact, or the centerpiece of an epic adventure, it’s guaranteed to keep your players on the edge of their seats—both figuratively and literally.
So go ahead, grab a Jenga set, and start stacking. The runes are waiting to be pulled… but be careful. The tower has a funny way of punishing the overly ambitious.
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