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Nerdarchy > Dungeons & Dragons  > Adventure Hooks  > Pulling Runes from the Tower: Using Jenga in Your D&D Sessions
falling Jenga Tower

Pulling Runes from the Tower: Using Jenga in Your D&D Sessions

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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 Giant Jenga setstacking 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

  1. 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?
  2. 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.
  3. 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 Set of rune stoneslonger.

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: runes with symbology

  • 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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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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