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    TOWER OF MA GICKS

    Tab le o f Con ten tsBackground

    """""""""""""""""""""""""""ITowerofMagicks IIThe SecondFloor. . . . .. .. .. . . . .. . . . .. .. .. .. .. . .. . . . . . . . . . . . .. . . . . .. .. .. 22The Third Floor 9.29Epilogue 38

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    TOWER OF MAGICKSby Bill Fawcett

    Edited by Cory GlabersonArt by Mike Moyle, James Clouse, Jerry O 'Malley, and Dave Bromley

    C ove r Illu stra tio n C 1 98 2 Janny WurtsJanny is also the author of Sorceror's Legacy, published by Ace Science Fiction

    Dedicated to the Memory ofJames Leeper

    C M ay fa ir GamesInc. 1983All R ights Reserved

    Permission is granted to the purchaser of this book to copy the mapsand players' histories for personal use provided that none of copies

    are sold or traded.

    ~~ and R ole A ids are tradem arks for roleplaying aids and"8 /'" ~ adven tu respub lishedby Mayfa ir G amesInc.All characte rs in this book ar e fictitious.

    Any resemblance to actual person, living or dead, is purely coincidental

    Mayfa ir Games Inc. Chicago, IL

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    BACKGROUNDT he orig inal legend of O rlow the Beastm aker andhis evil wife Frantasy are w ell know n throughout thelands. A fter a century the ta le has changed and grown inth e te llin g, b ut re ta in s th e b asic fa cts. P la ye rs n ot fa milia rwith BEASTMAKER MOUNTAIN shou ld be brie fe d ingene ral term s on w hat follo ws:

    The flight of Orlow the Beastm aker, a Lawful GoodW izard began when life w ith the beautiful, but evil,W izardress becam e unbearable for the m ild, reclusiveM agic U ser. A fter O rlow discovered his bride w as also anevil priestess, dedicated to one of the m ore repugnantd em on s, h e c a re fu lly d isa pp ea re d fro m h is v illa . F ra nta sy ,needing O rlow 's powers for her plans and outraged atbeing spurned, swore a pact w ith her Dem onlord Baalhap B lum to pursue and punishher vanished spouse. To th isend the M unificent R uby R ingswere created (see below) andlite ra lly h un dre ds o f h ap le ss a d-ve ntu re rs h av e d ie d sin ce .

    After 70 years,Frantasyfinal-ly located O rlow . Both werenow wel lover 300yearsold, butappeared 40 due to m agicalaids. Orlow had gathereda ro un d h im a b an d o f s ta lw artw arrio rs a nd c le ric s. T ire d o fendless h iding, the W izardcausedal lied Earth Elementalsto cons truc t a tower andwal l inan iso la ted va lley . In this towerOrlow began build ing a par-t ial ly technologicaland partial-ly m a gic al d ev ic e b as ed u po nrarejewels obtained on the Ele-mental Planes.This instrumentwould enable Orlow to casts pe lls w i th no lim it and finallyh old h is e vil w ife a t b ay .

    T he w on de ro us d ev ic e w asalmostcompleted,but Frantasya nd B aa l h ap B lu m tra ce d th edisturbancesthe magic defensecaused in the fa bric of m agica nd d is co ve re d O rlo w's lo ca tio n. A t h er D em on lo rd 'sc ommand the fo rc es o f evil mass edto ass au lt the tow erand gain the sorceress'evenge.Ores,Goblins, and Trol lsf rom far a fie ld gatheredunder thecommand of Baal hapB lum's demons . . .TooLate

    In a few weeks it would be com pleted and safely sealedw ithin a pro te ctive room . H is tow er w ould b e i mpervio us.The tired W izard scanned the horizon beyond the m asso f evil m in ions. N o le gion of L aw fu l G ood cavalry cre sted

    the hills. No banners waved, no horns blew to signalO rlow 's rescue and he w as pa infully aw are of the futilityof e xp ectin g th em . H is bra ve w arriors and clerics, sprea dthin ly along the sm all curtain wall, were alone. Andtho ugh his m en re so lutely sto od w ith him , th ey sh ared theW izard's sense of hopelessness. O rlow, suddenly cold,shu dde red an d drew his clo ak a roun d him . S till, ga th eredhere w as the best Law had to offer against the resurgingpowers of Chaos. The sm all garrison would stand to thelast m an and give the bards som ething to sing about fordecades.

    A s tirrin g o f th e m as se d ra nk sof evil was followed by a surgetowards the low walls and itsd ete rm in ed d efe nd ers . W ith inm inutes, the clash of arm s andthe screechin g of the le sse r d e-m ons drowned out all othernoise. Carefu lly studying thebattle, O rlow husbanded hism agic. Only a W eb and a Fire-ball were needed to shore upga ps in th e d efenses. S tron germ agic would be needed later.F or three da ys the de mons h avesurro und ed th e T ow er a nd stillFrantasy and her Dem onlordhad yet to appear.Trium ph m ingled w ith reliefplayed across O rlow 's face asthe hordes m elted back fromthe w alls to out of arrowshot. Itwas not pleasant for him toreflect that in an earlier, happ-ier, life the carnage his m enwreaked upon Chaos' hordeswould not have given him som uc h sa tis fa ctio n. T he e nd le ssfle ein g a nd fe ar w ere s ow in g th eseeds of Evil w ithin the gentleM agic User. So much of the death and suffering around

    him was due to his m isjudgem ents. There was m uch heh ad ca us e to re gre t.It w ou ld be h ours before th e atta cke rs could sort th em -se lves out for an other assa ult. O rlow tu rned on ce a gain towork w ith the m isty circuits of h is device knowing itw ould not be finished to save him self and those w ith him .T he greying wizard looked m ournfully out a w indowof the black stone Tow er. Across his back danced them ulticolored lights of his m ost m agnificent creation. Am echanism capable of tapping the very source of m agic. The F inal Assau ltT here w as no question this w ould be the final assault.Earlier, Baal hap Blum him self led the last attack.

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    Only theward,engravedon thetop floor of the tower ,hada bru ptly s to pp ed h im s ev era l h un dre d y ard s a w ay . O rlo w 'sgreat friend the Patriarch of the Sun had prom ised withhis dying breath that the inscription w ould keep the dem -o ns a way. N o D em on w ith m agica l a bilite s cou ld en te r th eTower.

    Then the chanting beganAdm ist the m acabre shapes of the m inor dem ons andgoblins, Frantasy and Baal hap Blum w ere perform ing an

    unknown rite. Baal hap Blum him self appeared to be thefocus of the incantation and undoubtedly it m eant doomto th e rem nan ts of the tow er's garrison .S prea d thin ly a lon g th e b attere d sto ne w all, those fac-ing the rite were astonished when Baal hap Blum disap-p ea red in a blind ing flash o f unw holesom e g ree n lig ht. A s

    vision returned, a ll saw Frantasy hold ing aloft a sw ordcrackling w ith evil pow er. From its tip the essence of theC ha os th at w as B aa l h ap B lu m s ha tte re d th e a ir m ole cu le sarou nd it.A g uttura l w arcry ro se from th e th roa ts of th e hun dred sof enthused attackers. Frantasy, her hair turned w hitefrom the stra in of the ritual, m ounted her coal black

    charger and spurred him tow ards the Tow er. In her handwas the dem on weapon and when she reached the wall,she struck it aga in st the sto ne . Incredibly, a m assive sec-tion of the wall exploded into a show er of m asonry.Frantasy wie lded her sword again and again and eachtim e the w all w ou ld exp lod e in ward . B y th e tim e she bu rstthe iron gate w ith two deft strokes, her hordes werealready clim bing over the ru ined wall and m aking shortwork of O rlow 's m en. The last warriors of Law fled inpanic as as the W izardress and her invincible weaponplunged into the courtyard. A second series of strokesm elte d th e bro nze do ors o f the Tow er as i f the y w ere m ad eof m ist, and the spawn of hell m oved in for the kill.

    Chaos' victory was followed by hours of a frantic andfrustrating search for O rlow by his now white hairednem esis. O nce m ore the W izard had fled his torm entorand the decades long chase w ould continue. In frustra-tion, Frantasy probed the unusual m agical m echanismher estranged husband had been preparing. W ithoutw arn in g th e in co m ple te d ev ic e b eg an fu nc tio nin g.

    In the first few m inutes all the spells conta ined w ithinth e m achine ca st fo rth into the valle y a nd T ow er. W alls offire walked across the victorious horde of evil as webs,d arkn ess a nd de ath da nce d a lon g th e corrid ors. A ll, w hocould, fled and m any m ore died. Even Frantasy wasfo rced to te le po rt to ad an k, evil te mple . H en; she left B aalhap Blum , so drained from his expenditure of energy heappeared as but a sim ple bronze sw ord. Frantasy, a lso,w as dra ine d a nd w ith h er la st stre ng th telepo rted to a safete mp le to rest from the orde al.

    T he E ncha ntre ss w as su re O rlo w h ad e scap ed. R ealiz-ing the W iza rd w ould h ave ha d little tim e to h ide an y clu esto h is ne xt h idin g pla ce, F ran tasy ord ered w ha t w as left ofher forces to return to the valley and search it carefu lly.The few who returned told of m agic gone w ild. Even thethreat of Frantasy's wrath couldn 't convince them toreturn. O nce m ore Frantasy and Baal hap Blum wereforced to trap unw ary adventurers to be their catspaw in

    the hunt for O rlow. The dem on has just com pleted thlong and painful transition back into his original formw hen the players disturbed the abandoned tem ple he w aleft in b y F ran ta sy.

    Before WeBegin .I t's n ot e asy b ein g go od in the ro le playin gun iverse. N oto m ention the hard choices, that every adventurerfaces. B ut those of w ho take alignm ent seriously w ill findth is m odule m ost exciting. for it is designed to put evethe m ost holy of C lerics and the m ost righteous ofPalad-in s th ro ug h a n erv e s ha tte rin g c ou rs e in s itu atio na l e th ic sT his is n ot y ou r u su al k ill-e ve ryth in g-in -fro nt-o f-y oudungeon. P layers w ill have to think the ir w ay out osituations and use their sword or staff sparingly or findth eir c ha ra cte rs lo sin g th eir a bilitie s a nd th eir g oo d n am e

    It is im portant that the group adventuring in th im odule lean heavily to the side of Lawful and m ost especially G ood. A neutral or evil group w ill w altz through thbeginning encounters and then find the first floor of thTow er excruciatingly hard. That does not m ean a neutrathief cannot be part of the character m ix, just that thm ore Lawful G ood, Chaotic G ood, or Neutra l G oodcharacters in the group, the m ore interesting this adventure w ill be com e.

    O nce the characters face the com ing hard choices, thDM m ust warn the group that acts that are blatantly Evor even Neutral w ill threaten the alignm ent status oindividuals in the group. P layer characters who killLaw ful G ood C leric, for instance, m ight find them selvehaving horrible dream s at night which rob them of theisle ep an d the ir ab ility to g ain n ew sp ells o r h ea l na tu rally.

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    O ther characters m ight feel the need to turn over all goldand m agic items found in the dungeon to their God as asacrifice.

    And som e, if they persist in evil ways, w ill find them-se lve s u na ble to ca st s pe lls (o r c erta in sp ells ) o r fin d th eirwill to fight gone (a m inus to hit and dam age). Thespecifics of s uch m aladies is left up to the D M, but a w ordo f c au tio n: d on 't s ap y ou r c ha ra cte rs o f to o m uc h stre ng thor th ey won't be strong enough to face the Tower.T he p oin t is th at T he Tow e, oj M agicks isdesignednotfor the ordinary confrontational tactics of m ost dun-geons, but for a group to th ink their way out of. To dealwith people w ithout hacking them to ribbons.Encounter AThe BeginningO ne of the party (any m em ber) notices a red tintedglint on the side of the road. W hen approaching theflash of light, the character will pass through a few crum -bling ruins hardly noticible in the high grass. A mong thedebris, the player character w ill see a sm all golden ringwith a m oderately-sized ruby set am ong barely visible(has to be examined closely) runes. The ring will be a"M unificent R uby R ing" (see below ).

    W alking back to the road, a section of the sod willco llapse under the feet of one of the heavier characters.The character will be able to keep from falling into the pit,but a considerable area (10' x 10') w ill have opened. Theroof to a buried cham ber has finally given w ay. The stonesupports crashed down into the dusty cham ber belowsm ashing of a brass sym bol on a stone altar.

    The crushed symbol was a specia l aid to sum moningB aal h ap B lu m. S econds after th e colla pse a h igh pitche dkeening will issue from the pit. A brownish cloud willbegin form ing. If the party stays by the pit, the cloud w illform into the shape of an 8' dem on floating over the pit. Ifthey flee, the cloud will pursue, overtake and solid ify infront of them. Baal hap Blum will appear as a faintlyliza rd like c re atu re w ith g ro te sq ue fe atu re s a nd b lo od sh oteyes. W hen the dem on speaks, a scraggly black goateebobs up and down. H is voice is harsh and very loud,c au sin g th e h ors es to s hy n ervo usly .

    Baal hap Blum inform s the party that he resents theirdesceration of his his long qu iet altar (and he doe sn 't careif it was an accident). At th is point, he'll surround theparty and him selfinside adom e sim ilar to a W all of Force.Sm iling toothily, Baal hap Blum w ill te ll the players thereis an errand they can run which will m ake up for theirindiscretion.

    H e will explain it is necessary for him to gain inform a-tion on the whereabouts of a runaway W izard nam edOrlow. The last known location of the W izard is a towerin a nearby valley. Unfortunately, a powerfu l ward pre-vents B aa l h ap B lum (or any oth er de mo ns) fro m enteringthe area. He is w illing to let the party go unm olested ifthey a gree to m erely poke around th e tow er for the dem onand report back. The alternative w ill be filling the entiredom e with lava just as Baal hap Blum gates back to hisplane. As he waits patiently for an answer the bottom ofthe dom e will fill w ith a thin (1/2") layer of lava whichm akes it very uncom fortab le and ste am y. E very ro und the

    characters he sitate or try to fight the D em onlord, the lavagets a little h igher, so that in three rounds leather bootsa re d es tro ye d a nd m eta l sh od fe et a nd h oo ve s a re u nb ea r-ably hot. A ny horses still w ithin the lava field w ill rea r andth ro w th eir rid ers (ca usin g 1- 6 p oin ts o f d am ag e).F ighting B aal hap B lu m or a ttackin g the w all arc futile.They are both im m une to magic below 8th level. TheD em onlord cannot be harm ed by non-m agical weaponsand m agical w eapons below +3 do one-half dam age. TheDem on has unlim ited use of any M agic User spell up tothird level tw ice per round, but he favors Slow and Holdspells. The party's pathetic attem pts to hurt him will bethe source of great am usm ent and cause him to how l withla ughter. E ventually, th e party shou ld realize th eir on lychoice is to "hum or"the dem on even if they renege later.

    O nc e th e p la ye rs a gre e to d o th e in ve stig atio n, B aa l h apB lum w illask them to assem ble in a line before him . U singhis version of the M unificent Ruby R ing, he will G eas theparty to use their abilites to the fullest to com pletelysearch the T ow er fo r clue s to O rlow 's w hereabou ts and toerase the rune which keeps the Dem onlord from ap-proaching the Tower of Magicks. The phrasing of the

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    Geas exorts the party to follow aD the leads in findingOrlow and continue searching the tower and the valleyuntil find out the location where O rlow fled after theTower's fall. The rune, the Demon believes, is on the topfloor of the Tower and they must destroy it completelybefore they can leave the Tower. The spell also commandsthe characters to allow no one, not even priests of theirown religion to deter them from their task. No one,regardless of alignment, can interfere, or thwart theirefforts.

    Failure to follow the Geas will result in Blindness beingcast upon a character and one innocent child each day.W hile the character's sight will return the mom ent hefollows the letter and spirit of the Demon's spell, thechild 's blindness will be perm anment. As the players leavethe Demon they will discover each is now wearing aMunificent R ub y R in g. W earers of the ring will know thateven suicide dooms a child a day to blindness.The M unificent R uby R ingsEach golden ring, with the ruby and the delicate runes,exerts its own influence over the player characters. Oncethe characters slip these rings on their fingers the spellthey weave is impervious to the e ffe ct s o f o th e r G eas spellsor any other magicial attem pt to negate the Demon'scommands ( i.e . R em o ve C urs e, Dispell M agic) short of aFull W ish. They were first created by Baal hap Blum tohelp Frantasy locate O rlow . The rings are definitely magi-cal and will test as such to any normal means. An Identifyspell will always tell the M agic User that the ring is apowerful anti-undead protection device. This the ring is,as it will protect any wearer from up to 6 hit dice ofundead as a Protection From E vil spell. The Identify spellw ill ne ve r re veal, ho wever, the hid den pow ers of the rin g.

    When one of these rings is put on, it casts a Geas upon

    the wearer. This is in addition to the Geas already placedupon the characters. In effect, these two Geas combine togive the characters a double whammy if they fail to followthe letter of the summons. Failure to follow the secondG ea s w ill c au se th e p la ye r to b ec om e I" shorter every da yuntil the character is only 2' tall.

    T he G ea s s im p ly a sk s th e c ha ra cte rs to follow the trailof Orlow and investigate any lo ca tio n he ha s b een at sin ceh e fle d. A ny in fo rm atio n gained is instantly transmittedto Frantasy via Baal hap Blum who created the rings andenforces the Geas. The characters are unaw are of this.

    T hese spells d o n ot p la ce w ith in th e ch ara cte rs a s la ve r-in gn ee d to constantly rush about a dungeon regardless ofthe cha racte r's co ndition . In fact, th e cha racte r w ill findthe mse lve s unab le to ta ke su icidal risks. This will notmean o ve rt c ow ard ic e, b ut m ere ly th at th e p arty w ill v alu ethe mission over any of his companions. Though evil andmanipulative, Frantasy is not dumb. She wants those in

    her sway to m aintain themselves in a condition that w illmaximize the likelihood of f inding usefnl informat ion.The penalty will only occur if the characters actively fightt he ir c om p uls io n.

    If the party performs a Legend Lore or is able todiscover m ore about the ring, they will learn of therewards that the cunning Frantasy has been rum ored togive. These are said to include m agical,rods, r ings, ande ve n re al ru bie s.

    After 90 days, perhaps due to passage of tim e, orbecause Baal hap Blum has other work to do, the ring'sGeas can be negated by a Remove Curse from any LawfulGood Cleric. This is known to most of the higher levelclergy w ithin the province. They also know that there isnothing they can do until then.

    O nce th e G ea s is re mo ve d, th e rin g in sta ntly disappearsand reappears in a no th er lo ca tio n. (T his w as e ng in ee re dinto the ring to allow for the greatest dispersion in thesearch for clues).

    As the players leave B aal hap B lu m the y w ill a utom ati-cally know the location of the Tower Of M agicks. Th enext day they w ill begin feeling the com plusion to searcho ut clu es. A nd clu es th ey sh all fin d, fo r F ra nta sy h asseede dthe areas around the T ow er w ith aids for theadventurers. O ften these aides take the form of coins ormaps which make traveling possible. Evil monsters willoften come forward to help guide the players and otherbands of evil creatures will avoid the party as soon as theynotice the ruby rings. N one of the creatures in the Tow er,h ow ev er, o r o th er s tro ng ho ld s w ill spare a wearer, onlythose in the wilderness.T he se rin gs a pp ea r t o h av e a m o ne ta ry v alu e o f 6 00gold pieces.Encounter BThe GuardsmenA s the party travels down the road towards the towna nd e ve ntu ally th e T ow er, th ey will approach a

    g ua rd 's to we r. T his is a s ma ll, tw o-s to ry s to ne b lo ck ho usega rrisone d by six m en at a rm s. Th ey have b een stationedhe re to pro vide p rotectio n for travele rs and to keep w atchfor any creatures or parties w ho m ay be traveling into theforbidden valley. They are less concerned with s topp inganyon e fro m en terin g the valley than w arnin g o f itsdeadliness.O neguard w ill beon duty as the par ty app roac hes.H ewill hail them and three others will em erge as theya pp ro ac h th e b lo ck ho us e. W atch in g c are fu lly w ill rev ea ltw o fu rth er men w ith crossbows in the windows.If the players tell of their m ission, the guards willattem pt to discourage them . W hen this appears unsuc-cessful th ey w ill atte mp t to place the party in "pro te ctivecustody." Should the playersres ist ,the guardswi ll striketo subdue the first round. O n the second round, or im me-diately after any guard is harm ed, the bowm en will firea nd th e g ua rd s will begin fighting in e arn es t. If th e p artyappears to be slaughtering the guards, the two in theblockhouse w ill flee out a back door to the town. If nots to pp ed , th ey will return down the road in 10 turns with10 more guardsm en and a n ot he r s er ge a nt .

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    The men in the blockhouse are led by a sergeant. Hew ill be the m an who first hails the party. A ll clearly w earthe sym bol of the local authorities and are equippedsimilarly.2 Sergeants: H uman Fighters, Skill 2, 12 HTK eachSt-12 It-12 In-13 Sm-14 D-12 A-14C hain, S hield, Short S word, D agger15 Guardsmen: Human Fighters, Skill I, 6 HTK each

    St-12 It-IO In-IO Sm-13 D-12 A-IOLeather, S word, S pear or Light C rossbow sMost are wearing a Law ful Good holy symbol on chainsarou nd the ir ne cks.

    Encounter CThe Band itsT he road en te rs h illy te rr ain s ho rtly a fte r the p laye rsleavethe guardsmen.The path winds around severa lh ills a nd v eg eta tio n b ec om e ss pa rs e. A t o ne p oin t th eroad t ravels through a small canyon. It appearsto be the

    classic location for an am bush and . . . w ell. . . is one . Onthe hills nearby 14 Bandits await. They w ill all appear onthe crests of the hills around the party w ith drawn shortbows. A leader w ill then com e down the hill and dem andth e p la ye rs tu rn o ve r a ll th eir v alu ab le s a nd th eir h ors es (ifthey have any). Should the players fire on the bandits,they w ill fire a few stray shots back and the leader w ill call

    for a parley. In either case, he'll ap proa ch the pa rty clo senough to notice the R uby R ings.The dem eanor of the Bandit leader w ill change drasti-cally when he sees the Ruby R ings. Almost hum ble anobviously very intim idated, he w ill b lurt out a hurriedapology and explain he didn't notice the rings. W hen h

    calls to rest of h is band that the party is w earing the RubyR ings, the hills w ill suddenly be clear of any sign of themThe last thing the players w ill see of the bandits w ill btheir le ad er h astily scram bling o ve r the hilltop.Bandit Leader: H um an Fighter, Skill 3, 18 HTKSt-15 It-15 In -13 S m -12D- 13 A -16Le ath er, S word, D ag ger13 Bandits: Hum an Fighters, Skill I, 6 HTK each

    St-12 It-IO In-IO Sm -13 D-13 A-9Leather, Hand Axe, Short Bows, and Daggers

    Encounter DThe PegasusShortly before the tow n is visible to the party a Pegasuw ill land on the road ahead just out of bow s h ot. It w ilwait there patiently until the party approaches. W henthey are 20 feet away he w ill bid the adventurers to stopH is w ing s o utstretche d (to be read y to flee if attacked), hw ill tell the players they are taking side of evil in a battlespanning decades. He has been sent by his m istress,D ruid allied to Orlow , to bid them to stop in aiding thdemon Baal hap Blum .

    T he P eg as us e xp la in s th at w ith in a fe w y ea rs th e C le ric sw ill be able to reverse whatever curse the D emon hathre ate ned the cha ra cters w ith. (If pressed , he w ill ad mithis h asn't b een succe ssfu lly do ne yet, but w ill assu re thplayers they have the best of intentions.) H e w ill furtherstate he m ust try to prevent the players from moving anfurth er tow ards the T ow er.

    The Pegasus w ill allow the players all the time theydesire to debate the dem and, but w ill be unable to givethe m any solid a ssu ra nces of prote ction . Q uite sim ply, his hoping the party w ill accept the consequences. Thebeast is unaware the party is bound by a Geas.If the players do not sw ear to abandon the quest andturn away, the Pegasus w ill fly off threatening to returnw ith enough assistance to stop them. If allowed to flyaway, he w ill appear two turns later w ith two othePegasi.Thesewil l swoopin and attack without hesi tat ion

    O ne w ill be neighing som ething about "death to the rubywearers."3 P eg asi:2 4 H T Ke ac h(4 D8 ), AC: 6,A t tacks 1-8,1-8 , 1-

    The w inged horses w ill fight to the death hoping to slowo r w ea ke n th e th re at to their m istresse s' a lly.

    The Village of GomaG om a is your standard agrarian village. It currently iclose to the borders of a local dukedom and soreceives the "benefit" of m aintain ing a garrison. If the 1guardsm en and sergeant have not been sum moned to theb lockho use, the y w ill be in the villa ge . T he y are curren tlym ore w elcom e than norm al due to the occasional vio lent

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    forays Garyx has been m aking against the nearbycountryside.G aryx is a petty local lord w ho has gained a prom inentposition of pow er by absorbing the estates, through m ar-r ia ge o r a ss as sin atio n, o f s ev era l e ve n s ma lle r n ob le s. H is

    am bitions are to establish a true kingdom and dynasty inth e a re a.

    S in ce G aryx is still a co mp ara tiv ely in sig nific ant p ro b-lem to the real powers in the land, little notice has beentaken of his efforts. Unfortunately, on the scale of thevillagers he is quite sufficient to cause real suffering.There has been little actual effect on the village, but thecontinued raids on isolated farm s and the blusteringth re ats h ave villa ge rs w orrie d. If th e p la yers su cce ssfu llys urvive th eir e xp ed itio n to the T ow er, th e lo ca ls a re like lyto give them a free place to recover just as added securityagainst the threat. (N ote: if the players search out G aryxbefore they leave for the Tow erit w ill a breech of the G easand they w ill be subject to the appropriate penalties.)

    Because of G aryx's raids, even if the party is not con-nected to the fight at the blockhouse (which will beblam ed on Garyx), they w ill be questioned fairly earlyafter they enter G om a by the sergeant and three guards-m en. As they are only concerned w ith G aryx, the party'sdestination and the Ruby R ings w ill not concern thesesoldiers. Once the players state they are not allied toG aryx (a local cleric w ill be detecting lies in the com er ofthe Inn or Square they are questioned in) they will beasked to help if the V illage is attacked.

    There is only one Inn in the village, and it is really m orea m eeting hall than hostel. Though the architecture isprim itive and the cracks in walls let the wind howlthrough, the atmosphere in the Inn is congenial andhom ely. A large fireplace in the center often contains aroasting pig or Iam b and three barrels nearby provide theonly liquid refreshm ents. M ost of the m en in the villagegather at the hall for a brew and a sm oke and to talk aboutth e c on ce rn s o f fa rm e rs .

    The residentsof the vi llage are a w ar e o f th e valle y totheir north and the m agicial tower in it. None have everventured into the valley, but all are fam iliar w ith whatoccured in their father's tim e and for a few coppers arew illing to tell their favorite tale once again.The Villager's StoryA Pp ro xim a te ly 3 5 yea rs a go , a w a nd erin g Wiza rd(Orlow) anda la rgeparty o f fol lowers arr ived in thea re a. O rlo w h ad o bta in ed th e w rit to th e v alle y fro m alo ca l lo rd a nd w a sp la nn in g o n b uild in g a cas tle w h o se

    keep was to be a m assive tower three stories high. Thvilla ge rs, a lw ay s w atch fu lfo r a fe w m ore co pp ers , o ffe retheir services in building the tower. Orlow politelyrefused, explaining he had the services of m agicial stonm asons w ho w ere faster and m ore skilled.

    T hre e d ay s a fte r O rlo w arrived, the v illa ge a nd thWizard's party were attacked by a horde of undead. Athe evil creatures w ere destroyed by the P aladins accompanying the W izard, but the next day Orlow led his baninto the valley and instructed the villagers to avoid it at acosts. He warned that to deal with him was to bring gread an ge r u po n th em se lv es .

    A few days later astonished shepards told the villagerof a huge pile of black stone blocks that seem ed to assemble them selves into a tow er and how around it a stone w agrew out of the ground like a field of grain. The villagerscarely h ad tim e to p on de r such m i ra cle sw h en a d em oarm y led by a raven haired beauty was seen a few daym arch to the south. The entire village fled en m asse to thm ountains. From their high vantage point, they could stheir v illage burning and hear the horrible wailing of thev il c rea tu res .

    A week later a Paladin, still b leeding from fresw ounds, appeared at their m ountain refuge. H e assurethe villagers there w ould be no m ore ram paging m onsterbecause O rlow had fled his new ly raised tower. The w arior left behind enough gold to rebuild all that was lost

    The bravest of the villagers entered the nearby valleand discovered a scene beyond natural im agination.Pieces of dem on, broken stone, shattered w eapons, ancracked and stained armor were strewn over the valleflo or. T he sm ell a lo ne fo rce d the stro ng er villa ge rs to h olup their weaker brothers by the arm s.

    Still standing in the center was the tower O rlow habuilt. As they approached, they found it was "glow ingw ith strange m agics." W hen the villagers w ere suddenllevitated several feet into the air, they chose to returntheir village. S ince then, those that dared to venture to thTower were turned back by a Lam masu.

    T he valley is easily reached by taking the left fork of throad a few miles north. This leads to a path cut into thside of the m ountain and down into the valley. Few havtraveled the road recently and no one is sure if the patre ma in s (it d oe s).

    Encounter ESummerwill the ClericT his encounter w ill only occur if the players have tolanyone in the village they are going to enter the valleof the Tower. A Lawful Good cleric, Sum m erw ill, hastayed quietly in the village for the 30 years since O rloww as forced out of the T ow er. H e has acted sim ply as a rurap asto r a nd ke ep s th e tru e le ve l o f h is a bilitie s a se cre t fro mthe villagers. S um merw ill w as assigned the lifetim e taskof protecting the village and preventing anyone fromentering The Tower of M agicks or finding evidenceO rlow 's hiding place. To assist him in his labor, O rlowgave S um merw ill an E freet B ottle.

    Sum merw ill w ishes to keep his pow ers unknow n to th

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    villagers. H e w ill k ee p t ab s o n th e p arty , a s he do es alls tra nge rs , b ut w ill n ot in te rfere un le ss th e p arty le av es a ndturns onto the abandoned road. The cleric will then stepfrom behind a bush and order them to turn back. He willbe in full robes of a bishop of a Lawful Good church andentreats the players to give up the quest in the nam e ofhisgod. If the players attack, he will unstop the bottle andre gre tfu lly s en d th e E fre et afte r the pla ye rs .Summerwill: Human aerie, Skill 6, 34 HTK Age 60S t-12,1t-12, In-17, S m-IO , D -IO , A -ISChain (hIdden under vestm ents), Staff of Striking,

    E fr ee t B ottleSpells: C ure L ig ht (2 ), S an ctu ary , H old P ers on ( 2),S ile nc e IS ', C au se B lind ne ss (2 ).Efreet: 43 H TK (IO D8), AC : 2, M ove 9"/24", Attacks

    3-24 per turn

    U nknow n to the players, the Efreet has been given storders by the Lawful Good Cleric never to kill anyoneanything. It w ill attem pt to injure and drive aw ay playebut w ill never attack anyone in danger of death. Ifparty is thoroughly beaten up, but unwilling to flee,E freet w ill return to his bottle.

    Encounter FThe Silver DragonA t the highest point along the path through the m outains, the players will be suddenly buffettedstrong winds blowing a thick, blinding cloud of dust

    their faces. This is not a natural wind. The wind isresult of a G ust speD thrown by a young Silver DragoThe Dragon will land and apologize for the winds. Hejust learning the spell and didn't notice them . Realizinth at the p lay er c ha rac te rs s ho uld n't be tra velin g this ro athe Dragon will ask them to turn back (mostly for tho wn s ak es ).

    As the Dragon will assume the party is good in aligm ent, he will take no other action than to w arn them anof course, defend him self from attack. It has j ust arriv ea nd h as h ea rd n oth in g o f lo ca l e ve nts in 35 years. Hfather knew Orlow, but he hasn't seen or heard of tW izard in over 35 years. He is dwelling on these lonep ea ks b ec au se th ere a re n o liv ing th in gs to b e en da ng ereby his spell testing. The D ragon is friendly, but has bewarned by his father to stay out ofthe valley and speafearfully of a huge evil beast that lives in a cave at tentrance to the valley. H e has no cache of value yet.The Sliver Dragon: AC: 2, 20 HTK (I0d8)Spells known: Light, Protection From Evil, ShieS leep, D etect E vil, F ools G old, S care, W eb.

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    Encounter GThe RoesD ecending into the valley is most treacherous, butnavigable path. A careful party will have no prob-lem s if they keep their heads. Halfway down the slope, aR oc w ill be gin circling ove rh ea d o ut o f b ow sho t. T he tra ilhere is especially narrow and w ide enough to only travelsingle file. Like the Dragon, the Roc has no way ofknow ing the players are on an evil m ission. S o long as t heplayers show they are "good" and keep the Ruby Ringscovered the R oc w ill not attack.

    Should the party act suspiciously, though, or attem ptto flee the R oc, the giant bird w ill sw oop closer to investi-g ate (a nd to se eh ow th e p arty re acts). Ifa tta cked , th e R ocw ill attem pt to knock party m em bers off the edge (savevsd exte rity if hit), do in g ha lf da ma ge oth erw ise . T he d ro p a tthis point is 40 feet to a small ledge (4D6 damage). Theledge can only hold three people and if the R oc is fortu-nate to push m ore than three over to the ledge the fourthw ill plum m et 20 0 fe et to certa in de ath (e xclud in g fe ath erfall and m agical flying aides). If roped together, no onewill fall, but instead w ill be stunned for one turn as hescram ble s b ack on to the p ath .If the Roc is seriously wounded he w ill flee to a nearbypeak and recuperate. Remem ber him when the playerc ha ra cte rs le av e th e v alle y-h e'll c erta in ly re me mb erthem.

    The Valley o f The TowerR andom magic has m ade most of the valley unin-h abita ble . N o cre atures la rg e en ou gh to threa ten theparty could survive within sight of the Tower. Even theplants are twisted, stunted and a sickly shade of olivegreen. N one are larger than a sm all bush and only singedstum ps rem ain of any indigenous trees. Som e areas arescorched bare as if burned by intense heat.This is not to say there will be no encounters in thevalley.

    R igh t be fore the p ath op en s into th e va lle y, the pla yerswill spy a large cavern off in a adjacent valley. The areaaround the cave is dark and dam p, filled with under-growth and m ist. At the cave mouth the characters willnotice claw m arks of an exceeding large size against oneo f the w alls.

    Towards the back of the cave are the remains of twoanim als that died seem ingly locked in m ortal com bat.Both bodies are dry and brittle, but if closely exam inedreveal to be a Giant Cave Bear and a Lammasu. TheLam masu's w ings have been tom off and his head bashedin . T he C av eb ea r w as k ille d, it a pp ea rs , b y th e L am m as u'sfangs w hich are sunk into its neck.

    If the characters bury the rem ains of the Lam masu, theghost of the Lawful G ood creature will reward the partywith a Cure Serious W ound on their most woundedm em ber. However, if one of the m em bers speaks abouth is m is sio n, o r d es ec ra te s th e re ma in s ( ste pp in g o n th em ,spitting on them , taking a bone to make a knife or as am agica l com po ne nt, e tc.) the n the L am ma su's g ho st w illfire off a Cause Serious W ound at their m em ber with them ost HTK. The spell w ill only be fired off once.

    Encounters in th e Valle yW hile Baal hap Blum is sending the party to search forclues, Frantasy continues to send evil creatures of alldescriptions to the Valley. B aal hap B lum has not spokento F ran tasy since th e W iza rdress a ba nd on ed h im in sw ordform. (Her growing perversity is one reason Baal hapB lum w ould have the task com pleted quickly.)

    The rem nants of the parties sent by Frantasy occupysome places in the valley. Also hiding on the mountainw alls of the valley are fugitives and bandits. The sight of afire below is likely to draw one or more groups down toinvesitigate for easy spoils. R oll three tim es per night foran y e nco un ters if a fire is u sed w hile ca mp ing in the valley.R o ll oncepe rn igh t fo r c old c amp. It takesthree hourstow alk from the valley's entrance to the Tow er and the cam pwill need to be an hour's walk from the Towerto be out of range of the random spells.Roll D20. Each of these encounters can occur only once.1. Three Ores without weapons. They have been in theTower and are now quite mad. They will answer anyquestions w ith babbling and keep m um bling "the magic,t he m a gi c, oh" in O rcish. If not restrained they will flee.2 An Ogre and 10 G oblins enter the valley. This is one ofFrantasy's parties and will respect the Ruby Rings if notattacke d b y the p la ye rs.3. A small Demon which is a cross between a m usculara pe a nd a vu ltu re . 3 4 H T K, 8 D8 , 50 % magic resistance1 -4 ,1-4 , 1-8, a nd a b ite for 1-6. T his D em on w as reluctan tto enter the valley and can be bribed by gems or jewelry(over 100 gps) to leave the players alone. Due to theTow er's w ard the D em on cannot approach the structureclo ser th an on e m ile.4. A sm all Air E lem ental. This is actually one ofO rlow'sallies w ho is w orking to prevent anyone from investigat-ing the Tower. 26 HTK, 2-20 points dam age per attack, +2or better w eapons needed to hit.5. 2-8 bandits (skill I Fighters) in leather with spearscrossbows and daggers. They will attack only at night. Iresisted strongly they will retreat into the darkness andreturn to their lair in the m ountains.6. A party of three Hobgoblins and 16 Goblins whohave been sent to search for O rlow by an evil priest (one oFrantasy's current lovers). T he priest w ishes to im pressFrantasy with the information they gain. If treated infriendly manner they can be convinced to join forces. Iinsulted or threatened they w ill attack the party, retreat ifour or m ore are killed and wait for the players to em ergefrom the Tower to attack again.7 -2 0. N o en cou nte r occu rs.

    Random SpellsAround The TowerAll magical effects are lim ited to one mile around theTower and last for only one turn. (10 rounds).1-3 Levitation Party floats gently up fofive rounds and then setles just as gently dow n4-67-9

    D an cin g L igh tsLight

    J us t th e v is ua l e ffe ctH a s t h e e ffe ct a t n ig ht o

    8

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    16-17 Scare

    18-29 Slow20 W alls of Fire

    10-12

    giant spotlights m ovingrandom ly across the val-ley. I in 6 chance of il-lum inating any area.Everyone in party mustsaves vs. magic or fum-ble. Unless they do som e-thing inhe ren tly dange rous(lik e fig htin g) th ey s ho uldsustain no real damage,b ut o bje cts m ay b e b ro ke n.

    Fumble

    13-15 W alls of Ice These appear randomlya nd e xte nd 4 0 fe et. M aysp lit th e p arty, bu t h aven o re al e ffe ct o th er th aninconvience.E ve ryon e in the p arty sa vevs. magic or be unable tom ove towards the Towerfor duration of spellEverything moves at 1/4norm al speedThese move very slowly(2 " p er ro un d) in a s tra ig htline aw ay from the Tower.T hey ign ite an ythin g th eypass over, explain ing thedesolation of the area.

    T hese spe lls arc m ean t m ore to in co nven ience th e p artyand give them a taste of what is to com e. None arc likely toharm any cha ra cter unle ss the y a ct foo lish ly.

    Or/ow's M agicalDeviceH idden on each level of the tower is part of the deviceO rlow was preparing to tap the source of m agic. Thefirst and least powerful of the prototypes was hidden onthe first floor. This prim arily contained focuses for non-lethal spells which Orlow felt safe in using for his initiala tte mp t. T he s ec on d g en era tio n o f th e d ev ice w as s ec re te don th e secon d floor an d conta in ed m ore d an ge rou s spe lls.The nearly com pleted final version is hidden on the thirdfloor and orig inally contained those spells Orlow wasplan ning to u se a s his fina l de fense ag ain st F ra ntasy.W hen Frantasy poked at the device w ith her Demon-

    sw ord, the cha os tip disru pted th e m agic field s of the thre elinked devices. Many of the gems burnt out in the over-lo ad w hile o th ers b eg an d is ch arg in g th eir s pe lls ra nd om lya s a ll co ntro l w as lo st. T he se ra nd om d is ch arg es c on tin uetoday, unw eakened from from their original strength.Each turn, for one turn, magical power is directed atone of the20 gem s im bedded in each of the devices. If thegem is burnt out, the m agical charge dissipates into the

    a ir. T his create s the sh im mering w aves aro un d th e T ow er,which arc visible to any who approach.If the gem is still in tact, the spell acts a wave waftingthrough the entire Tower floor. O n the first three rounds

    the spell only affects the innerm ost room s. O n the fourththrough sixth rounds it affects the inner rooms and the

    hallway. On the seventh round the entire Tower flooraffected by the spell. Then the spell begins to leaveT ow er. O n the eighth round the innerm ost room s are clof spell effects, but the hallw ays and outer room s areunder the spell's power. On the ninth round the spellcleared from the hallways. Finally, on the tenth roundspell has cleared the Tower completely and startedjourney across the valley. At the end of one turn the m astops and the Tower and valley return to norm al.

    A ll da mag e to p eo ple, sup plies a nd w eap on s, h ow evis perm anent. The three devices arc all m agically linktogether and m ade of an im pervious grey stone. O n tp lan e they a pp ear to b e g rey pillars a bo ut afo ot ind iamter running from floor to ceiling. Im bedded in these'plars, in an apparently random fashion, are 20 gem s otwo inches across. Half of these arc cracked and burT he othe rs arc still effective an d w ill glow red w he n p owis focused through them. There are no labels or othmeans of distinguishing what stone is for what spell.rem oved from the pillar, these stones have a value of 5gp to a Magic User or SOgp to a jew ele r. (A m ore de ta ildescription of the pillars and their effects can be foundthe end of each floor.)

    Magic in any form, including the pillar's own specannot work within the rooms the pillars stand. Thisboth a protection for the operator and a secondad efe ns e O rlo w a rra ng ed .

    Rem oving a stone from the pillar will cause a reddgas to pour from the hole. This gas causes all whotouched by it to flee in panic for 2D6 turns, n o sa vthrow. T his is eno ug h tim e to be half w ay a cross th e va lfrom even the third floor. This gas remains for one dand fills the entire room . Those traveling to other planw ill encounter a sim ilar gas in this area. In effect, rem oin g a ston e en ds th at da y's a dven tu re s.

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    The SpellsT he spells from Orlow's device take effect for oneturn starting from the innermost rooms and thendrifting outward through the rest of the Tower. Exceptw here noted, the spells effect the players, m onsters, ando bje cts in a ro om eq ua lly. In sp ells w he re th e e ffe ct variesby classes or alignm ent, roll as needed for each personaffec ted.Ro l ls o f 11-20 on a D 20 a lw ays m e an a b urntgem was hit by magical power and therefore no effect isevidenced.F irs t F loorRoll D20 onceper tu rn

    I Comprehend Languages2 Dancing Lights3 Friends4 Hold Portal (affectsal l closeddoors)5 L ig ht (is e qu iva le nt to fu ll d ay lig ht)6 Audible G lam er (sounds of battle: loud)7 D arkn ess (a s in IS 'ra dius, bu t o ve r e ntire floor)8 Detect Invisible (Everyone can see)9 In vis ib ility (e ve ry th in g a liv e a nd e ve ry th in g w o rno r c ar ried d is appea rs )

    10 (R ay o f) E n feeblement(eve ry th ing l os esha lf the irstrength)1 1-2 0 N o E ffe ctSecond FloorRoll D20 once per turn

    I S trength (treat m onsters as fighters)2 Stinking Cloud (no save becausehas no edge)3 W izard Lock (all c lo se d d oo rs , c he sts , e tc a s a n 8 thle ve l mag ic use r)

    LevitateProtec tion From Normal Miss les (a ll p layersand

    45

    mons ters are protec ted)Phantasmal Force (each imagines three 5th levP a lad ins a re a ttack ing them)Ic e Storm (slippery,but not damagingstoneW eb (save or be tra pp ed )Fumble (everyonet rips , drops items, or generalfumbles about)Wallsof Ice (thes eapp eareve ry10fee tform insm all ro om s a nd cu ttin g th e p arty o ff fro m e acother)

    1 1-2 0 N o E ffe ct

    6789

    10

    Third FloorRoll D20 once per turnI Shocking Grasp (all have the power, includingmonsters)

    M irror Im age (everyone and everything gains twimages)Scare (save or are-I to attack and in Arm or ClassFeign Death (one adventurer or m onster in roomw ill ap pea r to "d ie " ins tantly -las ts for one turnSlow (everything m oves at one-quarter speed)Enchanted W eapon (weapons and claws becom+1 or add +1 to exsisting bonuses)W all of Fire (walls walk slowly around the corri-d ors o nly, tw o w ill a pp ea r a nd c ircle th e flo orP o ly morph O the r (one p laye r is tu rned in to s mam am mal of DM 's choice for one turn)A n ima te D ead (all s la in monste rs i n a s ing le a rea ttack ag ain for on e tu rn )

    10 Anti-M agic Shell (around all living creatures11-20 No Effe ct

    23456789

    10

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    The Tower Of MagicksT he Tower of Magicks is m ade of three foot thickblocks of obsid ian. This gives it a dark and almostpolished look. V isib le only on the th ird floor are narrowarrow slits of approximate ly six inches width and threefeet high. The tower measures slightly over SO metres(about 170 feet) on each w all and is square in shape. Theonly entrance visib le is the large set of double doors in thecenter of the south wall. These doors were bronze, butFrantasy had no trouble blow ing them off their hingeswhen she touched them with the demon blade. Thusentering the Tower is simple for those w illing to face them a gic in sid e.

    W hen viewed at night, the walls of the Tower seem toradiate w aves of heat or m oving air. This is actually asideeffec t of t he pow er of t he ra w m agic release d ins ide. T hes esam e w aves have tended to twist or m utate plants hardyenough to survive within a m ile of the Tower. No liv inganim al or even insect dwells near or w ill voluntarilyapproach the Tow er. This includes any horses the adven-turers m ay be riding. Fam iliars will be nervous, but ableto overcom e their fear of the Tower and accom pany theirmasters.

    Inside the Tower, the walls are smooth and the enor-m ous size of the c onstru ctio n bloc ks w ill bec om e evident.A typ ical block is three feet by three feet by six feet of solidblack stone. The internal w alls are just as m assive. D oor-ways are alw ays set w ithin a three foot alcove, m eaningonly one or two normal sized beings can enter a room at

    one time. Doors are m ade of solid oak and are hingesw ing into the room (w ith the hinges on the inside) Wa doorw ayconnects tw o room s, the hinges are on theof the lo wes t nu mbered room . U nless s pec ific ally stano door is locked. Due to age, any door opened m ore3 inches is 50% likely to creak loudly.

    E ach room is six m eters square inside. A ll are the esame size, though their contents w ill vary greatly.ce ilings are IS feet high and m ade of the sam e obsidstone as t he w alls. D ue to 30 years of disuse, all the rohave a m usty odor. U nseen servants (m ade perm anenO rlow ) have succeeded in keeping the Tow er relativclean and dust free. They have been instructed nob oth er a ny o f th e ro om 's re sid en ts a nd s o h av e (g ra te fuavoided any room s perm anently inhabited by m onst

    The central hallway runs in a square throughoutbuilding. It is a lso six m eters w ide and otherw ise simto the ro om s. B oth the room s and h allw ay are illum inaby permanent Light spells. These have begun toslightly into a kind of flickering tw ilight. This is brenough for m ost purposes, even reading, but d im enofor ores and undead to be com fortable.The First FloorF irst floor of the Tower of M agicks reflects the pno id a tt it ude o f Orlow . A fter all, Frantasywastrto wreak a revenge unim aginable by most mortals.had sent m any m inions to infiltrate O rlow 's banddefenders and this floor w as designed to screen all thwho came in contact w ith the W izard. Its roomsdesigned to spare the truly law ful and good charaw hile exacting a painful to ll from those w ho are greedevil. In practice O rlow never housed anything or anyof importance on this floor as it was occupiedunproven w arriors. A s soon as the party enters the Toof Magicks, the Ruby Ringswi ll d isappear.This wi llhowever, rem ove the D em on's personal G eas to sethe Tower and find the Glyph that keeps him at bay.since y ou ha ve sho wn g ood faith, a nd s inc e the rin gs cob e u se d to e ntic e a dv en tu re rs e ls ew he re , F ra nta sy a ndD em on have decided to cancel the doubled G eas.The G oblin P artySeveral hours ahead of the players a second partyen tered th e T ow er. A R ang er w ill have n o trouble s potthe ir tracks where they entered the broken doors ofTow er, that is, if he checks. The band consists of G obled by H obgoblins w ho have been recruited by FrantaThis party is also geased, but only the Hobgoblinsw earing the R uby R ings. They have been in the Tow erabout tw o hours and w ere aw are there w as another pn ea rb y. S in ce th ey h av e b ee n o ffe re d g re at re wa rd s toan y clue to O rlow 's new hiding plac e, the H obgo blins

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    TOWER OFMA GICKS

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    in no m ood to share the Tower with any com petition. TheG oblins fear the H ob goblins, bu t also desire a sh are of t heloo t. H ow ever , if pressed the instinct fo r survival w illforce them to tell anything they know. The original groupconsisted of five Hobgoblins and 20 Goblins, but twod ese rte d th e n ig ht b efo re .H ob goblins (5 )8 HTK (108+1)Battle-Axe, D agger, Splim ed Arm or and Shield.G ob lin s (1 8)5 HTK (ID8-I)Sho rt Swo rd , T hre e S pe ars e ach , L ea th er A rmor, H elmets.

    The three spears are for throwing. G oblins throw theirspears and retreat until all three are used. They thenattack w ith their short sw ords to finish off the survivors.Unless forced by the Hobgoblins or trapped, the G oblinswill rarely attack a strong party. Characteristically, theGoblins favorite tactic is to pop out a door, throw a s pearinto som eone's b ack, a nd fle e in the resulting confusio n.

    101 C DoorL-R , BenchT BrokenChairAA hehestThis room wasusedfor greetingnew recru it s and dealingw ith lo ca l m e rc ha nts . H id in g in its d oo rw ay is a G o blinleft to w atch th e do or. W hen th e pa rty a pp ea rs in th ecorr idor, hewi ll a ttempt to f leedown thewes ternhallwayto w arn th e re st o f h is p arty . If p urs ue d, h e w ill b eg in t os cre am lo ud ly th e n um b er o f p eo ple in th e c ha ra cte r'sparty and anything unusual (i.e. "The W izard has asta ff!"). If th e p arty su rp rise s th e G ob lin , h e w ill h id eb eh in d th e c he st i n A A u ntil th ey h av e p a ss eda nd th enw arn his p arty in roo m 1 10 .102 CandS DoorsHH EvilA ltarW -X, K-L, G-H ... . . . . .. . . . . . . B enches

    O-P-O-V Painted Area on FloorThis room appears to be an evil temple. Painted on allfour w alls are m urals of evil ch aracters kn eeling e xactly inthe center of the painted area on the floor and droppingthree gold coins down a hole in its center. Floating downto each is a m agic item (sw ord , sta ff, brace rs) su itab le foruse with their class. There is a splotch of blood on thefloor in area U.

    The painted area is actually hinged and a very carefulexam ination by a Dwarf or Gnom e will reveal a thin crackat its ed ge. S hould anyone actu ally m ake a co ntributionto the evil altar by dropping anything in the hole, the trapdoor which includes all the painted area will drop open.The drop is IS feet to a surface covered with dozens ofshort, very sh arp knife b lades. If a fallin g chara cter savesvs. their dexterity they land on their feet and will bestabbed by only one blade for 104 of dam age. !fthey failto save they w ill land on 2-5 blades for IO 4each. The trapdoor will reset itself im mediately, but is easily openedfrom the pit. Exalning the trap door from below willreveal a sim ple spring release m echanism which is acti-vated by anything dropped in the hole in the center. The

    blood on the floor is Goblin, one of them got greedy adied here, but the body was rem oved by the H obgoblins103 C and X DooAA-B B-G G-H H. . . . . . . Four PosterBM, S Empty Shel

    E Chest of Three DraweA Rug Covers Area Bordered by FF-WThe room looks like the chambers of a Lawful GoCleric. The canopy of the four poster bed contains tsym bol of a good godling. O n the chest of drawers are twcon tain ers filled w ith liquid and seale d tightly.There is a form sleeping in the bed. It appears tobreathing re gularly an d h as n ot be en a wakened. T he bois partia lly covered by a blanket and its w earing a goldnecklace con ta in in g several g em s. As you app roach ep lu gs a re v is ib le .

    The figure on the bed is actually a construct. Itm echanical and the "breathing" is caused by a sm all apum p. U nd er a v ery e ffective disg uise su pplem ented byillusion (which will m ake the entire trap glow m agicais a w ire m esh. Running through this m esh is a powerfelectrical charge w hich is stored in the prim itive wet cbatte ry in the che st of draw ers. T he carpe t arou nd the bhas m etallic fibers woven through it (visible if exam ineon hands and knees) w hich serve as a ground.Touching the m annequin with a hand or any m etal itewill cause a bolt of electricity to course through the chaacter causing 4D 6dam age (no save). Using an item withwooden handle will halve any dam age to 2D6. The neclace is only gold plate with glass gems and is basicaworthless. It takes the battery ten turns to recharge.104 GG, R DooA-G, M-S . . . . . . . . . . .. . . . . . .. . Shelv

    Y ,E E,D ,E ,H ,T ,B B ro kero ken Cha irJJ,F Bookshelve0 Pile Of AshThis room appears to have been a library or reading areExam ining the ashes will show burnt pages and coveThere are books on both shelves in F and JJ. Thosesh elf F are un labeled and are all blan k. T his is also true fall the books on the shelf in JJ except one. This is labelin clear, gold-embossed letters "Libram of IneffabDoomnation."The Libram is actually a trap. Should it be opened, treader will be blinded and deafened. The effects w ill launtil a Remove Curse is cast by a Lawful Good Cleric.the book is taken unread from the room it w ill explode f2D6to the person carrying it and 1O4toanyonewithinfeet.105 R " DoTh is room is comp le te ly empty . There are severaldablood s ta inson the f loor causedwhen Frantasy'shords laughtered the ir few prisoners here before flee ing tTower.106 R Do

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    118 M Door"GG Four Drawer DresserII ShelfW TableX ChairD- E . . . . . . . . .. . .. . . . . Four Poster Bed

    The bed is bloodstained and cut up. A visiting patriarchwas slain here while recovering from a wound. Severaldusty and stiff Lawful Good vestm ents can be found inthe bottom two drawers of the dresser in GG. The patri-arch has maintained a slight link with this room frombe yo nd th e g ra ve.

    If a Lawful, or Chaotic, Good player approached thebed he'll feel a slight chill. A few seconds later a translu-ce nt im age of the pa tria rch w ill rise fro m th e bloo dstain edbed. The image is barely vis ible and unable to speak.Using pantom ine, the cleric w ill try to assure the party hemeans no harm and then try to convice them to fight theG eas (he can do nothingto help). If unsuccessful, he w illlook sorrowful and fade from sight.119 M DoorA-B, D-E, S-T, EE-FF,

    II-JJ, W -X BedsGG, C, R Chestsp TableThis is another dorm itory for new recruits. The beds havebeen searched and tom apart. The chests all containnothing but rags and old tunics. O n the floor are severalsets of Kobold footprints in blue dye (see room 117).120 M, HH DoorsThis room is completely empty except for footprintsre ve aling a figh t be tw een sev eral G oblins, H ob gob lin s,and som ething m uch larger and vaguely hum anoid in thedusty floor. There are droplets of fresh blood m ixed w ithso me o f th e du st.Three Goblins and two Hobgoblins encountered anO gre in this room about an hour before the party enteredthe Tower. After a m om ents pause, they fought and oneGoblin and one Hobgoblin died. The Ogre was finallykilled and the party carried the bodies into its lair (room1 21 ) for lo otin g in s afe ty.121 D,S DoorsCC, II,JJ, DD .. Pile of Dirty Rags (O gre's bed)L, R . . . . . Bodies of a Dead O gre, G oblin

    and Hobgoblin (see room 120)S Broken BenchThe doorw ay leading to room 122has been blocked w ith abroken bench jam med solidly against the doorway. If atotal of 34 strength points are thrown against the doorthere is a 1-6 ch ance o f d islo dgin g the b en ch . O the rw isethe do or w ill ha ve to b e d estro ye d to b e o pen ed . T he re w illbe one empty sack on the belt of the Ogre and anotherlarge sack m ixed in w ith the rags.122 X, C.. .. . .. .. . . .. .. . .. . .. . .. . . DoorsN, 0 Table

    EE to JJ hehelves Line the EntireSouth W allS,G,A ChestsThis area served as a storeroom for provisions and peri-shable materials. On the ceiling over area p" is a small,blackened piece of ivory. This once housed a perm anentC old sp ell, sh ort-circuite d since the sie ge . T he rem ainin gfoo d a ttracte d som e o f O rlo w the B ea stm ake r's crea tio ns,a colony of giant ants. Basically unaffected by m ost of thespells wandering the first floor, the colony has thrived.T he w all a re a a nd flo or in s ec tio ns EE to J J a nd Y to D Dar e c ov ere d w ith a fo ur fo ot h ig h a nt h iv e.The hive contains 32 w orkers, II w arriors, and a queen.The queen's chamber is HH and also contains nine eggsa lm ost re ady to ha tch (a ll w orke rs). T he n est h as op en in gsat Z and DD and two warriors stand guard at eachopening. Another warrior will be stationed above thedoorway at C and drop on anything that com es through.If the nest is disturbed, all the warriors w ill em erge and ifthe battle is going badly, the queen will send out all butthree of the workers to attack.11 W arrior Ants: 14 HTK (3D8), AC 3, 2-8 bite, 2-8 sting(half if save vs. poison), m ove 12"3 2 W o rk er An ts : IO H TK (2 D8 ),A C4 , 1-6 bite,move 10 "Queen Ant: 50HTK, AC 5, 1-8 bite, m ove 2"

    O n the shelf over the hive in G G is a s mall box contain-ing a m agic powder which w ill preserve up to 500 poundsof meat indefinitely. It is valued around 300 gps in anycity. A ll the chests are empty except for"a cleaver in thech est in S . T he cle ave r w as m ag ica lly sh arp en ed by O rlo wand is + I in hitting and dam age. Treat as a h and axe, but itcannot be throw n. In the queen's cham ber are gem s w orth468 gps, m ostly in sm all pearls.

    123 M, C .. . .. ... .. . .. ... DoorsG-H,J-K, Y-U, W -X BenchesThis room was used by Orlow to greet new recruits andgive them their first instruction. Around the walls arepainted slogans like "G oodness Pays," "G reed is Evil,"and "Have a Nice Day."131 M DoorT his room w as used to hold prisoners and untrustw orthytypes. The door is steel rather then wood and has a fairlysophisicated lock. It is currently locked. In it resides theghost of an Anti-Paladin who was not freed (sim ply over-looked) in the final assault and starved to death: He willattack anyone who stays to fight, but will never leave thecell room. W hen he prayed to his evil gods to be freed,th ey gran ted h im g hosth oo d in stea d.

    G ho st a pp ea rs in" the full regalia of an A nti-P aladin.T his A nti-P ala din e njo ys th e p ain a ging ca uses h is victim sso m uch, h e ra re ly u ses h is m agic ja r atta ck u nless presse dnear destruct ion.Bryan the W ithered (Ghost) AC 0, HTK 52 (IODIO),A tta cks: ag in g, m agic jar.132 C Door

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    P aste o n ca rd boa rd and cut out p ie ces.

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    I, J, N, Q, S, T, BB, DD.. .. .. .. ... P itsJJ,FF ChestsT he s ignon t he doo rway reads"Magical Storage-KeepOut." A magical aura has been cast on a rock inside ofe ac h c hes t to g iv e the a pp ea ran ce th ey c onta in s om eth in gm agical. If the chests are opened a blue m ist of dy e fills theair in a 10. ft cloud around the chests. This dye stainsanything it touches light blue for two weeks. It cannot bescrubbed off without the assistance of a R em ove C urse.

    The pits in this room are all 15 feet deep. They havepadded bottoms and any character saving versus theirdexterity w ill receive no damage dropping into one. Ifthey fail to save they receive ID4 of damage. The tops ofthese pits are made of a layer of rock over a steel plate.The top of a pit will spring close on any who falls in andstay locked securely for 12 hours. There is no accessiblemechanism for a thief to tamper with as t hey were keyedto open early only to the sound of O rlow 's voice speakinga coded phrase. O ne of the Hobgoblins is trapped in thepit in area T. There is some signs of an unsuccessfulattem pt to pry open the pit on the floor around it. Iffreed,the Hobgoblin will be guardedly grateful and attempt towarn the players ofthe rest of his party. If bribed, he willtry to arrange a truce between his party and the players,but w ill be slain by his own if he does.133 C DoorV " AltarP ". Pile of AshesW hen anyone enters the room a m agic m outh appears. Itwill entone solemnly, "Here be the altar of all yourwealth." After a slight pause it w ill continue in a tongueunderstood only by Lawful G ood Clerics and Paladins."P lac e y our tithes here and rem ove nothing. "O n the w allsare pictures of sm iling adventurers with piles of coinssitting on the altar.Placing 10% of their wealth on the altar will gain acharacter a "B less" spell at the start oftheir next c om bat.taking anything from the pile of coins already on the altar(the re a re 1 21 gps) w ill c au se th e c ha ra cte r to c atc h o n fire .If assisted by his friends, the fire can be put out in oneround and does only I D 6. If no one assists the unfortu-nate victim , the fire w ill take I D 8 rds to put out. This fireis m agical and burns all things equally, so for every roundthe player burns he loses one A rm or C lass of protection(from any armor) along with the I D 6 of damage to him-self and his other equipment. After the third round ofburning m agic item s m ust save versus norm al fires eachround or be destroyed.134 C, R, .. .. . . .. . . .." .. .. ... DoorsK Amphora

    S-T-U-Y-Z-AA-EE-FF-GG Stained AreaThis room served for the disposal of refuse from theTower. The amphora is filled with blue dye. This is thesame dye used in the traps in rooms 117 a nd 132 It stainson contact w ith any m aterial. A nything blue w hich entersthe stained area in the southwest corner of the room isin sta ntly h it w ith a D is integ ra te s pe ll. W as te w as d is po se dof by placing it in blue bags or jars and throwing them in

    the area. In the far corner of E E is a +1 dagger.w ea po n w as lo st b y o ne o f the a tta cke rs w hen h ed is in tegra tedand the res to f h is party f led .135 R DH H SecretDH, T. . . . . . .. . . .. . . . . . .. Piles of AZ Singed CII-JJ.. . . . . . . .. . .. . . Partially B urntDuring the fa ll o f theTower four f igh te rsmadethe ir sbarr icaded in this room. Whenthe door wasfina lly bopen, a F ireball was th rown in . T hey werea ll s la in .since, the echo of their cry can be heard in the ro"O rlo w, w hy d id y ou fle e? " T hey c ann ot b e co ntaotherwise.136 L,GG,M , DH-N, T-Z, D-J, P-V TaEE, FF Pile of Several ben

    A Sack of CThis room once served as a mess area. The remainHobgoblin and three Goblins will have fled here awith any survivors of the clash in room 110. Theyhave overturned the tables in H -N and T-Ztohide beand throw their spears. This group has the gold tafrom the dead Ogre in 121. It totals 380 gp , 470 sp anem erald w orth 500 gp . If the players have not yet fouthe party in 110, this room will be empty. If pressedG oblins w ill retreat into 137.137 R DB, C, D, E, FF, GG, HH, II.. . .. ShO-U " TX . .. .. .. . .. .. . AmpThis was the storage area for ordinary dry goods akitchen. The amphora is full of flammable oil and iG oblins have fled into here, they w ill spill it in front oonly door and be ready with a torch. W hen theperson enters in pursuit, they w ill light the oil. ThisID8 damage to any within the conflagration and IDanyone in the doorway. The G oblins w ill hide behindta ble , s wo rd s re ad y.StairsThe stairw ay betw een room s 131 and 132 is the sam eas the rooms. It is hidden by an illusionary wall wlooks solid, but has no substance. The bottom of a cilar staircase is in area P.The Device RoomT his ro om ho us es th e firs t of O rlo w's m ag ic al ge ne ratThere are no doors to this room as Orlow telepohim self in w henever he w anted. To enter the players mpenetrate a meter of obsidian. The device appearsf loor to ce ilingco lumn of smoothgrays tone in area0g em s a re e mb edd ed in the s urfac e, ha lf of w hic h lo ok dand cracked. The other 10 are clear and glows grew henever it is activated. A C lay G olem has stood untu rbe d in the ro om s in ce b efore th e s ie ge . H is o rde rs aa ttac k e very on e h e s ee s (a pp ea ra nc e o nly ) b ut O rlo wClay Golem50 HTK, O ne attack for 3-30, move 7", A

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    The Second FloorW hen Frantasy w as forced to flee from Orlow'sm alfun ctio ning m ag ic de vice sh e issu ed cu rse s a ndsummoned her evil m inions. The remnants of those shecalled now reside on the second floor of the Tower. M ostof these are undead, who Frantasy trapped in rooms orco nde mn ed to w an der ho pelessly. T he y cre ate a h azard tothose who might come and fix Orlow's mechanism orinvestigate the rem ains in the Tower. N one of these willrecognize or retreat from the R uby Rings.

    Also trapped on this floor are the few remainingd efe nde rs w ho w ere un fo rtun ate to su ffer th e full m ea su reof Frantasy'scurses. In many cases they to o h av e b e enforced into form s resem bling the undead.T he s eco nd floo r w as th e m ain re sid ence for the tru ste dm em be rs of O r lo w's pa rty a nd th e cen ter of n on-m agicalactivity in the Tower. In it were also housed all but them ost im portant guests and m erchants (w ho stayed on thetop floor). Many of the magic items used to defend the

    Tower were stored here. W hen the raiding hordes wereforced to flee, m any of these had not been found or, in thepanic, d ropped .201 C DoorR DresserJ-K TableE haiair

    Z-FF , a ra rge B edS,M W alIShelvesResiding in this room is the spirit of a M agic User whowas allied to Orlow. He cannot m anifest him self on thisp la ne p hysica lly an d so ca nn ot a tta ck th e p arty. H ow ever,he has m aintained his contact with the prime materialplane in order to discourage those w ho would search forOrlow.H e ca n te le kin esis u p to five p ou nds o f no n-living m ate-rial. If the players are j ust poking about the room , he willm ere ly e le va te ite ms ( clo th es ), ra ttle c ha irs , a nd g en era llytry to intim idate the party. If the players actively discusstrying to trace Orlow or their dealings with Baal hapBlum , he will attack. The attack w ill consist of takingsmall objects and using them to strike the players ran-domly. The Magic User will even use his telekinesis oncharacter's knives and smaller swords. Arrows from aquiver can also be pow ered by the m age. A ll w eapons w illstrike a s if h eld b y a s kill 7 M agic U se r. If p ossib le, th e firstattack w ill be at a player's back (+4 to hit). If the playersleave the room the attacks will stop 10 feet outside thedoor.Under the bed is a rune w ritten in the M agic User's ownblood. It is through this rune the Enchanter is able tom aintain contact w ith our world. If this rune is obscuredor a D ispell Magic is thrown on it, he will lose all touchw ith the prim e m ateria l.Under som e old cloaks in the bottom draw er is a stackof parchments. This was the diary of the M agic User.Most of it is personal and of little use to the players. the

    entry for three days before the fall of the fortress reads:I don't know how they got in, but today three Druidsappeared in the Tower. They spent hours with Orlow ,who looked relieved after they left. He seemed quitetaken with one, their leader and a most attractivewoman. I think they were already accquainted. Outsidethe horde grows and things look very bad. Six attackstoday and severe losses on our side.

    The next entry tells of having to go him selfto m aintainthe defense of one w all and his exhaustion.There is a dagger in the top draw er of the dresser. If thisis opened the M agic User will use it to attack the opener.This is to distract him from finding the diary in thebo ttom d ra we r.202 C, Y DoorsD Rack of SpearsY-Z, CC-DD, M -N,Q -R,A-B,E-F BedsG ,H,X ChestsS Broken DresserThis room smells of carrion and death. Several Ghoulshave recently taken up residence in this old barracks. Thelarge number of bodies originally attracted a largenum ber of scavengers after the siege. S ince then G houlshave occasionally com e here to hide. Cunning, but notintelligent, these undead are less bothered by the m agicthan m ost physical creatures. If the players m ake a lot ofnoise, they will line up along the north wall and attackafter the first characters enter. If they are surprised theywill be in the center of the room eating the remnants of ad ea d O gre .There are six Ghouls: II HTK (2D8) each, attack withtwo claws for 1-3 points of dam age, and a bite of 1-6. Ifacharacter is hit by a claw (but not a bite) he must save vs.m ag ic or be p aralyzed .

    If the battle goes on for more than four rounds theGhasts in room 203 will reinforce the Ghouls. In no casew ill the G houls in 204 attack, they sim ply aren 't in to liveprey that can fight back.203 DD,B Doors

    GG Altar of GoodT, V, N , P Small BenchesL FlFlor S helf

    The four G hasts in this room are the leaders ofthe G houlsi n 202and 204. If e ither group is a ttacked, they will cometo a ss is tth em a fte r fo ur ro un ds . If th e G h ou ls a re s la inb efo re fo ur ro un ds, th e G ha sts w ill fle e in to th e o th erro om to un ite w ith th e secon dgro up of G ho uls. If it iso bv io us th ey a re b ad ly o utn um b ere d, th e G h as ts w illre tre at into the roo m, jam a b en ch in to the d oor, a ndagain re tr ea t t o the s urviv ing G houls . O n l y if the G hou ls22

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    are slain silently will the players he able to surprise theseGhasts.

    Each Ghast has 23 UTK and attacks in the samemanner as the Ghouls for 1-4, 1-4, and a bite for 1-8. Theroom is filled with a terrible stench. Save versus poison orgag while in the room. W rapped in a package on theshelves in L, is a gold and silver holy sym bol for a LawfulGood worth 140 gp.204 R, FF DoorsTh e room was once hit by a powerful Fireball. Nothingremains of the furniture or contents. There are sevenGhouls in this room who are led by the Ghasts in 203.

    If the players have made any noise on the floor, theywill he against the east wall around the door-ready topounce on the first two characters to enter. (The room willappear empty from the doorway, but will smell of death.)After four rounds of combat, the Ghasts in 203 will enterthrough the door in FF. Each Ghoul has II UTK (208).

    205 R . , D oorA , Secret DoorG, M , S , Y ". W all ShelvesC " FlFlor ShelfGG. . . . . . .. . ... ..,.. . . Floor ShelfU , Pile of Ashes

    This room was once a library for the clerics and mageswho lived with Orlow. Unlike other rooms, this one isalmost daylight bright as it once was very well lit tofacilitate reading. W hen the Tower was sacked, the bookswere piled in U and burnt. Looking through the ashes willreveal partially burnt pages and leather covers.

    206 R DoorEE ... . .. . .. . .. . .. .., . .. . Secret D oorA-B,S-T Beds

    W hen opening this door the party will see what looks likea peaceful forest rather than a room. This was an illusion(visual and audible) cast by Orlow and an allied Illusionistto make the visiting Druids more comfortable. Nothinghas substance except the two beds which appear to hemounds of moss. A secret door is hidden by the illusion ofa thorn bush. The walls of the room appear to he a line ofhead high (6') bushes of various types. If the players detectmagic they will discover both the general magic from theillusion and a strong single source in what appears to hethe center of a large Oak tree. This is a + I scimitar hiddenhere by a Druid who was ld11ed while defending the wall.It is stuck in a piece of wood (tip down) and cannot heseen in area CC. W alking through this area will cause acharacter to take 1-4 points of damage when he blundersinto the hidden weapon.

    207 R , .".. DoorE , Rack of SwordsB, C . . . . . .. . . .. . . .. . . . Racks of SpearsFF, GG ,UU , Em pty ShelvesX-DO . ... . ... . .. . ... Benc

    This room was an armory and indoor practice room forfighters. The floor is marked off so the outer areas are adifferent color (tan) than the center (the natural blackstone of the Tower). The room is almost completely darkwith only a very dim flicker of light. The weapons are alldusty, slightly rusted, but usable. The second spear fromthe left in area B is actually a +2 spear. It looks much likethe others, but a close examination will show it iunrusted and made of a finer wood and metal.

    Living in this room is a W ight. It was trapped here byFrantasy to act as a diversion during the attack. TheSorceress then forgot about it entirely; dooming it to he apermanent resident of the room. Understandably, theW ight is particularly unfriendly to those whom Frantasysends. Ifwamed by noise, it will he waiting on the benchin X. If surprised it will he in area I.

    208 R, C DoorsEE-Y, A-G, D-E,UU-II, X-DO BedsU-V ... Table0, P . . . . . . . . . . .. . . . .. . . . . ~ . . . . C hairsGG . . . . . . . .. . . . . . . . . . . .. . . . .. DresserJJ .. . . .. . . . . . . . .. . . ... Broken DreaserM .. . . .. . . . . .. . . . . . .. . . . Floor ShelvesF , Chest

    This room was once occupied by the Tower's Paladins.The walls are decorated with painted holy symbols andprayers for Lawful Good Gods and Godesses.

    Both dressers are filled with vestments suitable for useby a Paladin. (W hich is the reason why they weren'tstolen.) Under the cloaks in the bottom drawer of thedresser in GG is a scroll. It sits face down and appears tothe casual observerasjust a drawer liner. On the scroll ar e

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    crazy place!) If attacked h e w ill, o f c ou rs e, d efe nd h im se lf.u re L ig ht W o un ds , C ure D is ea se ,a nd C ure S erio usW o un d s pe lls .Frantasy's underlings had just begun ransacking theroom when forced to flee. But before he left, a GoblinSham an poured unholy water and a contact poison on abronze holy sym bol placed at the top of the shelves in M .The poison has lost m ost of its potency, but w ill stillknock a m an unconscious (2-12 turns) if the sym bol iscarried in a bare hand for m ore than five seconds.The Sham an also placed a m inor curse with the room .

    H is intention w as that everyone of good alignm ent w ouldcatch a d read disease w hen they enter the room . H e w as soru she d tha t th e cu rse d id n't q uite w ork .The first good character to enter the room will sneezee ve ry IS se con ds u ntil a C ure D ise a.< eo r R em ove C urs e isc ast o n h im . T his sn ee zin g w ill de fin te ly p reve nt su rp riseb y the p arty.

    210 M ,HH DoorsA-B, C oD , L-R , D D-JJ,EE-FF Bedso-U TableS AmphoraH H Chairs (piled up)O n ce th e re sid en ce o f s ev era l g o od C le ric s, w h en th eT ow er fin ally fe ll a fe w re tre ate d t o th is ro om to m a ke ala st sta nd . T hey b arrica ded th e d oo r to H H, b ut w ereo ve rw he lm ed b efo re th ey c ou ld b lo ck th e d oo r to th eTemplein 209.The f inal bat tle betweenthe Clericsand theG ob lin ho rde w as te rr ib le and fu ll o f c ur sesand s pe lls .In th e ro om to da y a re th e S ke le to ns o f th re e C le ric sw i th macesand 20 skeleta lGob lins . Any th ing d is turbingth e ro om (lik e s om e on e op en -ing the door) w ill start themf ight ing eachother.The Gobl inS ke le to ns w ill w in th e fig ht intw o rounds and lose four oftheir number.The 16remaining

    Ske le tons wi ll a ttack any th ingelsein theroom unt il destroyed.Over the s ilen tbatt le o f the Ske-leto ns ca n b e he ard th e fain tso und s of the o rig in al b attleand w oman's v o ic e s creech ingo rd ers . T he G o blin S ke le to nsare arm ed w ith short sw ordsa nd c lu bs a nd e ac h ha s 3 H T K( lD 8 -1 ). T hes e S k ele tons c an-n ot b e t urn ed o r d is so lv ed b y aC le ric unde r s kill 10 .T he a mp ho ra is se ale d a n dc on ta ins enough ho ly w a te r tofill fo ur fla sk s. O n th e ta ble is ab oo k w hic h c an b e r e ad b y a nyg oo d C le ric. It is an e ssa y onhow Clericscanco-operatewithD ru ids . It deals p r imarily w ithm a nn ers a nd p ro ce du re s, n otm ira cle s. Insid e th e co ve r isw ritte n: "W o rk in g to ge th er tos av eO rlo w a nd m a ke o ut la ndsafe-Rose."

    209 G G,R D oorsA ... .. .. Good AltarB, G LargeC a nd le H o ld ersD-J,F-L BenchesCC.. .. P ileofW o od S p lin te rs

    M -S-Y TapestryHH-II TableThis room was the chapel forthe defenders. O ver the altar isa lighter spot on the black wallwhere a holy sym bol was att-ached. The candle holders arem ade of brass and worth S gpe ach . T he ta pestry is a cre atio nscene w ith a G ood G od m akingm en and elves while animalswatch. On the table are mostcom ponents (30 years old) ne-eded for clerical spells up tofo urth le ve l.Sitting on the bench in J isG ro nb th eO gre(31 H TK ,4D 8,club) w ho is holding his head inhis hands. H e and his m ate ven-tured into the Tower two daysearlier in search of loot. They approached during a rela-tive lull in the m agical effects and w ere surprised w henthen the Tower revealed its true nature. During a Dar-kness spell they were separated and he has been bothc on fu se d a nd co nce rn ed e ve r sin ce . (H is m ate is th e O grekilled and partially eaten by the ghouls in room 202) Hehas no desire to attack, in fact, he w ill entreat the party tohelp him find his mate. If told she is dead, Gronb will askthe party to guide him out of the Tower since he is soconfused he can't find the stairs behind the illusionarywall.If the party helps him out, G ronb will wait for the partyjust outside the range of the Tower's m agical field andoffer his services until he fm ds som ething better to do.G ron b w on 't offer his services inside the Tow er (H e justdoesn't think about it until he is a safe distance from the

    HH DoorE E-Y , S -M ,C-D W allShelvesL-R, DD-JJ Floor Shelves0 Round Table

    W h en F ra nta sy w as u na ble to g et h er D em on a llie s toapproach the Tower,sheenlistedthe aideof the res identso f H e ll. F o r an exo rb itan t p ric e t hey s en t a s ma ll pa r ty o fD ev ils to q ue st fo r O rlo w. S till, th e ch an gin g m ag ic alf ie lds d is rupted the more powerful membersof the part yand s tranded the imps they had b rough t as a ides. T hes eim p s a re n ow liv in g in th is s up ply ro om a ttra cte d to th emagic i tems stored wi th in.O n th e w all s he lve sin Y is a b ox m ad e o f p in e. 'I n th is

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    box are three spikes which will pound themselves into orpull themselves out of any wooden surface in one round.

    On the wall shelves in G, which are filled with dozens ofuseless items made of paper and wood, are several par-tially completed magical scrolls and a stack of ReadM agic scrolls used to train apprentices.

    On the floor shelves in DD is a set of spell books up to5th level Magic User spells. There is a flaw in the Cloud-kill spell which makes it no more effective than a StinkingCloud.

    On the floor shelves in JJ is a series of treaties on natureand over a dozen well read books on animal life by the seashore. On the bottom shelf is a large conch shell. Listen tothis shell will accurately give the sounds of the weatherfrom where is was taken. This will be clearly audible overthe surf. It was intended to allow Orlow to dress correctlywhen teleporting to the seashore.

    On the round table was a book about the variousminions of the planes of Hell. This has been tom andobscured by the Imps who have found it both amusinga nd in su ltin g.

    The Imps will all be gathered on the round table whenthe party enters. If a clearly good character can bee seen,they will attack immediately. If the characters enter usingFrantasy's name or otherwise appear evil, the Imps willhesitate. Any attack, of course, will immediately causethem to fight.

    There are three Imps in the room. They can follow theparty if it flees, but will not leave the second floor. Ifpossible, they will attempt to convince the players to assistthem in returning to Hell (It isn't pleasant, but it is home).To this end they would not resist a Dispell Evil spell.3 Imps: 14 HTK (2D8+2), flies at 18" per turn, attackswith its tail for 1-4 and a save vs. posion or die in 1-4rounds.

    212 HH , DoorThe walls and floor of this room are covered with soot. Itappears to have been completely burnt out. The room wasthe apartment of a Patriarch. So many Goblins and theirleaders died from his warding spells, that a group ofM agic Users filled the room with magical flam es forseveral m inutes. As a residual effect of the flames, thisroom is constantly about I JO F.213 HH DoorA-B, D-E, M -N, P-Q,

    EE-FF BedsC,S,GG ChestsM any of O rlow 's w arriors stayed in this barracks. Severalof the wounded soldiers were left hereunattendedwhenthe Tow er fell. Most weres lain where they lay .There is ahum an skeleton, usually with a sm ashed skull, in everybloodstained bed. The chests contain clothes and per-sonal item s. T here is a set of heavy gloves in chest C with arune for luck sew n into their tops. These are not m agical.214 HH DoorL SecretDoorA -B -G -H .. . . .. . . L arg e F ou r P oste rB edD .. . .. . . . .. . . . .. . . .. .. . . DresserR-X . . . . . .. . . .. .. . . . . . .. Floor Shelves

    EE-FF .. .. . . . . . . . . . . . . . . . . . . . .. TableZ ChairY Wall Shel

    This w as the room ofa m agical ally ofO riow's. A partiallyobscured pentagram is in V. The mage was casting aprotection spell which was overcome. There are severalpieces of Goblin bone in all sections of the room. None arelarger than a few inches across.A magic m outh with the ability to cast a Power W ordStun is over the door in HH. W hen the first characterenters, if he does not turn and nod at the wall over thedoor, the mouth appears and casts the spell at the back oh is h ea d.O n ta ble are several incomplete scrolls, a map of thevalley and a note reading "study se amammals-Orlow."In the dresser's second drawer is a cloak of protection +and three normal cloaks. It is the ouly one not made withgolden threads woven am ong the wool.On th e she lvesin R a nd X a re a varie ty o f sp ell c om po -nents, and an ordinary stick 8" long (for m ixing things),and a Chime Of Hunger carefully wrapped in leather.T w o S tirg es l ive in th is room. Theyenter through apip(3 " in d ia mete r) that p iercesthe wall to the outside.Onewill be at the entrance to the pipe in D and the otheperched on the dresser in D .St irges:6 HTK (1D8-1) 1-3 damage plus drain blood.215 G,II SecretDoorC-I, E -K, U -AA, W -CC TableR Floor ShelvS.. . . . . . . . . . . . . .. . . ., . . . F loor ShelvThisroom served as a storeroom for magical item s an dmagicalor va luable weapons.M ost of these were used ithe defense and lost, but those less suited to combatremain.Becauseof the limited t ime the sackers had befoth e m agic began, this room has remained safe behind itsecret doors. No one has entered here since before thefaof the T ow er.Still on guard though is an Invisible Stalker. He wacarefully ordered to stay here and so is trapped by thwording of the sum mons to guard all the treasure untnone rem ain. H is long, and boring, servitude has left himin a very foul mood. He will attack any who enter anwalk toward the table in areas U-AA.U pon this table the Invisible S talker has gathered all othe rem aining item s he is aw are of. The guardian w ill nopursue the party if they flee the room and if they succeein leaving w ith a ll the magic i tems, thesta lkerwi l l ye ll hthanks in com mon as h e fades back to the elem ental plano f a ir . T he In vis ib le S ta lk er h as 5 0 H TK (8 D8 ),d oe s4 -1 6dam age, and autom atically surprises anyone w ho enteth e ro om .O n the table are a W and of M etal and Mineral Detection, a Bag of Tricks, a Cloak of the Manta Ray, a C andlof Invoca tion , anda Sword -3 which also acts as a RingW e ak ne ss d urin g c om b at.A mong several cheap rings on the second shelf in areR is a R ing of W ater B reathing. The shelf once w as used ts to re the p lans for the first level's magicaldeviceands till tra pp ed . A ny on e, be sid es a M ag ic U se r, w ho to uch ea nyth ing o n th e sh elf w ill re ce ive 2 -24 p oin ts o f e le ctricadamage.The mag ico f the t rap obscuredthe magicof thring and the Stalker is unaware of the m agic item

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    216 S DoorE Secret DoorQ -R-W -X Large BedHH ~. DresserG Rack of SpearsE Coat of Arm s Painted on the W all

    O bviously the room of a Fighter, this room was neverentered during the pillaging that followed Frantasy'sentrance. The door will continue to be barred from thei