BENEATH THE WINDOWLESS TOWER An AD&D adventure for for 5 th-8th level characters
BACKGROUND Malaz Malazar ar the Mage, Mage, like like all grea greatt wizard wizards, s, was a noted noted eccentric eccentric.. His particul particular ar obsession obsession was the collec collectio tion n of certai certain n rare rare and and bizarr bizarre e antiq antiquit uities ies,, unearthed at great time and personal expense from long-forgotten buried cities where saner men feared to tread. It was was on his final such such expedi expeditio tion n that that Malaz Malazar ar repu reputed tedly ly uncov uncover ered ed a jewel jewel of grea greatt value value and and magical power, the so-called Egg of Desire. Desire. In an area of remote hills, he constructed a high tower in which which to house house his prize prize – a tower tower with neith neither er windows nor doors. As the years drew on, Malazar began to disdain city life. life. He withd withdrew rew more more and and more more to his stran strange, ge, window windowles less s tower tower,, condu conducti cting ng his busin business ess by emissary. It is now more than a decade since there has has been been any any word word from from eith either er Mala Malaza zarr or his his agen agents, ts, and and persi persiste stent nt rumo rumour ur among among the more more knowle knowledg dgea eable ble circle circles s of thieve thieves s and and treas treasure ure-hunters has it that the mage is dead, and within the tower his jewel lies free for the taking - if only there were some way to get inside...
IMPORTANT NOTES • The The eeri eerie e whale whaleso song ng of the Egg of Desir Desire e is omnipresent throughout the dungeon. It's the same volume everywhere, everywhere, except in rooms 44-47, 44-47, where it gets steadily louder as the party ascends. • The Egg's song pacifies the purple worms that fill the tunnels tunnels.. As long long as the the song song contin continue ues, s, the worms will not attack the party unless attacked first (they may still injure or swallow PCs by accident). The Egg also keeps the hook horrors somewhat in check, and blocks the psychic powers of the yellow mould. mould. Effects of the Egg on dungeon inhabitants are noted in the wandering monsters monsters section and the relevant room descriptions. • The dungeon suffers from frequent earthquakes, noted on the encounter charts. These are caused by the tunnelling of the purple worms. • Several devices in the dungeon can be activated using batteries obtainable from 35 and 38. 38. The DM should roll 3D4 to determine the charge of these batte batterie ries s and and track track how much much they they are are drain drained ed,, keeping this information secret from the players. • Details of magic items and spellbooks are given in Appendix A.
SURFACE The Windowless Tower Tower stands on a rocky hilltop in a desolate area, at least a week's journey from the nearest major city. The tower itself is easily located – 120' tall, smooth and featureless, with absolutely no means of ingress. If the surrounding area is searched carefully, the PCs will detect very faint sounds coming from the west – possibly music. Following these noises takes them to a deep fissure that slopes back into the hillside. The fissure itself is a dead end, but a little past the mout mouth h of the the ravi ravine ne is a tunn tunnel el open openin ing g – the the entrance to area 1.
WANDERING MONSTER TABLES D12
ENCOUN ENCOUNTER TER CHART CHART FOR FOR TUNNE TUNNELS LS (ROO (ROOMS MS 1-17 1-17))
1
Minor tremor
2
Major tremor
3-6
Purple worm
7-8
2D4 hook horrors
9-10
Slicer beetle*
11
Jewel bug*
12
Black pudding
D12
ENCOUN ENCOUNTER TER CHART CHART FOR FOR MUSEU MUSEUM M (ROOM (ROOMS S 18-29 18-29))
1-2
Minor tremor
3-6
Nothing, or iron iron golem* if activated
7
2D4 hook horrors
8
Slicer beetle*
9
Jewel bug*
10-11 D6 mould zombies 12
Black pudding
D12
ENCOUN ENCOUNTER TER CHART CHART FOR FOR LABS LABS (ROOMS (ROOMS 33-42) 33-42)
1-2
Minor tremor
3-6
Iron golem*, golem*, or nothing if deactivated
7-8
2D4 hook horrors
9
Jewel bug*
10-11 D6 mould zombies 12
Black pudding
*Unique, Unique, will not be encountered again if killed (note that there are two iron golems, one per area). When noise attracts wandering monsters to the party, optionally roll D10+2, D6+6 etc as appropriate to ensure an encounter.
WANDERING MONSTER DESCRIPTIONS Black Pudding
or die). die). Anyone Anyone killed killed by spore spores s rises rises as mould mould zombie after D4 rounds.
2000 XP
MV 6”, AC 6, HD 10, D 3-24, IT Non
Purple worm
Can flow flow under under doors doors,, disso dissolve lve 2” wood wood/ro /roun und, d, dissolve chainmail in 1 round or plate in 2. Immune to cold, blows & lightning split it into two smaller puddings.
MV 9”, AC 6, HD 15, D 2-24, IT Non
Hook horror
200 XP
MV 9”, AC 3, HD 5, D 1-8/1-8, IT Low Resemble japanese spider crabs. Surprised only 1 in 10. Always heard before they are seen by their constant clicking and chittering, but sound echoes weirdly – impossible to tell which direction it comes from (apparent direction random). Favour hit-and-run attacks, but if party has the Egg will fight to the death to retrieve it. Iron golem
14500 XP
MV 6”, AC 3, HD 18 (80 HP), D 4-40, IT Non +3 weapo eapons ns to hit, hit, immu immune ne to magi magic c exce except pt lightning (slows lightning (slows 50% for 3 rounds). Smash through reinforced doors in 1-2 rounds. Once per 7 rounds emit 10' cloud of poison of poison gas (east golem), or death or death ray from eyes (west golem). Golems will fight any living creature that crosses their path, and pursue until they lose sight, then return to patrol. Jewel bug
150 XP
MV 18”, AC -5, HD 1+1, D 1, IT Animal Gold spider-beetle size of dinner plate, with huge ruby @ 3500 gp set in carapace. Nasty bite (save vs. poison or 2D4 damage), but non-aggressive – attemp attempts ts to lure lure party party into into dang danger er (pits, (pits, traps traps,, powerful monsters) so it can scavenge their bodies. Can run on walls and ceilings. W hile in beetle, gem has property of reflecting all spells back at caster. Major tremor Loud rumbling, earth trembles. After 1 round small cave-i cave-in n occurs occurs;; anyon anyone e not not unde underr shelte shelterr must must pass a Dexterity check or suffer 3D6 damage and be pinned beneath fallen rock. Minor tremor Loud rumbling, earth trembles for 1 round. Mould zombie
200 XP
MV 6”, AC 7, HD 3, D 1-8, IT Non Walki Walking ng corpse corpses s most most of whose whose flesh flesh has has been been replaced with yellow mould . 1-8 damage by touch. ½ damage from piercing weapons, and any blow 50% likely to release 10'x10' cloud of spores (save
6250 XP
Sense vibrations at 60'. Swallow whole on any hit 4 or more ore above ove targ targe et number ber, or any 20. Swallowed victims killed in 6 rounds unless can cut out of stomach stomach (AC 9, -1 damage damage per round). round). 50% chance of 1-4 gems in stomach, value D8x10 gp. While Egg is singing, purple worms will not attack the party, but may incidentally swallow anything in their path. After Egg stops singing, worms become enraged and attack on sight. Slicer beetle
450 XP
MV 9”, AC 3, HD 6, D 2-16, IT Non Resemble Resembles s stag beetle. beetle. Razor-sha Razor-sharp rp mandibl mandibles es snip off arm or leg on 19-20. If pressed, grabs any lost limbs and retreats to lair at 6.
ROOM KEY – LEVEL ONE 1. ENTRAN ENTRANCE. CE. Roug Roughl hly y circ circul ular ar tunn tunnel el lead leads s stee steepl ply y down downwa ward rds. s. Musi Music c is audi audibl ble e here here as strange, soft, whalesong-like whalesong-like sound. 2. FORK. South South tunnel tunnel ends at mouth mouth of rotting, rotting, part partly ly-c -cal alci cifi fied ed purp purple le worm worm carc carcas ass, s, whic which h completely blocks passage. Stinking interior of worm holds black noxious stew of decay, sapphire @ 500 gp, and suit of finely engraved plate mail @ 600 gp (both indigestible). 3. WORMSIGN. Imprints on floor indicate frequent passage of purple worms. Rock-cut steps lead down 10' cliff to 4. Far east wall is smooth; if pushed with combined Strength of 30+ rotates suddenly dumping those pushing into 24 (one-way secret door). 4. EMPTY CAVE. 5. WORM TUNNEL. Leads down to maze of 8-9' diameter diameter tunnels tunnels connecti connecting ng areas areas 4, 11 and 13. 13. These These are const constan antly tly shifti shifting ng becau because se of worm worm
activ activity ity;; D4 turns turns of wand wanderi ering ng leads leads to rando random m destination. 50% chance chance per turn of encounte encountering ring purple worm. worm. 6. SLICER LAIR. Rotting smell emanates from small rocky alcove. alcove. 25% chance slicer beetle is here; here; otherwise will arrive 1 in 4 per turn. Behind boulder is small pile of bones and severed limbs of various creatures creatures (human, (human, animal, animal, monster) monster) mixed mixed with a few few weap weapon ons, s, boot boots, s, gaun gauntl tlet ets s etc. etc. 1 turn turn of searching reveals gold and moonstone bracelet @ 435 gp, green zircon ring @ 190 gp, and a single Gauntlet of Dexterity. Dexterity. 7. CHASM. Yawning black void, strange rumblings from below. Two ledges open onto abyss, about 40' apart horizontally and 30' vertically. Pit gets hotter and and wett wetter er as it desc descen ends ds but but is appa appare rent ntly ly bottomless. 8. FEEDING CHAMBER. Large bronze bell hangs from wooden strut, with accompanying hammer. If bell is rung, there will be a minor (1-4) or major tremor (5-6), caused by D4+1 purple worms which
arrive after 1 turn expecting carcasses to feed on. If players return this way after getting the Egg, Egg, the ground will be badly churned and there will always be D4 purple worms not far below the surface. 9. WRECKED ROOM. Doors lie in twisted heap and floor floor scatte scattered red with with rubbl rubble. e. Large Large tunne tunnell bored bored through south wall. Buried under rubble is sapphire @ 500 gp. 10. HATCHING CHAMBER. At bottom of shallow bowl-shap bowl-shaped ed chamber chamber squirm squirm many giant giant white white maggots with sphincter mouths. They are blind, but will will sense sense and and attack attack any move movemen mentt within within 5'. If injure injured, d, produ produce ce horrid horrid gurgl gurgling ing ululat ululation ions s that that summon purple purple worm from 5 in D4+1 D4+1 rounds rounds.. Worm ignores young but attempts to eat anything else in chamber before returning to tunnels. 20x Purple Worm Young
50 XP
MV 3”, AC 9, HD 1+4, D 1-2, IT Non If any bite hits, latch on and automatically drain 2 hp blood per round. 11. EMPTY CAVE. 12. CRYSTAL CAVERN. Air is very hot and humid; steam vents from small cracks in floor. Numerous huge, glittering quartz crystals adorn raised ledges (10(10-20 20'' high high). ). A xorn guard guards s the crossr crossroad oads; s; demands all of party's copper and silver (which it immediately devours) or it will attack. 2 nd time party pass this way they must give up all of their gold; next all of their gems and magic items; next all iron and steel. Those without metal are left alone. Concealed on north ledge is pile of 28 gold nuggets @ 15 gp each, and 17 pieces of jade @ 90 gp each (snacks for later). Xorn
1650 XP
MV 9”, AC -2, HD 7+7, D 1-3(x3)/6-24, IT Average Average Immune to cold and fire; fire; ½ damage from lightning , affec affected ted by spells spells which which targe targett earth earth.. Can Can pass pass through solid stone (takes 1 round). 13. EMPTY CAVE. Obvious signs of worm activity. Large,, multi-h multi-hea eaded ded red 14. 14. FUNG FUNGUS US CAVE CAVE.. Large fungus with puckered white protrusions emits cloud of hallucinogenic spores – save vs. poison or suffer following delusions (roll each round): HALLUCINATIONS HALLUCINATIONS (D6) 1 Terrifying errifying phantasms, phantasms, flee flee in random random direction direction 2 Melting, Melting, stand in one one spot “holding “holding self together together”” 3 Shrunk Shrunk,, cannot cannot perform perform normal normal actions actions until until “retur “returned ned”” to normal size 4 Covered Covered in bugs, strip strip off all armour armour to swat them them away
5 Party members are monsters monsters,, attack attack them them 6 Party members members are are diseased, diseased, avoid avoid them at all costs
Effects last as long as PC remains in cave + 1D4 rounds afterwards. Halluc Hallucino inoge genic nic Fungu Fungus s 500 500 XP MV 0, AC 10, HD 5, D 2-8, IT Non Puffs spores when struck – save vs. poison or 2D4 damage. 15a. 15a. DAMP TUNNELS. TUNNELS. Clicking Clicking and chitterin chittering g of hook hook horrors horrors echoes echoes constant constantly ly through throughout out these these caves. 15b. WATERY CAVERN. 10' deep pool surrounded by stal stalag agmi mite tes, s, stal stalac acti tite tes, s, unus unusua uall lime limest ston one e formations. 50% chance per turn of attack by hook horrors from 16. 16. 16. TREASURE TREASURE POOL. POOL. Large pool (8' deep) fills most of chamber; glint of coins at bottom. 7 hook horrors lurk amidst amidst stalagmit stalagmites es and in southeas southeastt chamber. Captured PCs are gutted and impaled on stalagmites; stalagmites; treasure is thrown into pool. On south wall is cave painting (in blood). Depicts large large mountai mountain n or tower tower, above above which is egg-like egg-like shape surrounded by halo. Beneath this is an eye, with jagged lines radiating downwards. To the right are hook horrors horrors in worship worshipful ful postures postures,, some of them disembowelling humans and placing them on spikes. Left are more hook horrors shown fleeing from a large man-shaped figure, which leaves a trail of corpses. Pool contains 2735 gp, gp, 4346 sp, sp, 6 gold cups @ 35 gp, 2 gold flagons @ 75 gp, rusted broadsword broadsword set with aquama aquamarine rines s @ 275 gp, and and hunk hunk of blackened metal that polishes up to silver mirrored shield @ 300 gp. 17. DOPPELGA DOPPELGANGER NGER OOZE. OOZE. Lock Locked ed.. Pool Pool of flesh-coloured ooze creates 3D “reflection” of any approac approaching hing creature. creature. Reflectio Reflection n strikes strikes as 8 HD monster, if target struck must save vs. poison or melt into puddle of goo in 1 round. Reflection then leaves the pool and assumes target's exact form, mind and attributes in all respects. 18. ANTECHAMBER. Magic mouth forms on wall and and booms booms:: “MALA “MALAZAR ZAR THE MAGE MAGE BIDS BIDS YOU YOU WELC WELCOM OME, E, VISI VISITO TORS RS,, TO THE THE MUSE MUSEUM UM OF FORG FORGOT OTTEN TEN SCIENC SCIENCE. E. PLEAS PLEASE E WAIT WAIT HERE HERE AND YOU WILL BE ATTENDED SHORTLY SHORTLY.” Wandering monsters arrive in 1 turn. 19. VAULTED VAULTED HALL. Ceiling 40' high and peaked. 20. DOCKING STATION. Inert iron golem stands against south wall between rows of metal clamps. If
battery is placed in power socket at 35, 35, will activate and begin patrolling rooms 18-29. 18-29.
10x Thought Eaters
Iron Golem
Each hit drains 1 intelligence permanently permanently.. Also feed off magic energy, energy, negating all spells, but each spell cast will prevent thought eaters from attacking for 1 round. Cannot affect material creatures.
14500 XP
MV 6”, AC 3, HD 18 (80 HP), D 4-40, IT Non +3 weap weapon ons s to hit, hit, immu immune ne to magi magic c exce except pt lightning (slows lightning (slows 50% for 3 rounds). Smash through reinforced doors in 1-2 rounds. Once per 7 rounds may fire death ray from ray from eyes. 21. THE WEIRDO-MA WEIRDO-MACHINE CHINE.. Corroded, ancientlooking machine resembling huge church altar, set with five tinted crystals – red, yellow, green, blue and white. Four switches raise and lower the coloured crystals, and large lever causes white gem to shine a beam of light that refracts between the others. Effects Effects of differen differentt combina combination tions s as follows. follows. Each lasts 2D6 turns when applicable. Comb Comb.. Effe Effect ct R
Loud Loud sire siren n sou sound nds; s; wand wander erin ing g mons monste ters rs arri arrive ve in 1 tur turn n
Y
PC's PC's grav gravit ity y in invert verted ed;; fa fall to ceil ceilin ing g for for 2D6 2D6 dam damag age e
G
Ever Everyo yone ne in room room heal healed ed 1D6 1D6 HP HP (10 (10 turn turns s to to rec recha harg rge) e)
B
Opens dr aw awer in in machi ne ne co nt ntaining 2844 ep
RY
Everyone in room is silenced
RG
Impe Impene netr trab able le force forcefie field ld surr surrou ound nds s mach machin ine e
RB
Secr Secre et eleva levattor desce scends nds at 27
GY
Brigh Brightt flas flash h of of ligh light; t; ever everyo yone ne in roo room m save save vs vs spel spells ls or or fall unconscious
GB
Eve Everyo ryone in room room tele telep ported rted to 24
BY
Fire Fires s beam beam at at PC that that tran transm smut utes es gol gold d into into lea lead d
RYG
Fires Fires beams beams of of light light at at every everyone one in room. room. Save vs. spells or roll D4: 1 (red) – 10 damage. 2 (yellow) - fear . 3 (green) - weakened . 4 (white) – blinded .
RYB
Machin Machine e begin begins s to fade fade away away, vanishe vanishes s after after 1 roun round d
RGB
Impene Impenetra trable ble forcef forcefield ield surrou surrounds nds room room
YGB
Telepor eleports ts D6 D6 monste monsters rs from from Summon Summon Monste Monsterr III chart chart into room (see Appendix B)
RYGB Machine Machine shudders, shudders, makes makes loud loud siren sounds, sounds, explodes explodes after 1 round for 5D6 damage to all in room. Wandering monsters arrive in 1 turn
22. 22. THE ETHERE ETHEREAL ALISE ISER. R. Machine Machine resembli resembling ng giant giant smoked-g smoked-glass lass lens lens mounted mounted in metal metal frame frame between two (non-functioning) tesla coils. On base of device are two copper prongs (18” apart) and a swi switch tch. Anyone one look lookin ing g throu rough lens sees translucent, ghostly creatures drifting across room and through walls – abyssal fish, sickly platypuses, deer foetuses etc. If battery from 35 or 38 or 38 is placed between terminals and and swit switch ch pres presse sed, d, tesl tesla a coil coils s disc discha harg rge e and and anyone standing directly in front of device is made ethereal for 2D4 turns. This drains 1 charge per targe target. t. Ethere Ethereal al charac character ters s are pursu pursued ed by the the thought eaters which fill the room.
200 XP
MV 6”, AC 9, HD 3, D Special, IT Non
23. THE PSYCHE SWITCHER. Bank of machiner machinery y fill fills s enti entire re nort north h wall wall,, with with two two larg large e prot protru rudi ding ng vertical dishes left and right, and lever in middle. Below lever are two copper prongs (18” apart). If battery from 35 or 38 or 38 is placed between terminals and and lever lever thrown thrown,, machin machinery ery opera operate tes s with with loud loud humming sound for 1 round followed by bright flash of light. Whichever two creatures are nearest the two dish dishes es will will have have thei their r persona personalitie lities s swapped swapped (play (players ers trade trade charac character ter sheets sheets). ). This This drains drains 1 charge. charge. Transfer is permanent and irreversible, but “rotat “rotation ion”” is possi possible ble (e.g. (e.g. A<>B, A<>B, B A<>C, <>C, C A<>AB then BC<>CB would return all personalities to original bodies). Machine takes 1 turn to recharge between uses. 24. 24. GRAN GRAND D HALL HALL.. Echoin Echoing. g. Floor Floor is polis polished hed marble. Ceiling not visible (70' high). Pillars painted with strange heiroglyphics. heiroglyphics. 25. FALSE LSE STAIRCA IRCASE SE.. Gran Grand, d, orna ornate te,, freest freestand andin ing g spiral spiral stairc staircase ase,, carve carved d from from solid solid marble and bannisters set with jewels, sweeps up out of sight to ceiling 70' above. This is nothing more than an enormous mimic. mimic. Mimic
6250 XP
MV 3”, AC 7, HD 14, D 3-12, IT Semi Anything touching mimic is glued to it. Mimic then attack attacks s with with tongu tongues/ es/pse pseudo udopo pods, ds, 1 per targe target. t. Anyone struck will be grasped and dragged onto staircase staircase after 1 round round to be swallowe swallowed, d, unless unless succ succes essf sful ul atta attack ck made made agai agains nstt pseu pseudo dopo pod. d. Alcohol dissolves glue-bond and causes mimic pain (releases all grasped victims). 26. STASI STASIS S CHAMBERS. CHAMBERS. Alcoves contain locked glass-and glass-and-met -metal al chambers chambers with human human figures figures in suspended animation. animation . If glass is broken, releases blast of freezing air for 1D6 damage to all in room, but if locks are picked can be opened safely. Nort North h pod: pod: cont contai ains ns Pryjax Pryjax Antil Antilas as,, ancie ncient nt nobleman and berserker swordsman. Wears strange robe robes s over over chai chain nmail mail and and spea speaks ks no mode modern rn language; regards PCs as barbarians. His pod was infected with yellow mould which mould which lay dormant due to cold; cold; 3D4 turns turns after after releas release e clutch clutches es his chest, chest, hacks up 5'x5'x5' cloud of spores and dies. Body moulders into mould zombie after D4 rounds. South pod: contains Marcilla, Marcilla , an evil priestess, who
actually became trapped in pod less than a decade ago while attempting to steal the Egg of Desire for her temple. Will accompany party out of “gratitude” but seeks opportune moment to stab them in the back – after they have found the Egg. East pod: destroyed by long-ago purple worm tunnel and occupant devoured. devoured. Yellow grows on Yellow mould grows rubble of tunnel mouth. Pryjax Antilas
750 XP
MV 9”, AC 5, LVL F7, D 1-10 /1-10, IT Average Silk robes robes @ 120 120 gp, gp, chain chainmai mail, l, gilded gilded twohanded handed sword sword @ 95 gp, 45 triple triple-si -size zed d gp stamped with face of ancient king.
The hyperin hyperintell telligen igentt mould mould colony colony will will speak speak telepat telepathical hically ly to party once they enter enter the central chamb chamber er.. The music music from from the the Egg of Desir Desire e is interfering with its growth and it wants it stopped. Gives directions to tower above 41 and can warn of the iron gole golem. m. Also warns warns of moul mould d zombi zombies es – claims to be unable to control its “extremities” due to influence of the Egg. If party party return return here here after after getti getting ng the the Egg, Egg, colon colony y attempts to dominate one or more of them to help it spread to outside world. If this fails, it fills the cave with spores and animates 6 mould zombies lying hidden under the mould. Hyperint Hyperintellig elligent ent Mould Mould Colony Colony 1150 XP MV 0, AC 10, HP 30, D 1-8, IT Genius
Marcilla the Zealot
550 XP
MV 9”, AC 3, LVL C6, D 2-7, Spells 3/3/2, IT High Banded armour, shield, mace, silver holy symbol @ 50 gp, 50 pp, pp, 26 gp, gp, Potion of Healing. Healing. 27. 27. DEAD DEAD END CORRID CORRIDOR. OR. Careful Careful inspectio inspection n reveals circular groove in ceiling – no way to open this this from from here here.. If trig trigge gere red d by mach machin ine e at 21, 21, elevator descends from ceiling; 1 round after weight is placed on it will ascend to 30. 30. 28. 28. THE THE DISI DISINT NTEG EGRA RATI TION ON BEAM BEAM.. Machine rese resem mblin ling metal etal balli allis sta with ith man many rin rings surrounding surrounding central shaft. On back of device are two copper prongs (18” apart) and small lever. If battery from 35 or 38 or 38 is placed between terminals and lever thrown, machine fires beam up to 120' that disintegrates 10'x10'x10' of matter per round. Each round round of operatio operation n drains drains 1 charge charge.. Machi Machine ne is mobile, but very heavy – takes full round to change orientation, movement rate of 1” per person pushing (max 6”) - and fragile; AC 7, 7, HP 12. 12. 29. TELEPORTER ARCH. Damaged room – cracks across ceiling, small bits of fallen masonry, etc. In cent centre re is free freest stan andi ding ng arch arch of redd reddis ish h ston stone, e, strangely wrought, set with 3x sapphires @ 500 gp, with empty settings for 3 more. If all settings are filled, opens one-way mystic door to 44. 44. One sapphire on floor amidst rubble – others at 2 and 9. 30. RUINED RUINED EXTERIOR EXTERIOR.. Collapsed, Collapsed, rubble-filled chamber cut into side of cliff above short slope of scree. Secret elevator from 27 is inoperable from outside, can only be reactivated from 21. 21.
Only Only affe affect cted ed by fire (30+ (30+ damag damage e destroy destroys s intelligence) or ammonia (see 42). 42). 1-8 damage if touched, can release spores at will (save or die); anyone killed by spores rises as mould zombie in D4 rounds. If Egg is not singing, can dominate 1 target per round (save vs. spells). 32. MOULDY MOULDY TREASURE. TREASURE. Iron Iron chest chest,, coate coated d in yellow mould, mould, contains 2667 gp and 3 huge pearls @ 600 gp each. 33. EMPTY ROOM. Faint chlorine smell. 34. ROOM OF POTIONS AND POISONS. Glassfront cabinets line walls; many unlabelled bottles on shel shelve ves, s, some some of them them brok broken en.. Thes These e are are all all potio potions, ns, but many have have not not aged aged well well and and have have unpredictable effects. POTION (D20)
DESCRIPTION
1
Rainbow, constantly changes
Random Polymorph
Turn into random monster from Monster Summoning IV table (see Appendix B). Reroll each round. 2
Hovering
Fizzy, bottle floats above shelf
Levitate 3 inches off fl oor. Can walk, run, fight normally. 3
Delusion
Syrupy, delicious
Believe self invulnerable; all injuries merely “fleshwounds”. 4
Growth/Shrinking
Very small bottle, tangy
Shrink to 6” on odd turns and grow to 12' on even turns. 5
Poison
Colourless, odourless, tasteless
Saving vs. poison at +2 or die. 6
Thought Broadcast
Purple; strong mental urge to drink
Broadca Broadcast st though thoughts ts to all within within 30'. 30'. Stealt Stealth h and decept deception ion impossible. In combat declare actions first but act last in round. 7
Buoyancy
Misty, bottle is very light
Become almost weightless; MV 3”, strong wind will send flying.
31. CLOISTER OF MOULD. Walls and floor covered in yellow mould – carpets, puffballs, soft tapering spires, and many weird coral shapes. Narrow clear path winds through middle – can avoid contact by moving slowly and carefully.
8
Transparency
Invisible, bottle seems empty
75% invisible in darkness, semitransparent in torchlight. 9
Strength
Gain strength of an ogre.
Smells like sweat and body odour
10
Love
Pink, smells of roses
Fall in love with first creature seen (treat as charmed ). ). 11
Poison
Jet black and tarry
are torn from grasp; grasp; armoured armoured characters characters hurled hurled agai against nst machi machine ne for for normal normal fallin falling g dama damage ge,, and and paralysed until armour is removed or machine shut off. This drains 1 charge per hour.
Save vs. poison or die. 12
Water Breathing
Aquamarine, tastes like seawater
Can breathe water, but cannot breathe air. 13
Fire Breathing
Orange, bubbly, warm to touch
Can belch cone of flame 3”x6” for 6d6 damage (save vs. breath for ½). Can hold belch up to 6 turns. 14
Fumbling
Strongly alcoholic, bottle is slippery
Trip over own feet, drop weapon, or fumble tasks 50% of time. 15
Poison
Colourless, smells of almonds
Save vs. poison or die. 16
Time Stop
Solid, must be melted in mouth
Cannot move, think, or be affected by anything in any way. 17
Regeneration
Poison
40. BOILER ROOM. Three large boilers along north wall, wall, bin of coal coal in south southeas eastt corne cornerr with with shove shovel. l. East Easter ernm nmos ostt boil boiler er stil stilll acti active ve;; if furn furnac ace e door door opened opened a firebat emerges. emerges. In burning burning embers of furnace is diamond @ 1000 gp. Firebat
Thick, brown, smells like rot
Save vs. poison or die. 19 Temporary Healing
39. UNSTABL UNSTABLE E HALL. HALL. 40' 40' ceilin ceiling, g, large large cracks cracks acros across s roof roof and and walls, walls, stone stone dust dust on floor floor.. Trea Treatt minor tremors here as major tremors. tremors. On south wall are two vertical rows of metal clamps – if iron golem has been deactivated, it will return here.
Looks, smells and tastes like blood
Regenerate 1 HP/round. 18
Batt Batter ery y can can be remo remove ved d and used used with with othe other r machines; holds 3D4 charges. charges .
Tastes like watered-down brandy
50 XP
MV 20”, AC 5, HD 1, D 2-8, IT Animal Animal During combat, fissions every round into 2 firebats with full HP. Water kills it.
Heals 2D4+2 HP. Healing wears off at end of potion duration. 20
Cockroach Control
Murky, bits of ground-up insects
Telepathic control of all cockroaches within 100'.
All effects last last 6+D6 turns. 35. POWER STA STATION. Faint Faint ozone ozone smell. smell. Steps Steps lead up to blocky copper device topped with stiff coiled coiled wires and two sockets. sockets. Large (18”) copper copper cylinder stands upright in left socket; right socket is empty empty.. Entire Entire machine machine is electrified – if touched, 1d6 damage/round damage/round and save vs. paralysis or be held rigid until connection broken. Anyone touching paralysed character subject to same effect. If batte battery ry remove removed d from from socke socket, t, iron iron golem golem that that patrols 33-42 will deactivate. Placing battery in other socket activates golem at 20. 20. Battery can be used with other machines; holds 3D4 charges. charges.
41. CHAMBER OF BABBLING MOUTHS. A dozen magic mouths form on walls of chamber when any living creature enters and begin babbling loudly and conti continu nuou ously sly.. Spell Spellcas castin ting g and and commun communica icatio tion n impossible; wandering monsters arri arrive ve in 1D4 1D4 turn turns. s. Anyo Anyone ne list listen enin ing g care carefu full lly y for for 1 turn turn can can attempt to pick out meaning from the babble: UTTERANCES OF THE MAGIC MOUTHS (D12) 1
“- calls to me. Relocation to this secluded tower has only served to -”
2
“- mould growth in the northwest chamber is proceeding nicely; nicely; must must take take care care to avoid avoid contam contamina ination tion of other other subjects. The east room -”
3
“- instru instructe cted d not to enter enter the tunnels tunnels while while the music is stopped, lest the worms -”
4
“- removed the cylinders to prevent undue tampering with the -”
5
“- already more than forty feet tall, and with proper nurturing should grow -”
6
“- traitors and incompetents. I fed them to the -”
7
“- case anyone should attempt to deactivate the golems by removing their power source, I -”
8
“- missing two gems; gems; it will not function without them. The culprit would be wise -”
9
“- rain of fire upon the earth. Also two dozen eggs, a leg of ham -”
36. EMPTY ROOM. 37. ABANDONED WORKROOM. Faint burnt smell. Heavy wooden tables against north and east walls. Compl Complex ex alche alchemic mical al glassw glassware are on bench benches es and and strewn strewn on floor floor,, unde underr thick thick layer layer of dust. dust. Large Large tunnel bored through western alcove. 38. THE MAGNET MACHINE. Bulky brass machine against east wall, with giant ring of coiled wire and larg large e whee wheel. l. On side side of mach machin ine e is larg large e (18” (18”)) coppe copperr cylind cylinder er supp support orted ed betwe between en two coppe copper r prongs. This is electrified and delivers 1D6 damage jolt if touched. touched. Strength 13 needed to turn wheel. If turned, machine exerts powerful magnetic force – all metal objects
10 “- at least once per week. During my absence, they became over overex excit cited ed when when thei theirr feed feeding ing bell bell was was rung rung,, and and swallowed -” 11 “- distilled water, spoonful of saleratus, one measure aqua fortis, three measures oil of vitriol, stir vigorously until -” 12 “- past the base of the inner tower. The effects of prolonged exposure may be -”
42. SANITA SANITATION ROOM. Wooden Wooden shelves shelves along along east wall, two large vats to south. Each vat has spigot which, if turned, releases black pudding over course course of 1 round round.. 1 i n 6 chance chance per turn turn that that pudding will emerge of own accord. Shelves hold metal buckets, flasks, old rags, and 3 jars of ammonia gas, gas, each of which will kill 1 patch of normal yellow mould or inflict inflict 3d6 damage damage to colony at 31. 31.
Open on worktable is a copy of the Pneumatologia Occulta (spellbook). Next to it is small brass pot holding blasting powder (explodes when ignited for 8d6 damage in 30' radius, or save for ½.) Books Books on shelv shelves es are mostl mostly y obscur obscure e chemic chemical al formu formulae lae,, but but one one holds holds cursed cursed scroll scroll (inflicts super-leprosy, super-leprosy, no healing possible and any blow 25% 25% likely likely to make make body body part part drop drop off). off). Another Another holds glass bottle containing a small imp ( Malazar's Demon). Demon). Under bed is metal chest with poison needle trap (save or die). Inside are 1620 gp and 2837 sp. sp. Wardrobe holds assortment of tasteless robes, and hidden switch which unlocks secret flo floor compart compartment ment under under rug. Compartme Compartment nt holds holds the Libr Libram am of Brig Bright ht Angl Angles es (spellbook), crystal decanter @ 650 gp filled with 5 doses of healing potion, potion , 4 crystal goblets @ 125 gp each, silk bag holding 199 pp, pp, and small ivory statue of elephant @ 250 250 gp (wh (which ich is a Figurine Figurine of Wondro Wondrous us Power ). ). 46. BASE OF THE INNER TOWER. Music here is loud and hauntin hauntingly gly beautiful beautiful.. 10' diameter diameter pillar pillar rises in centre of tall cavernous space. Narrow (3') stair spirals around outside wall of chamber, up and out of sight.
ROOM KEY – LEVEL 2
47. TOWER SUMMIT. Stair terminates after 60' in slender slender bridge leading to top of central central pillar pillar.. On plinth atop pillar is the Egg of Desire – a black jewel the the size size and and shap shape e of an ostr ostric ich h egg. egg. It rock rocks s rhythmically back and forth, emitting its eerie song.
43. TOP OF STAIRS. Stairs spiral 80' up to landing. In east wall is door, and set in door is eye, eye, which approaching within within 30' of the Egg must save trac tracks ks PCs. PCs. Anyo Anyone ne appr approa oach chin ing g with within in 15' 15' is Anyone approaching vs. vs. spel spells ls ever every y roun round d or be enthralled (held ) telekinetically lifted and hurled back down the stairs permanently, or until the Egg stops singing. If the for D4 dama damage ge.. Arro Arrow ws and projec ojecti tile les s are are telekine telekinetical tically ly returned returned as if by 8 HD monster for Egg is picked up or disturbed, the following occurs: normal damage. The eye is AC -4, -4, HP 1. 1. Can affect - The Egg immediately stops singing. multiple targets, max 500 lb. lb. Cannot affect what it cannot see. Door is locked but otherwise normal. - There is a powerful earthquake caused by the 44. TELEPORTER ARCH. Music from Egg is louder now-enraged purple worms; anyone on the stair or bridge e who is not not suitab suitably ly secure secured d must must pass pass a here and oddly soothing. In centre of bare chamber bridg Dexterity ity check check or fall. fall. Enthr Enthrall alled ed chara characte cters rs fall fall is frees freestan tandin ding g arch arch of reddis reddish h stone stone,, strang strangely ely Dexter automatically unless saved by a comrade. wrought, set with sapphire @ 500 gp, with empty settings for 5 more. If all settings are filled, opens - Any surviving enthralled characters now become one-way mystic door to 29. 29. enraged and unreasoning unreasoningly ly attack attack the first living living thing they see for 1 turn. 45. MALAZAR'S STUDY. Music here is louder still, causes causes pleasant pleasant thrills. thrills. Spacious Spacious,, well-furn well-furnishe ished d - The The behav behaviou iourr of certa certain in dung dungeo eon n inhab inhabita itants nts bedchamber and study, with rugs on floor, armchairs changes; see the wandering monster descriptions and and sofa sofas, s, four four-p -pos oste terr bed, bed, ward wardro robe be,, heav heavy y and individual room keys for specifics. worktable, and bookshelves along walls. Musty. Sittin Sitting g in armch armchair air is Malaz Malazar ar the Mage Mage,, dead dead,, withered, blissful smile on face. Underneath robes he wears ruby amulet @ 950 gp, and in pocket is key with eye-shaped handle which allows door at 43 to be safely approached and unlocked.
APPENDIX A: A: MAGIC ITEMS The Egg of Desire 2500 XP Opaque black jewel the size and shape of an ostrich egg. As a gemstone it is worth about 7500 gp, gp, but its magical powers make it far more valuable. If the Egg is placed on its large end and touched in a cert certai ain n way way, it begi begins ns to rock rock back back and and fort forth h rhythm rhythmic icall ally y. After After one one round round,, it begi begins ns to emit emit a weird, eerie whalesong-like music audible for 600'. Within 120', this music has a soothing effect, giving +4 to all reaction rolls.
Malazar's Demon 650 XP A small imp in a stoppered glass flask. The neck of the flask is too small for the imp to escape. The The imp imp knows knows the follo followin wing g spell spells, s, which which it can “teach “teach”” by speaki speaking ng the sylla syllable bles s direct directly ly into into a magic-user's magic-user's mind. Evard's Frictionless Field (1 Field (1st) Quaal's Near-Alchemical Transformance (2nd) The Ruby Ray of Reversal (2 Reversal (2nd) The Interminable Interim (3rd) Mentor's Perfect Inertia (5th)
Within 30', any living creature which hears or sees the egg must save vs. spells or be enthralled (held ) permanently, until they die or the Egg stops singing.
The imp is irascible, malicious, and jealous of its dignity. It will impart a spell only if presented with one of the following: 1) the promise of immediate release, 2) a credible threat to its personal safety, or 3) at least 1 HP of fresh human blood to drink.
If the Egg's rocking is interrupted, it stops singing. When When this this happ happen ens, s, all all prev previo ious usly ly enth enthra rall lled ed creatures become enraged and attack the first living thing they see. This effect lasts for 1 turn, after which the affected creatures return to normal.
If the the flas flask k is brok broken en or the the imp imp is rele releas ased ed,, it imme immedi diat atel ely y cast casts s what whatev ever er spel spelll will will be most most harmful under the circumstances then flies away. Pneum Pneumat atolo ologia gia Occu Occulta lta 400 400 XP XP
Figu Figuri rine ne of Won Wondr drou ous s Powe Powerr 1000 1000 XP Ivory statuette of an elephant. Carved on the inside of one tusk is the command word “pai” (go), on the othe otherr “how “how”” (sto (stop) p).. If appr approp opri riat ate e comm comman and d is uttered, the statue will grow into a full-sized white elephant.
Moul Moulde deri ring ng yell yellow ow book book with with a numb number er of missing pages. Holds the following spells: The Indelible Emblem (1 st ) Lustoff's Vicarious Head (2 Head (2nd) The Marvellous Magic Mouth (2nd) The Charm of Dire Sanguinity (3 rd )
White Elephant MV 12”, AC 6, HD 10, D 2-12(x5), IT Animal Attacks with tusks, trunk, and trampling – no more than 2 attacks per target.
NB: Spells in spellbooks are drawn from my 'Dying Earth Earth Spells Spells for D&D' documen document, t, availabl available e here here.. Replace these with standard D&D spells at your own convenience.
The elephant is fully obedient to its commander. It can be used for up to 24 hours before returning to a statue, after which it cannot be used for 1 week. If killed in elephant form it merely returns to a statue.
APPENDIX B: SUMMONED MONSTERS
Gauntlet of Dexterity
500 XP
This unpaired unpaired leather glove grants grants its wearer wearer the ability to pick pockets as a 4th level thief. To a thief, it grants a +10% bonus to skill. Any time there is an opportunity to pick a creature's pockets, there is a 50% chance that the gloved hand will do so of its own accord and without its owner's knowledge. Libram Libram of of Bright Bright Angles Angles 1000 1000 XP Ancient, warped cover encloses pages of very thin brass brass imprin imprinted ted with with arcan arcane e formul formulae. ae. Holds Holds the following spells: Felojun's Repudiation of Arrows (3rd) Xult's Peregrination Peregrination of of Probability Probability (3 (3rd) The Gestation of the Ignoble Servitor (4th) The Pattern of the Proscriptive Watchdog (5th) The Omnipotent Sphere (6th)
Rooms 21 and 34 referenc reference e the DMG Summon Summon Monster charts, reproduced below: D100
Summon Mo Mo ns nster II III
D100 S um ummon Mo Monst er er IV IV
01-07 Beetle, boring
01-07 Ape, carnivorous
08-17 Bugbear
08-15 Gargoyle
18-25 Gelatinous cube
16-25 Ghast
26-32 Ghoul
26-35 Grey ooze
33-40 Lizard, giant
37-42 Hellhound
41-4 41-47 7 Lycan ycanth thro rope pe,, wer were erat rat
43-5 43-50 0 Hyd Hydra, ra, 5 heads eads
48-57 Ochre jelly
51-58 Lycanthrope, werewolf
58-67 Ogre
59-67 Owlbear
68-75 Spider, hu huge
68-76 Shadow
76-85 Spider, large
77-86 Snake, constrictor
87-93 Tick, giant
87-93 Toad, ice
94-00 Weasel, giant
94-00 Toad, poisonous