Leafar's Tower: 5 levels and a dungeon. Defenses: Guardian Spirits - Attack anyone they don't know. Mindless. HP 10, THACO 16, AC 4. Do 1-4 per bite, take double damage from magical weapons or attacks. Placed throughout dungeon and floors 1-2. Kobolds & Humans - guards, torturers, domestics, and experimental subjects. Mostly charmed, although some are simply well-paid. Only level 1 and dungeon. Ward of illusion - Anyone observing the tower has to save at -3 or fail to notice it, seeing more mountain instead. Ward of obfuscation - A field prevents scrying, magic detection, or other magical senses from operating on or into the tower. Ward of preservation - Magical protection from the elements, from decay, and from the destructive effects of magical energies. Ward of prevention - Prevents teleportation, astral projection and the like from operating into the tower, save through the teleport-disk or conjurations. DUNGEON: Torture Chamber - Occupied by the torturer(THACO 12, dam d8+3[axe], AC 5[chain], HP 30) draining blood from a troll currently on the rack (for use in ritual). Troll is covered by bloody sheet, screaming, losing 1 hp/round & regening, staying at about 8 hp, and berserk; had been charmed by Andros. Torturer will challenge, then attack; troll will attempt to regenerate to full. If freed, it will attempt to escape, attacking anything in its way, especially the torturer (if still alive). It will then rampage through the corridors looking for its mate. If not freed, it will eventually free itself and seek out the party. This room was designed by Anlaw, an infamous svirfneblin torturer/assassin, whom Leafar stiffed. Anlaw was unable to take vengeance, so he left a map of the dungeon to help out any thieves who might later choose to break in, and some other items to encourage them to take his vengeance for him. In a small cubby are: Dagger & sharpening stone, lockpicks, a vial of blade venom (bitter-smelling viscous fluid), and a small ruby (~50 gp value). Also a note in the thieve's language explaining the situation and inviting the bearer to present to Anlaw the head of the owner of the tower for a suitable reward. (The gem is presented as an advance, it is also subtly enchanted so as to be tracable by Anlaw). GUARDROOM A The kobold guards (HP 6, THACO 18, DAMd6, AC 8 [bad scale]) steal money from Leafar's prisoners and gamble with it, along with anything else they find interesting. They will be playing knucklebones (literally) with their loot. On the floor are: 15 copper pieces (from various kingdoms, mostly cur-Rijak) 2 silver pieces (from Kirilon ["Shire-by-the-Sea"], taken from Tara) 3 gold pieces (from Torith, taken from the Crown Prince) 2 gold rings (one with the Torith family crest) A mummified hand Several colored pieces of glass A clear (crystal?) key (Ariadne's) ANDROS' CHAMBERS The entrance will appear to be a simple (WARM) fault in the wall to most. The passage is small (teenage human size) but hewn. The door is secret, but not very well-hidden. It is very warm. The chamber is warded against magical detection. The chamber contains: Many, many scrolls in Andros' script. 1/10 are copies of BoDM rituals, or lists of ingredients. On the desk will be the fake-gem ritual notes. One sheaf of scrolls is a description of the Crystal of Mordenkainen. Also here are copies of Ambros' spellbooks. On desk, with ritual notes, is a large worthless gem and lots of illusion ritual gear (paints, crystals, prisms, lights, twisted pieces of metal, wire frameworks, bells of various sorts...) In a locked chest hidden inside a locked drawer with an illusion of invisibility inside it, there is Andros' cache of magic items: Potion of extra-healing Darkness spell-stone Fireball spell-stone Wardpaints (fire(red), ice(blue), stone(brown) and air(white)) STOREROOM Lots of mining equipment, all rusted & unused for years. With enough work, some of it could be put back together; however, it is elaborate mechanical equipment. The tools are rusted but usable -- picks, shovels, spades, etc. GUARDROOM B 4 kobolds here (HP 8, THACO 17, DAMd8, AC 6 [scale mail]), guarding prisoners. One more (the captain) will be lying in a corner, half-out of his chain mail and covered with blood (HP 15, THACO 15, DAM d8+1, AC 7[5 if fully armored]). He has the keys to all the prison doors. In another corner, seemingly dead, is a bruised/bloody half-elven woman in a torn and tattered shift. Ariadne may appear to be a human girl rather than halfelven. Ariadne is a druidess, 2nd level, who came to the tower seeking her brother Miklos. Miklos is a necromancer who spent some time working with Leafar on his roof. The two of them have a cloak-and-dagger sort of relationship (Ariadne has a glowing white birthmark on her palm), Leafar imprisoned her to learn more about it. She attempted to escape and was stopped by the guards, who assaulted her. She managed to cast feign death, and will awaken within an hour. When she awakens, she will be traumatized and unable to speak or cast spells for several days. The crystal key will glow when brought next to Ariadne, and will calm her down if given to her. PRISON CELLS A - Manacles along the walls. Most empty, one empty but locked (Ariadne's), and two occupied by skeletons. The last belongs to an orc subject of Leafar's experiments, whose senses have been enhanced to a painful degree and who has a pathological fear/hatred of elves. (He will scent Ariadne's blood). In a nearby cabinet, locked, there is a file with lots of notes on a "origin of racial animosities" series of experiments. The orc, if freed, will attack anyone with Ariadne's blood on them. [NOTE: between the two cells there is a hallway full of web-like strands. These serve to absorb smells and deaden sounds between the two cells] PRISON CELL B - The center of the cell is a large brackish pool; inside the pool is one of Leafar's experiments in "genetic engineering." The protoplasmic beast can form pseudopods to attack/feed; it secrets a digestive enzyme but also feeds on the magical and mental energy of its victims. Chained to the wall around the pool as "food sources" are four elves, seven humans and eight kobolds; in addition, there are heaps of bones (mostly kobold, some human). Three elves are minor magi of different alignments, mostly insane/catatonic, the fourth is a mundane with burned and scarred legs, babbling inanely. The humans are mercenaries, of varying intelligences -- the smart ones are babbling. All these folk are from cur-Rijak. The notes will list hundreds of trials, varying intelligence, race, magical aptitude, alignments, and training, determining the beast's behavior and nutritional needs. The beast selects the most intelligent targets and the most magically endowed targets for mind-drain; it eats the stupidest ones. It can reach the doorway, and can only be attacked at its pseudopods unless it leaves the water. (HP 50, AC 1, THACO 14, 3 att/round. 2d8 acid attack OR 1d8 manadrain OR 1 point Int-drain. Once a hit is scored, attack continues at half unless a STR check is made) The creature retains INT and mana, but loses it rapidly. It gains 1 INT per 3 absorbed, starts at 5. At INT > 14 it can perform magic. If its mana exceeds 30, however, it starts to burn itself up. It does not know anything, despite its intelligence. In the bottom of the pool there are three large crystals. One is a mana-battery of 30 points, one will retain the spirit of anyone who dies while it is nearby/in their possession, and one grants 30% magic resistance to its holder, but prevents him from casting spells. PRISON C - Large, bloated human trapped within a perfectly insulating bubble. Leafar is attempting to breed a race of intelligent, completely loyal insectoids. In 12 days from party arrival at the tower, the creatures incubating in the subject will hatch, intelligent but completely rapacious. If bubble is broken, each hour counts for a day but the insects will not be intelligent. If subject is exposed to extreme cold, they will hatch immediately but be ill-formed and will die within the day. Subject is Andreas, a merchant from cur-Rijak. PRISON D - Holds charmed Troll (mate of Troll in Torture Chamber) GILDED CAGE A & B: These rooms are elegantly appointed, arranged as a sitting room and bedroom, respectively. The sitting room table is heaped high with a grand feast. Everything is exotic, beautiful, and completely illusory. It holds the Prince of Torith, who has been drugged (stoned); the illusion is maintained by a pendant around his neck; it is the only item of real clothing he wears. In the bedroom there is a huge wall-length mirror, within it there are visions of beautiful women. Behind the mirrors are two observers, human mages, who are Leafar's assistants. They help maintain the illusion, which is drawn entirely from the Prince's mind, and take notes. The point here is an experiment in temptation and gratification, incidentally having the effect of utterly corrupting the young Prince. The two mages will attempt to neutralize any interference through illusions and compulsions. [HP 9, SP 15, THACO 20, AC 10] STUDY, BATHROOM, KITCHEN - Well-appointed but not significant. Two elderly assistants of Leafar's are transcribing notes, one is preparing meals, one is in the bathroom. [HP 8, SP 5, THACO 20, AC 10] These are 1st-level mages, but not adventurer-types -- they are scribes. ------------------------------------------------------------------------- Level 1: Living quarters, guest quarters, servant's quarters, kitchens, dining rooms, stuff like that. Nothing particularly interesting. Wandering monster encounters 1d6/turn; 1= servant. Otherwise, servants are encountered where labelled. Level 2: Large workshop with various sections for carpentry, metalsmithing, jewelery work, artwork, chemistry, etc, etc. Also two large rooms filled with magical artifacts of varying quality. Guardian spirits roam the halls, wandering monster check 1d6/turn on 6. Rooms contain: a potion of holy water. potion of confusion an uncursed potion of restore ability. potion of slowness a wand of undead turning (7) potion of delusion, strength a wand of teleportation (5) wand of darkness (6) a wand of locking (7) potion of treasure detect/paranoia a +1 dagger wand of wonder (17) a cloak of magic resistance (+2 to saves) ring of sanctuary an uncursed potion of feign death +1 ring of protection an uncursed ring of see invisible a wand of digging (3) a blessed potion of levitation weightless plate mail Zoo level: Large open area with 100 closed cells. Roll on wilderness chart for each cell, 'till something interesting. Level 3: Library. Chamber of observation: sensory deprivation tank w/crystal ball. Magical writings: Lots of scrolls, books, etc. Lots of notes. Lots of pots of inks and wierd chemicals. Roll d6 per turn spent searching through them for scrolls and magical books. Only 1 spell/scroll. No more than 6. Books are as scrolls, but learnable by thaumaturgists. Non-spell scrolls are ritual. Level 4: Level of conjuration: The room is lit eerily. The magical energies of this room are arranged in a very tense and orderly fashion, and uncontrolled spellcasting will disrupt those patterns. They flow from the null point to the chaos point. Different types of spells are easier to cast in their ward-circles, and can essentially be considered half-cost. Teleport circle -- the only place that anyone can teleport into and out of the tower. The walled rooms maintain the permanent spells on the tower; within the rooms there are ritual items laid out in order. If these are removed the spells go down. Level 5: Open roof. Permanent (visible) darkness over the area. Level of necromancy & demonology: Lots of drugs, lots of incense, one huge intricate geometric design with multiple loops and oddly-arranged candles. If an attempt is made to follow the patterns, roll an INT roll -3. If successful, character's perceptions are skewed into an alternate dimension, and he becomes sensory deprived for the real world. For the next hour, he will have perceptions of Azure's plane. There is nearby one altar with a recessed hemisphere and a circle of 5 crystal balls around it, the whole thing inside a magic circle inside a thaumaturgic triangle. Nearby is a long scroll with a convoluted chant in demonologist cant, it's for invoking Azure. On the other side of the level there is a mausoleum with lots of rather nauseating signs and sigils. If a magical light is brought in here, the undead will start coming out of their crypts to shut it off. Otherwise, they will remain unless their crypt is disturbed. All together, there are (5 come out each round, one round to orient): 13 zombies (HP 5, THACO 18, D6, AC 7) 5 skeletons (HP 3, half from thrust/slash, THACO 18, D6, AC 5) 2 mummies 1 wraith 1 spectre In addition, there are some special undead who will slowly come out of their crypts if the battle is protracted, but will simply attempt to leave: 1 zombie pegasus 1 revenant 1 ghost They will be prevented from leaving by various of the wards and sigils around the mausoleum. They will eventually attack everything in the mausoleum, including each other, out of rage. The revenant is seeking Miklos, Ariadne's brother, for revenge. The ghost (of the tower's first owner) is simply seeking its final rest.