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Castles & Crusades The Wizard's Tower

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322 views6 pages

Castles & Crusades The Wizard's Tower

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Elvis Prado
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We take content rights seriously. If you suspect this is your content, claim it here.
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THE WIZARD’S TOWER

TOWERS OF ADVENTURE #1
BY STEPHEN CHENAULT
ART DIRECTION/LAYOUT: PETER BRADLEY
INTERIOR ART: JASON WALTON
CARTOGRAPHY: PETER BRADLEY

P. O Box 251171, Little Rock, AR 72225


email: www.trolllord.com
website: www.trolllord.com or
www.castlesandcrusades.com

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involved. All are welcome!!! Wizard’s Tower, Towers of Adventure 1 for
© 2009Troll Lord Games. All Rights Reserved. Castles & Crusades ® is a Registered Trademark of challange level 6, 3-5 characters.
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15 COPYRIGHT NOTICE
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OPEN GAME LICENSE VERSION 1.0A COPYRIGHT NOTICE of any original Open Game Content you Distribute. Games; Authors Robert Doyel Stephen Chenault.

The following text is the property of Wizards of the Coast, Inc. and is Copyright 7. Use of Product Identity: You agree not to Use any Product Identity, Castles & Crusades Monsters & Treasure, 2nd Printing Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. including as an indication as to compatibility, except as expressly licensed in another, 2007, Troll Lord Games; Authors Robert Doyel Stephen Chenault.
independent Agreement with the owner of each element of that Product Identity.
1. Definitions: (a)”Contributors” means the copyright and/or trademark You agree not to indicate compatibility or co-adaptability with any Trademark or The Witch’s Tower, Copyright 2009, Troll Lord Games; Author Stephen
owners who have contributed Open Game Content; (b)”Derivative Material” Registered Trademark in conjunction with a work containing Open Game Content
Chenault.
THE WIZARD’S TOWER
THE WIZARD’S TOWER
The Wizard’s Tower, designed for 3-5 characters with a challenge of his own tower, bound by the hag’s sorcery. He lives, but exists
level of 6, should be playable in one session. It involves a simple in a state of suspended animation, only growing older, but needing
tower located in any village or town of the Castle Keeper’s little or no sustenance. What he does need she supplies in the
choosing. Though conceived as a tower sitting upon a cliff face, smallest quantities possible to keep him alive.
the adventure is highly portable so that the Castle Keeper can
move it to a forest, desert, swamp or whatever terrain they wish. As master of the tower she has begun to use it as a base to haunt
Simply change the opening descriptive text to better reflect the the townsfolk, causing mischief through spreading secrets she has
desired locale and make the winding stair a meandering path. learned through spying, robbing them, killing their animals and
most recently murdering some of them through ‘sitting upon their
INTRODUCTION chest’. This latter is a form of haunting where the hag visits the
victim in their home and sits upon them, haunting their dreams
Upon a promontory overlooking the town of Lead Hill stands the until they suffocate. The victims are found with a look of pained
Meadow Tower. A mage by the name of Andru Meadow had the horror upon their faces, the sure sign of a witch’s visit.
tower constructed some years past. He used it for his residence as
well as laboratory and study. The mage Andru served the Lead Hill Upon learning of this the characters can offer to take up the
for many years, using his sorcery to aid the town whenever they challenge of exploring the tower or the villagers will hire them,
needed it, whether from marauding bandits, wandering monsters or offering up to 1000gp to root out the witch.
the more mundane tasks of building bridges and making it rain.
BEGINNING THE ADVENTURE
Some years later Andru married a comely woman who he met on
his many adventures. They seemed much taken with each other The characters find themselves passing through the town and staying in
and the wizard came to town less and less. Many believed that the the only inn in town, the Neighbor’s Mill. Here they find a very excited
well minded wizard was well served in his new found happiness clientele who are all talking about the previous evening’s occurrence.
and left him to his own devices.
One of the patrons is leaning against the fire place speaking quite
Several years passed however, and Andru stopped coming to town forcefully. He has much of the townsfolk lending an ear.
altogether. He was very soon missed and though some delegations
were sent to find out where he was they were answered by the It’s a plague I tell you! That woman is no more his wife than
comely woman who instructed them that Andru was involved I’m my own mother’s prized milk cow! She’s a witch. I’ve
in a very complicated sorcery and that he asked that he not seen her, you’ve seen her. She haunts these streets and preys
be disturbed. She managed to put them off but they were very upon our livestock. She’s the cause of our secrets being out
suspicious, for in the course of much town gossip and over the and she’s the cause of old lady Marian’s death. This I know.
fence finger wagging the villagers discovered that Andru had I helped bury her and that look upon her face, only the
never told them her name nor had she freely given it. None in fact terror of a witch can bring that on. And I’ve tried to go up
knew who she was or from where she came. there don’t you know, but something’s on that road, some
evil creature haunts those winding stairs. A demon I tell
Soon thereafter a minor plague of evil struck the village. At first you, you can’t get passed it. She’s got our mage, probably
simple items were stolen, later animals and then even later more killed him long ago and she’s now taking what’s not hers!
valuable items, gold, jewelry and the like. Recently several murders
have happened in town. The villagers have begun to suspect that a
The speaker goes on and the crowd talks about it quite some until
witch is plaguing them for on several occasions townsfolk have seen
any of the characters express any kind of interest, at which point
a bent over hag of horrific design moving through the darkened
they press them to explore the tower and find out of the mage lives
streets; still others have seen the amazingly beautiful wife of Andru
and the witch is real.
Meadows, alone and without escort, looking into peoples windows.
The town sheriff is very supportive offering to bring out a bounty
FOR THE CASTLE KEEPER of 1000gp for pay. The sheriff also supplies them with a key to the
In point of fact Andru has become a prisoner in his own home. tower, given to him by Andru for safe keeping in case he locked
Upon his last adventure he met Erza the Witch who in fact is a himself out of the tower.
green hag. Upon seeing the young man Erza disguised herself as a
young, comely woman. Upon learning of his tower and the village If asked why he doesn’t go to the tower he explains that his very own
it protected she charmed him only a little, for he was quite smitten lord has told him to stay away from the tower and to wait for the coming
with her. She convinced him to take her as his wife and bring her of the court mage, a person that has of course never showed up.
to his home. He willingly did so. Once ensconced in the tower the
If the characters take up the challenge the adventure begins by crossing
hag slowly ensorcelled him, binding him to her so that even he
a shallow river over an old stone bridge on a trade road. Just off the road
did not know it. He is now a prisoner in the uppermost chamber
on the far side of a bridge is a path that leads to the winding stair.

2 CASTLES & CRUSADES


THE WINDING STAIR
The path snakes through a forested area for about a quarter of a
mile where it ends at the foot of a stair. This stair is made of good,
solid stone, but it has been untended for some time. Though it
is not cracked or broken, weeds, grass and even some patches of
moss are growing everywhere up its length.

There is no sign of traffic whatsoever on the stairs.

An old, twisted treant whom the hag has employed guards the
path. The treant has taken up his post about 2/3rds the way up the
500 foot stair. He stands amidst the other trees that grow along
the stairs, perfectly still, but ever vigilant. As soon as anyone
comes within his grasp he attacks.

TREANT (This neutral evil creature’s vital stats are HD 7d8, AC


20, HP 43. Its primary attributes are physical. It attacks with 2 slam
attacks for 2d8 points of damage each. It has the ability to blend and
trample for a further 4d4 points of damage. This particular treant
cannot animate other trees. It is vulnerable to fire.)

THE TOWER
The stairs give way to a small, open, rocky ledge. The ledge at one
time had some gardens on it but these are long gone.

As the forest gives way the tower looms before you. It


stands upon a narrow ledge overlooking the town in the
valley below. It is straight, round and well made. A large
stained glass window sits in the middle of the tower on
the side that overlooks the town. The top of the tower
has several open faced windows. It is quiet and still. The
grounds around it, once lush and well tended are empty
gardens now of rock and stone.

The tower itself is 60 feet high and roughly 40 feet wide at the
base. It has a simple closed staircase that runs up the center of
the tower with doors that exit onto each level. The doors are all
metal, though they have locks, only the door to the upper room
where the hag is living is locked.

AREA 1 ENTRYWAY
The door is locked from the inside. The hag, though she does not
suspect anyone is approaching, is fearful of being surprised. The
characters of course should have the key to the tower.

This room comprises one half the total bottom of the tower. It has
in it a fire place, built into the wall, one large table with 8 chairs
around it, a cupboard filled with mugs, plates, and silver ware. A
large bear skin rug lies upon the floor; several animal skin rugs
cover most of it. The room is warm but has not been used in some
time, or so it appears. There are three doors in the room. Two of
them lead to Area 2 Kitchen and the 3rd to the stairs that lead up
the tower’s center.

AREA 2 KITCHEN
Both doors open up to the kitchen. This room is in complete
shambles, pots and pans on the floor, the cook fire ashes all over

UNUSUAL ROADSIDE ENCOUNTERS 3


the place, food, much of it half eaten upon the counter tops and AREA 6 ANDRU’S BEDROOM
floor and all manner of utensils scattered all about. A large brick
The two doors to this room are locked and have been for some time.
oven, with venting leading into the wall puts off a tremendous
amount of heat, making the room almost suffocating. The one door opens up into 6a a small lavatory, complete with a toilet
that has a permanent dimension door cast upon its bowl. What goes
The witch’s servant, Bael, lives here. This small imp serves her as
in drops into the woods some 100 feet outside the tower.
a cook and has made the kitchen his home. He keeps the oven
burning to remind him of his home plane where heat is more The larger room, 6, is the wizard’s private quarters. A huge king-size
commonplace. The imp is evil and has been robbing the hag for bed dominates the center of the room. A chest stands at the foot of
some time. He has stored a small treasure trove of items in the it, open with much of its contents of clothing and personal items cast
kitchen, all hidden inside a covered pot, pushed up under the about the floor. Another large animal hide rug lies on the floor in front
butcher block: a ruby ring worth 300gp, an armband of protection of a long unused fire place. Personal items abound, several cloaks on
+1 and 200gp in a pouch. pegs, as well as hats, drinking mugs on the floor and so forth.
The imp will not attack the party unless discovered; even then it There are signs of a struggle in the room. The bed is ruffled and
attempts to flee. If the treasure is taken however, the imp follows messed up, sheets lying on the floor and some dried blood stains
the party and harasses them with tricks and traps for the rest of the floor next to the door.
their lives if need be. It does not warn the hag nor help her if she
is attacked, wishing her death more than anything else. The struggle did not occur between the hag and the wizard, but rather
between the hag and the mimic that guards the room. This creature
IMP (This lawful evil creature’s vital stats are HD 1d8, AC 15, attacked the hag when she entered the room without the wizard, much
HP 7. Its primary attributes are physical and mental. It attacks as it attacks anyone else who enters the room without the wizard.
with a bite for 1d4 points of damage and a stinger for 1 point of
damage. It is able to turn invisible, has an SR of 3 and regenerates MIMIC (This neutral creature’s vital stats are HD 7d8, AC 15,
1 hit point per round. Its stinger has a poison barb that can cause HP 35. Its primary attributes are physical. It attacks with a slam
a further 2 points of damage for 4 rounds.) attack for 3d4 points of damage. It has darkvision 60 feet, the
ability to crush an opponent and mimic shape.)
AREA 3 UPPER LIVING ROOM
The stairway door opens into this room. The room is lavishly AREA 7 LABORATORY
decorated with tapestries on the walls, rugs upon the floor, and This room is in shambles, utterly destroyed, tables overturned,
several torch laden wall sconces. A large, ornate table dominates benches broken, jars and other glass ware shattered on the floor.
one side of the room and several cushioned couches and chairs Extensive fire damage marks the walls so that little remains that
the other side. It is obvious that the room is some type of living is useful. Three large windows look out of the room; the glass that
room or den, probably used to entertain guests. once covered them is broken and lies upon the floor.

There is plenty of value in the room, the heavy tapestries, and There is nothing of value here. The hag has destroyed it all.
ornate furniture, far too heavy to move about and easily steal. The
room is largely undisturbed. AREA 8 ANDRU’S PRISON
This room was once Andru’s Star Chamber. Here he sat in quiet
AREA 4 GUEST ROOM contemplation, the windows overlooking the village below. He
The door opens up on a simple guest room. A bed, well made, charted the stars and watched the moon pass through the still
though dirty, stands against the inner wall. A large chest sits at the nights. It is now his prison.
foot of the bed. Several large animal skin rugs cover the floor. But
beyond that a huge stained glass window that overlooks the valley
The door opens to a foul stench. It smells of swamp grass
below dominates the room. It perfectly reflects the sun or moon
and foul rot. Within a strange sight greets you. A man
light, shining it upon the bed.
sitting upon a large ornate chair seems to stair at you with
The room is empty and devoid of anything of interest, aside of a hollow gaze. His hair is long, flowing down his shoulders,
course from the stained glass window. even to the floor. His finger nails are long too, coiled about
themselves. His skin on his hands and face, the only portion
AREA 5 STUDY of his flesh that is visible is pale and almost translucent. His
robes are ragged and thread bare. Whether dead or alive
This room is Andru’s study. In the center is a large desk with it is impossible to say. Standing next to him is a beautiful
several papers upon it, a number of scientific instruments, ink well woman, dressed in a flowing gown of white silks. Her golden
(now dry) and a 5 sconce candelabra. Someone has rifled through hair is pulled back from her face and with eyes filled with
the desk and several drawers are open. Yet more animal hide rugs both fear and longing she addresses you. “Thank the gods
cover the floor, large bears with thicker fur. Several book shelves for your coming. That foul witch below has kept us here for
line the wall disorganized and pilfered, many of them thrown so very long. And it seems you have slain her!”
about the room, scorched, or otherwise damaged. Several shelves
stand completely empty.
4 CASTLES & CRUSADES
This is of course the hag and she is trying to trick the characters into of items: 2200gp, 3000sp, 125pp, +1 dagger of venom, gloves of
thinking that the mimic they fought below is the creature keeping dexterity, +2 breastplate, 6 scroll cases with spells of the CKs choosing
her and Andru bound. If at any point in the conversation she feels (any class) and a cloak of persuasion.
as if they are going to attack her she immediately attacks them.
Andru Meadow is still alive and once the hag dies or the
GREEN, ANNIS (This chaotic evil creature’s vital stats are HD 9d8, characters drive her off he slowly comes out of his stupor. He is
AC 22, HP 43. Her primary attributes are mental and physical. amazed that so much time has passed, but is eternally grateful to
She attacks with 2 claws for 1d4+4 points of damage each. She can the characters, offering them to freely take any items that the hag
cause weakness, use mimicry, and camouflage. She has the following had gathered up whether they had been his once or not. His spell
spell-like abilities audible glamour, dancing lights, invisibility, pass books are the only exception. These the hag never found for he
without trace, change self, speak with monsters, and water breathing. hides them in a small pocket dimension hidden in the forest.
She has already used her change shelf ability once.)
A hatch leads to the roof.
The room is filled with the loot she has stolen from the tower,
the town and her other depredations. It consists of all manner

UNUSUAL ROADSIDE ENCOUNTERS 5

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