Castles & Crusades The Wizard's Tower
Castles & Crusades The Wizard's Tower
TOWERS OF ADVENTURE #1
BY STEPHEN CHENAULT
ART DIRECTION/LAYOUT: PETER BRADLEY
INTERIOR ART: JASON WALTON
CARTOGRAPHY: PETER BRADLEY
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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.
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.
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.
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
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