Beneath The Windowless Tower PDF
Beneath The Windowless Tower PDF
Beneath The Windowless Tower PDF
Malazar the Mage, like all great wizards, was a If the surrounding area is searched carefully, the PCs
noted eccentric. His particular obsession was the will detect very faint sounds coming from the west –
collection of certain rare and bizarre antiquities, possibly music. Following these noises takes them
unearthed at great time and personal expense from to a deep fissure that slopes back into the hillside.
long-forgotten buried cities where saner men feared The fissure itself is a dead end, but a little past the
to tread. mouth of the ravine is a tunnel opening – the
It was on his final such expedition that Malazar entrance to area 1.
reputedly uncovered a jewel of great value and
magical power, the so-called Egg of Desire. In an
area of remote hills, he constructed a high tower in WANDERING MONSTER TABLES
which to house his prize – a tower with neither
windows nor doors. D12 ENCOUNTER CHART FOR TUNNELS (ROOMS 1-17)
As the years drew on, Malazar began to disdain city 1 Minor tremor
life. He withdrew more and more to his strange,
2 Major tremor
windowless tower, conducting his business by
emissary. It is now more than a decade since there 3-6 Purple worm
has been any word from either Malazar or his 7-8 2D4 hook horrors
agents, and persistent rumour among the more 9-10 Slicer beetle*
knowledgeable circles of thieves and treasure-
11 Jewel bug*
hunters has it that the mage is dead, and within the
tower his jewel lies free for the taking - if only there 12 Black pudding
were some way to get inside...
D12 ENCOUNTER CHART FOR MUSEUM (ROOMS 18-29)
1-2 Minor tremor
IMPORTANT NOTES
3-6 Nothing, or iron golem* if activated
Major tremor
Loud rumbling, earth trembles. After 1 round small
cave-in occurs; anyone not under shelter must
pass a Dexterity check or suffer 3D6 damage and
be pinned beneath fallen rock.
Minor tremor
Loud rumbling, earth trembles for 1 round.
If battery removed from socket, iron golem that 3 “- instructed not to enter the tunnels while the music is
stopped, lest the worms -”
patrols 33-42 will deactivate. Placing battery in other
socket activates golem at 20. Battery can be used 4 “- removed the cylinders to prevent undue tampering with
with other machines; holds 3D4 charges. the -”
5 “- already more than forty feet tall, and with proper nurturing
36. EMPTY ROOM. should grow -”
6 “- traitors and incompetents. I fed them to the -”
37. ABANDONED WORKROOM. Faint burnt smell. 7 “- case anyone should attempt to deactivate the golems by
Heavy wooden tables against north and east walls. removing their power source, I -”
Complex alchemical glassware on benches and 8 “- missing two gems; it will not function without them. The
strewn on floor, under thick layer of dust. Large culprit would be wise -”
tunnel bored through western alcove.
9 “- rain of fire upon the earth. Also two dozen eggs, a leg of
ham -”
38. THE MAGNET MACHINE. Bulky brass machine
10 “- at least once per week. During my absence, they became
against east wall, with giant ring of coiled wire and overexcited when their feeding bell was rung, and
large wheel. On side of machine is large (18”) swallowed -”
copper cylinder supported between two copper
11 “- distilled water, spoonful of saleratus, one measure aqua
prongs. This is electrified and delivers 1D6 damage fortis, three measures oil of vitriol, stir vigorously until -”
jolt if touched.
12 “- past the base of the inner tower. The effects of prolonged
exposure may be -”
Strength 13 needed to turn wheel. If turned, machine
exerts powerful magnetic force – all metal objects
42. SANITATION ROOM. Wooden shelves along Open on worktable is a copy of the Pneumatologia
east wall, two large vats to south. Each vat has Occulta (spellbook). Next to it is small brass pot
spigot which, if turned, releases black pudding over holding blasting powder (explodes when ignited for
course of 1 round. 1 in 6 chance per turn that 8d6 damage in 30' radius, or save for ½.)
pudding will emerge of own accord.
Shelves hold metal buckets, flasks, old rags, and 3 Books on shelves are mostly obscure chemical
jars of ammonia gas, each of which will kill 1 patch formulae, but one holds cursed scroll (inflicts
of normal yellow mould or inflict 3d6 damage to super-leprosy, no healing possible and any blow
colony at 31. 25% likely to make body part drop off). Another
holds glass bottle containing a small imp (Malazar's
Demon).
If the Egg is placed on its large end and touched in a Evard's Frictionless Field (1st)
certain way, it begins to rock back and forth Quaal's Near-Alchemical Transformance (2nd)
rhythmically. After one round, it begins to emit a The Ruby Ray of Reversal (2nd)
weird, eerie whalesong-like music audible for 600'. The Interminable Interim (3rd)
Within 120', this music has a soothing effect, giving Mentor's Perfect Inertia (5th)
+4 to all reaction rolls.
The imp is irascible, malicious, and jealous of its
Within 30', any living creature which hears or sees dignity. It will impart a spell only if presented with
the egg must save vs. spells or be enthralled (held) one of the following: 1) the promise of immediate
permanently, until they die or the Egg stops singing. 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 this happens, all previously enthralled If the flask is broken or the imp is released, it
creatures become enraged and attack the first living immediately casts whatever spell will be most
thing they see. This effect lasts for 1 turn, after which harmful under the circumstances then flies away.
the affected creatures return to normal.
Pneumatologia Occulta 400 XP
Figurine of Wondrous Power 1000 XP Mouldering yellow book with a number of
Ivory statuette of an elephant. Carved on the inside missing pages. Holds the following spells:
of one tusk is the command word “pai” (go), on the
other “how” (stop). If appropriate command is The Indelible Emblem (1st)
uttered, the statue will grow into a full-sized white Lustoff's Vicarious Head (2nd)
elephant. The Marvellous Magic Mouth (2nd)
The Charm of Dire Sanguinity (3rd)
White Elephant
MV 12”, AC 6, HD 10, D 2-12(x5), IT Animal NB: Spells in spellbooks are drawn from my 'Dying
Attacks with tusks, trunk, and trampling – no more Earth Spells for D&D' document, available here.
than 2 attacks per target. 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 APPENDIX B: SUMMONED MONSTERS
killed in elephant form it merely returns to a statue.
Rooms 21 and 34 reference the DMG Summon
Monster charts, reproduced below:
Gauntlet of Dexterity 500 XP
This unpaired leather glove grants its wearer the D100 Summon Monster III D100 Summon Monster IV
ability to pick pockets as a 4th level thief. To a thief,
01-07 Beetle, boring 01-07 Ape, carnivorous
it grants a +10% bonus to skill. Any time there is an
opportunity to pick a creature's pockets, there is a 08-17 Bugbear 08-15 Gargoyle
50% chance that the gloved hand will do so of its 18-25 Gelatinous cube 16-25 Ghast
own accord and without its owner's knowledge.
26-32 Ghoul 26-35 Grey ooze
33-40 Lizard, giant 37-42 Hellhound
Libram of Bright Angles 1000 XP
41-47 Lycanthrope, wererat 43-50 Hydra, 5 heads
Ancient, warped cover encloses pages of very thin
brass imprinted with arcane formulae. Holds the 48-57 Ochre jelly 51-58 Lycanthrope, werewolf
following spells: 58-67 Ogre 59-67 Owlbear
68-75 Spider, huge 68-76 Shadow
Felojun's Repudiation of Arrows (3rd)
Xult's Peregrination of Probability (3rd) 76-85 Spider, large 77-86 Snake, constrictor
The Gestation of the Ignoble Servitor (4th) 87-93 Tick, giant 87-93 Toad, ice
The Pattern of the Proscriptive Watchdog (5th) 94-00 Weasel, giant 94-00 Toad, poisonous
The Omnipotent Sphere (6th)