Beneath The Windowless Tower PDF

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The document describes an adventure in the Windowless Tower of Malazar the Mage, which contains the magical Egg of Desire. The tower dungeon is inhabited by various monsters and the dungeon and magic items are described in the appendices.

The Egg of Desire is a black jewel that emits a soothing whalesong when activated. It can pacify or enthral creatures depending on their proximity.

Creatures that inhabit the dungeon include purple worms, hook horrors, slicer beetles, jewel bugs, mould zombies, black puddings, and iron golems.

BENEATH THE SURFACE

WINDOWLESS TOWER The Windowless Tower stands on a rocky hilltop in a


desolate area, at least a week's journey from the
An AD&D adventure for 5th-8th level characters nearest major city. The tower itself is easily located –
120' tall, smooth and featureless, with absolutely no
BACKGROUND means of ingress.

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

• The eerie whalesong of the Egg of Desire is 7 2D4 hook horrors


omnipresent throughout the dungeon. It's the same 8 Slicer beetle*
volume everywhere, except in rooms 44-47, where it 9 Jewel bug*
gets steadily louder as the party ascends.
10-11 D6 mould zombies
• The Egg's song pacifies the purple worms that fill 12 Black pudding
the tunnels. As long as the song continues, the
worms will not attack the party unless attacked first D12 ENCOUNTER CHART FOR LABS (ROOMS 33-42)
(they may still injure or swallow PCs by accident).
1-2 Minor tremor
The Egg also keeps the hook horrors somewhat in
check, and blocks the psychic powers of the yellow 3-6 Iron golem*, or nothing if deactivated
mould. Effects of the Egg on dungeon inhabitants 7-8 2D4 hook horrors
are noted in the wandering monsters section and 9 Jewel bug*
the relevant room descriptions.
10-11 D6 mould zombies
• The dungeon suffers from frequent earthquakes, 12 Black pudding
noted on the encounter charts. These are caused by
the tunnelling of the purple worms. *Unique, will not be encountered again if killed (note
that there are two iron golems, one per area).
• Several devices in the dungeon can be activated
using batteries obtainable from 35 and 38. The DM When noise attracts wandering monsters to the
should roll 3D4 to determine the charge of these party, optionally roll D10+2, D6+6 etc as appropriate
batteries and track how much they are drained, to ensure an encounter.
keeping this information secret from the players.

• Details of magic items and spellbooks are given in


Appendix A.
WANDERING MONSTER DESCRIPTIONS or die). Anyone killed by spores rises as mould
zombie after D4 rounds.
Black Pudding 2000 XP
MV 6”, AC 6, HD 10, D 3-24, IT Non Purple worm 6250 XP
Can flow under doors, dissolve 2” wood/round, MV 9”, AC 6, HD 15, D 2-24, IT Non
dissolve chainmail in 1 round or plate in 2. Immune Sense vibrations at 60'. Swallow whole on any hit 4
to cold, blows & lightning split it into two smaller or more above target number, or any 20.
puddings. Swallowed victims killed in 6 rounds unless can cut
out of stomach (AC 9, -1 damage per round). 50%
Hook horror 200 XP chance of 1-4 gems in stomach, value D8x10 gp.
While Egg is singing, purple worms will not attack
MV 9”, AC 3, HD 5, D 1-8/1-8, IT Low the party, but may incidentally swallow anything in
Resemble japanese spider crabs. Surprised only 1 their path. After Egg stops singing, worms become
in 10. Always heard before they are seen by their enraged and attack on sight.
constant clicking and chittering, but sound echoes
weirdly – impossible to tell which direction it comes Slicer beetle 450 XP
from (apparent direction random).
Favour hit-and-run attacks, but if party has the Egg MV 9”, AC 3, HD 6, D 2-16, IT Non
will fight to the death to retrieve it. Resembles stag beetle. Razor-sharp mandibles
snip off arm or leg on 19-20. If pressed, grabs any
Iron golem 14500 XP lost limbs and retreats to lair at 6.
MV 6”, AC 3, HD 18 (80 HP), D 4-40, IT Non
+3 weapons to hit, immune to magic except
lightning (slows 50% for 3 rounds). Smash through
reinforced doors in 1-2 rounds. Once per 7 rounds
emit 10' cloud of poison gas (east golem), 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 –
attempts to lure party into danger (pits, traps,
powerful monsters) so it can scavenge their bodies.
Can run on walls and ceilings. While in beetle, gem
has property of reflecting all spells back at caster.

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.

Mould zombie 200 XP


MV 6”, AC 7, HD 3, D 1-8, IT Non
Walking corpses most of whose flesh has 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
ROOM KEY – LEVEL ONE activity; D4 turns of wandering leads to random
destination. 50% chance per turn of encountering
1. ENTRANCE. Roughly circular tunnel leads purple worm.
steeply downwards. Music is audible here as
strange, soft, whalesong-like sound. 6. SLICER LAIR. Rotting smell emanates from small
rocky alcove. 25% chance slicer beetle is here;
2. FORK. South tunnel ends at mouth of rotting, otherwise will arrive 1 in 4 per turn. Behind boulder
partly-calcified purple worm carcass, which is small pile of bones and severed limbs of various
completely blocks passage. Stinking interior of worm creatures (human, animal, monster) mixed with a
holds black noxious stew of decay, sapphire @ 500 few weapons, boots, gauntlets etc. 1 turn of
gp, and suit of finely engraved plate mail @ 600 searching reveals gold and moonstone bracelet @
gp (both indigestible). 435 gp, green zircon ring @ 190 gp, and a single
Gauntlet of Dexterity.
3. WORMSIGN. Imprints on floor indicate frequent
passage of purple worms. Rock-cut steps lead down 7. CHASM. Yawning black void, strange rumblings
10' cliff to 4. Far east wall is smooth; if pushed with from below. Two ledges open onto abyss, about 40'
combined Strength of 30+ rotates suddenly dumping apart horizontally and 30' vertically. Pit gets hotter
those pushing into 24 (one-way secret door). and wetter as it descends but is apparently
bottomless.
4. EMPTY CAVE.
8. FEEDING CHAMBER. Large bronze bell hangs
5. WORM TUNNEL. Leads down to maze of 8-9' from wooden strut, with accompanying hammer. If
diameter tunnels connecting areas 4, 11 and 13. bell is rung, there will be a minor (1-4) or major
These are constantly shifting because of worm tremor (5-6), caused by D4+1 purple worms which
arrive after 1 turn expecting carcasses to feed on. 5 Party members are monsters, attack them
6 Party members are diseased, avoid them at all costs
If players return this way after getting the Egg, the
ground will be badly churned and there will always
Effects last as long as PC remains in cave + 1D4
be D4 purple worms not far below the surface.
rounds afterwards.
9. WRECKED ROOM. Doors lie in twisted heap and
floor scattered with rubble. Large tunnel bored Hallucinogenic Fungus 500 XP
through south wall. Buried under rubble is sapphire MV 0, AC 10, HD 5, D 2-8, IT Non
@ 500 gp.
Puffs spores when struck – save vs. poison or 2D4
10. HATCHING CHAMBER. At bottom of shallow damage.
bowl-shaped chamber squirm many giant white
maggots with sphincter mouths. They are blind, but 15a. DAMP TUNNELS. Clicking and chittering of
will sense and attack any movement within 5'. If hook horrors echoes constantly throughout these
injured, produce horrid gurgling ululations that caves.
summon purple worm from 5 in D4+1 rounds.
Worm ignores young but attempts to eat anything 15b. WATERY CAVERN. 10' deep pool surrounded
else in chamber before returning to tunnels. by stalagmites, stalactites, unusual limestone
formations. 50% chance per turn of attack by hook
20x Purple Worm Young 50 XP horrors from 16.
MV 3”, AC 9, HD 1+4, D 1-2, IT Non 16. TREASURE POOL. Large pool (8' deep) fills
If any bite hits, latch on and automatically drain 2 most of chamber; glint of coins at bottom. 7 hook
hp blood per round. horrors lurk amidst stalagmites and in southeast
chamber. Captured PCs are gutted and impaled on
stalagmites; treasure is thrown into pool.
11. EMPTY CAVE.
On south wall is cave painting (in blood). Depicts
12. CRYSTAL CAVERN. Air is very hot and humid;
large mountain or tower, above which is egg-like
steam vents from small cracks in floor. Numerous
shape surrounded by halo. Beneath this is an eye,
huge, glittering quartz crystals adorn raised ledges
with jagged lines radiating downwards. To the right
(10-20' high). A xorn guards the crossroads;
are hook horrors in worshipful postures, some of
demands all of party's copper and silver (which it
them disembowelling humans and placing them on
immediately devours) or it will attack. 2 nd time party
spikes. Left are more hook horrors shown fleeing
pass this way they must give up all of their gold; next
from a large man-shaped figure, which leaves a trail
all of their gems and magic items; next all iron and
of corpses.
steel. Those without metal are left alone.
Concealed on north ledge is pile of 28 gold nuggets
Pool contains 2735 gp, 4346 sp, 6 gold cups @ 35
@ 15 gp each, and 17 pieces of jade @ 90 gp each
gp, 2 gold flagons @ 75 gp, rusted broadsword
(snacks for later).
set with aquamarines @ 275 gp, and hunk of
blackened metal that polishes up to silver mirrored
Xorn 1650 XP shield @ 300 gp.
MV 9”, AC -2, HD 7+7, D 1-3(x3)/6-24, IT Average
17. DOPPELGANGER OOZE. Locked. Pool of
Immune to cold and fire; ½ damage from lightning, flesh-coloured ooze creates 3D “reflection” of any
affected by spells which target earth. Can pass approaching creature. Reflection strikes as 8 HD
through solid stone (takes 1 round). monster, if target struck must save vs. poison or melt
into puddle of goo in 1 round. Reflection then leaves
13. EMPTY CAVE. Obvious signs of worm activity. the pool and assumes target's exact form, mind and
attributes in all respects.
14. FUNGUS CAVE. Large, multi-headed red
fungus with puckered white protrusions emits cloud 18. ANTECHAMBER. Magic mouth forms on wall
of hallucinogenic spores – save vs. poison or suffer and booms: “MALAZAR THE MAGE BIDS YOU
following delusions (roll each round): WELCOME, VISITORS, TO THE MUSEUM OF
FORGOTTEN SCIENCE. PLEASE WAIT HERE
HALLUCINATIONS (D6) AND YOU WILL BE ATTENDED SHORTLY.”
1 Terrifying phantasms, flee in random direction Wandering monsters arrive in 1 turn.
2 Melting, stand in one spot “holding self together”
19. VAULTED HALL. Ceiling 40' high and peaked.
3 Shrunk, cannot perform normal actions until “returned” to
normal size
20. DOCKING STATION. Inert iron golem stands
4 Covered in bugs, strip off all armour to swat them away against south wall between rows of metal clamps. If
battery is placed in power socket at 35, will activate 10x Thought Eaters 200 XP
and begin patrolling rooms 18-29.
MV 6”, AC 9, HD 3, D Special, IT Non
Iron Golem 14500 XP Each hit drains 1 intelligence permanently. Also
feed off magic energy, negating all spells, but each
MV 6”, AC 3, HD 18 (80 HP), D 4-40, IT Non
spell cast will prevent thought eaters from attacking
+3 weapons to hit, immune to magic except for 1 round. Cannot affect material creatures.
lightning (slows 50% for 3 rounds). Smash through
reinforced doors in 1-2 rounds. Once per 7 rounds 23. THE PSYCHE SWITCHER. Bank of machinery
may fire death ray from eyes. fills entire north wall, with two large protruding
vertical dishes left and right, and lever in middle.
21. THE WEIRDO-MACHINE. Corroded, ancient- Below lever are two copper prongs (18” apart).
looking machine resembling huge church altar, set
with five tinted crystals – red, yellow, green, blue and If battery from 35 or 38 is placed between terminals
white. Four switches raise and lower the coloured and lever thrown, machinery operates with loud
crystals, and large lever causes white gem to shine humming sound for 1 round followed by bright flash
a beam of light that refracts between the others. of light. Whichever two creatures are nearest the two
dishes will have their personalities swapped
Effects of different combinations as follows. Each (players trade character sheets). This drains 1
lasts 2D6 turns when applicable. charge. Transfer is permanent and irreversible, but
“rotation” is possible (e.g. A<>B, B A<>C, CA<>AB
Comb. Effect then BC<>CB would return all personalities to original
R Loud siren sounds; wandering monsters arrive in 1 turn
bodies).
Machine takes 1 turn to recharge between uses.
Y PC's gravity inverted; fall to ceiling for 2D6 damage
G Everyone in room healed 1D6 HP (10 turns to recharge) 24. GRAND HALL. Echoing. Floor is polished
B Opens drawer in machine containing 2844 ep marble. Ceiling not visible (70' high). Pillars painted
with strange heiroglyphics.
RY Everyone in room is silenced
RG Impenetrable forcefield surrounds machine 25. FALSE STAIRCASE. Grand, ornate,
RB Secret elevator descends at 27 freestanding spiral staircase, carved from solid
GY Bright flash of light; everyone in room save vs spells or marble and bannisters set with jewels, sweeps up
fall unconscious out of sight to ceiling 70' above. This is nothing more
GB Everyone in room teleported to 24
than an enormous mimic.
BY Fires beam at PC that transmutes gold into lead
Mimic 6250 XP
RYG Fires beams of light at everyone in room. Save vs.
spells or roll D4: 1 (red) – 10 damage. 2 (yellow) - fear. MV 3”, AC 7, HD 14, D 3-12, IT Semi
3 (green) - weakened. 4 (white) – blinded.
Anything touching mimic is glued to it. Mimic then
RYB Machine begins to fade away, vanishes after 1 round
attacks with tongues/pseudopods, 1 per target.
RGB Impenetrable forcefield surrounds room Anyone struck will be grasped and dragged onto
YGB Teleports D6 monsters from Summon Monster III chart staircase after 1 round to be swallowed, unless
into room (see Appendix B) successful attack made against pseudopod.
RYGB Machine shudders, makes loud siren sounds, explodes Alcohol dissolves glue-bond and causes mimic
after 1 round for 5D6 damage to all in room. Wandering pain (releases all grasped victims).
monsters arrive in 1 turn
26. STASIS CHAMBERS. Alcoves contain locked
22. THE ETHEREALISER. Machine resembling glass-and-metal chambers with human figures in
giant smoked-glass lens mounted in metal frame suspended animation. If glass is broken, releases
between two (non-functioning) tesla coils. On base blast of freezing air for 1D6 damage to all in room,
of device are two copper prongs (18” apart) and a but if locks are picked can be opened safely.
switch. Anyone looking through lens sees
translucent, ghostly creatures drifting across room North pod: contains Pryjax Antilas, ancient
and through walls – abyssal fish, sickly platypuses, nobleman and berserker swordsman. Wears strange
deer foetuses etc. robes over chainmail and speaks no modern
language; regards PCs as barbarians. His pod was
If battery from 35 or 38 is placed between terminals infected with yellow mould which lay dormant due to
and switch pressed, tesla coils discharge and cold; 3D4 turns after release clutches his chest,
anyone standing directly in front of device is made hacks up 5'x5'x5' cloud of spores and dies. Body
ethereal for 2D4 turns. This drains 1 charge per moulders into mould zombie after D4 rounds.
target. Ethereal characters are pursued by the
thought eaters which fill the room. South pod: contains Marcilla, an evil priestess, who
actually became trapped in pod less than a decade The hyperintelligent mould colony will speak
ago while attempting to steal the Egg of Desire for telepathically to party once they enter the central
her temple. Will accompany party out of “gratitude” chamber. The music from the Egg of Desire is
but seeks opportune moment to stab them in the interfering with its growth and it wants it stopped.
back – after they have found the Egg. Gives directions to tower above 41 and can warn of
the iron golem. Also warns of mould zombies –
East pod: destroyed by long-ago purple worm tunnel claims to be unable to control its “extremities” due to
and occupant devoured. Yellow mould grows on influence of the Egg.
rubble of tunnel mouth.
If party return here after getting the Egg, colony
Pryjax Antilas 750 XP attempts to dominate one or more of them to help it
spread to outside world. If this fails, it fills the cave
MV 9”, AC 5, LVL F7, D 1-10/1-10, IT Average with spores and animates 6 mould zombies lying
Silk robes @ 120 gp, chainmail, gilded two- hidden under the mould.
handed sword @ 95 gp, 45 triple-sized gp
stamped with face of ancient king. Hyperintelligent Mould Colony 1150 XP
MV 0, AC 10, HP 30, D 1-8, IT Genius
Marcilla the Zealot 550 XP
Only affected by fire (30+ damage destroys
MV 9”, AC 3, LVL C6, D 2-7, Spells 3/3/2, IT High intelligence) or ammonia (see 42). 1-8 damage if
touched, can release spores at will (save or die);
Banded armour, shield, mace, silver holy symbol
anyone killed by spores rises as mould zombie in
@ 50 gp, 50 pp, 26 gp, Potion of Healing.
D4 rounds. If Egg is not singing, can dominate 1
target per round (save vs. spells).
27. DEAD END CORRIDOR. Careful inspection
reveals circular groove in ceiling – no way to open
32. MOULDY TREASURE. Iron chest, coated in
this from here. If triggered by machine at 21,
yellow mould, contains 2667 gp and 3 huge pearls
elevator descends from ceiling; 1 round after weight
@ 600 gp each.
is placed on it will ascend to 30.
33. EMPTY ROOM. Faint chlorine smell.
28. THE DISINTEGRATION BEAM. Machine
resembling metal ballista with many rings
34. ROOM OF POTIONS AND POISONS. Glass-
surrounding central shaft. On back of device are two
front cabinets line walls; many unlabelled bottles on
copper prongs (18” apart) and small lever.
shelves, some of them broken. These are all
potions, but many have not aged well and have
If battery from 35 or 38 is placed between terminals
unpredictable effects.
and lever thrown, machine fires beam up to 120' that
disintegrates 10'x10'x10' of matter per round. Each
POTION (D20) DESCRIPTION
round of operation drains 1 charge. Machine is
mobile, but very heavy – takes full round to change 1 Random Polymorph Rainbow, constantly changes
orientation, movement rate of 1” per person pushing Turn into random monster from Monster Summoning IV table
(max 6”) - and fragile; AC 7, HP 12. (see Appendix B). Reroll each round.
2 Hovering Fizzy, bottle floats above shelf
29. TELEPORTER ARCH. Damaged room – cracks
Levitate 3 inches off floor. Can walk, run, fight normally.
across ceiling, small bits of fallen masonry, etc. In
centre is freestanding arch of reddish stone, 3 Delusion Syrupy, delicious
strangely wrought, set with 3x sapphires @ 500 gp, Believe self invulnerable; all injuries merely “fleshwounds”.
with empty settings for 3 more. If all settings are 4 Growth/Shrinking Very small bottle, tangy
filled, opens one-way mystic door to 44.
Shrink to 6” on odd turns and grow to 12' on even turns.
One sapphire on floor amidst rubble – others at 2 5 Poison Colourless, odourless, tasteless
and 9. Saving vs. poison at +2 or die.
6 Thought Broadcast Purple; strong mental urge to drink
30. RUINED EXTERIOR. Collapsed, rubble-filled
chamber cut into side of cliff above short slope of Broadcast thoughts to all within 30'. Stealth and deception
impossible. In combat declare actions first but act last in round.
scree. Secret elevator from 27 is inoperable from
outside, can only be reactivated from 21. 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 8 Transparency Invisible, bottle seems empty
in yellow mould – carpets, puffballs, soft tapering
spires, and many weird coral shapes. Narrow clear 75% invisible in darkness, semitransparent in torchlight.
path winds through middle – can avoid contact by 9 Strength Smells like sweat and body odour
moving slowly and carefully. Gain strength of an ogre.
10 Love Pink, smells of roses are torn from grasp; armoured characters hurled
Fall in love with first creature seen (treat as charmed).
against machine for normal falling damage, and
paralysed until armour is removed or machine shut
11 Poison Jet black and tarry
off. This drains 1 charge per hour.
Save vs. poison or die.
12 Water Breathing Aquamarine, tastes like seawater Battery can be removed and used with other
machines; holds 3D4 charges.
Can breathe water, but cannot breathe air.
13 Fire Breathing Orange, bubbly, warm to touch 39. UNSTABLE HALL. 40' ceiling, large cracks
Can belch cone of flame 3”x6” for 6d6 damage (save vs. breath across roof and walls, stone dust on floor. Treat
for ½). Can hold belch up to 6 turns. minor tremors here as major tremors. On south
14 Fumbling Strongly alcoholic, bottle is slippery wall are two vertical rows of metal clamps – if iron
Trip over own feet, drop weapon, or fumble tasks 50% of time.
golem has been deactivated, it will return here.
15 Poison Colourless, smells of almonds 40. BOILER ROOM. Three large boilers along north
Save vs. poison or die. wall, bin of coal in southeast corner with shovel.
16 Time Stop Solid, must be melted in mouth Easternmost boiler still active; if furnace door
opened a firebat emerges. In burning embers of
Cannot move, think, or be affected by anything in any way.
furnace is diamond @ 1000 gp.
17 Regeneration Looks, smells and tastes like blood
Regenerate 1 HP/round. Firebat 50 XP
18 Poison Thick, brown, smells like rot
MV 20”, AC 5, HD 1, D 2-8, IT Animal
Save vs. poison or die.
During combat, fissions every round into 2 firebats
19 Temporary Healing Tastes like watered-down brandy 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 41. CHAMBER OF BABBLING MOUTHS. A dozen
Telepathic control of all cockroaches within 100'. magic mouths form on walls of chamber when any
living creature enters and begin babbling loudly and
continuously. Spellcasting and communication
All effects last 6+D6 turns.
impossible; wandering monsters arrive in 1D4
turns. Anyone listening carefully for 1 turn can
35. POWER STATION. Faint ozone smell. Steps
attempt to pick out meaning from the babble:
lead up to blocky copper device topped with stiff
coiled wires and two sockets. Large (18”) copper
UTTERANCES OF THE MAGIC MOUTHS (D12)
cylinder stands upright in left socket; right socket is
empty. Entire machine is electrified – if touched, 1 “- calls to me. Relocation to this secluded tower has only
1d6 damage/round and save vs. paralysis or be served to -”
held rigid until connection broken. Anyone touching 2 “- mould growth in the northwest chamber is proceeding
paralysed character subject to same effect. nicely; must take care to avoid contamination of other
subjects. The east room -”

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).

Under bed is metal chest with poison needle trap


(save or die). Inside are 1620 gp and 2837 sp.

Wardrobe holds assortment of tasteless robes, and


hidden switch which unlocks secret floor
compartment under rug. Compartment holds the
Libram of Bright Angles (spellbook), crystal
decanter @ 650 gp filled with 5 doses of healing
potion, 4 crystal goblets @ 125 gp each, silk bag
holding 199 pp, and small ivory statue of elephant
@ 250 gp (which is a Figurine of Wondrous
Power).

46. BASE OF THE INNER TOWER. Music here is


loud and hauntingly beautiful. 10' diameter pillar
rises in centre of tall cavernous space. Narrow (3')
stair spirals around outside wall of chamber, up and
out of sight.

47. TOWER SUMMIT. Stair terminates after 60' in


slender bridge leading to top of central pillar. On
ROOM KEY – LEVEL 2 plinth atop pillar is the Egg of Desire – a black jewel
the size and shape of an ostrich egg. It rocks
43. TOP OF STAIRS. Stairs spiral 80' up to landing. rhythmically back and forth, emitting its eerie song.
In east wall is door, and set in door is eye, which
tracks PCs. Anyone approaching within 15' is Anyone approaching within 30' of the Egg must save
telekinetically lifted and hurled back down the stairs vs. spells every round or be enthralled (held)
for D4 damage. Arrows and projectiles are permanently, or until the Egg stops singing. If the
telekinetically returned as if by 8 HD monster for Egg is picked up or disturbed, the following occurs:
normal damage. The eye is AC -4, HP 1. Can affect
multiple targets, max 500 lb. Cannot affect what it - The Egg immediately stops singing.
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
here and oddly soothing. In centre of bare chamber bridge who is not suitably secured must pass a
is freestanding arch of reddish stone, strangely Dexterity check or fall. Enthralled characters fall
wrought, set with sapphire @ 500 gp, with empty automatically unless saved by a comrade.
settings for 5 more. If all settings are filled, opens
one-way mystic door to 29. - Any surviving enthralled characters now become
enraged and unreasoningly attack the first living
45. MALAZAR'S STUDY. Music here is louder still, thing they see for 1 turn.
causes pleasant thrills. Spacious, well-furnished
bedchamber and study, with rugs on floor, armchairs - The behaviour of certain dungeon inhabitants
and sofas, four-poster bed, wardrobe, heavy changes; see the wandering monster descriptions
worktable, and bookshelves along walls. Musty. and individual room keys for specifics.

Sitting in armchair is Malazar the Mage, 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: MAGIC ITEMS Malazar's Demon 650 XP
A small imp in a stoppered glass flask. The neck of
The Egg of Desire 2500 XP the flask is too small for the imp to escape.
Opaque black jewel the size and shape of an ostrich The imp knows the following spells, which it can
egg. As a gemstone it is worth about 7500 gp, but its “teach” by speaking the syllables directly into a
magical powers make it far more valuable. magic-user's mind.

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)

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