BF3 Strongholds of Sorcery r44
BF3 Strongholds of Sorcery r44
BF3 Strongholds of Sorcery r44
Castle D'Angelo: Duke Pons III, wizard and This module is dedicated to Alan Jett, long-time
member of the Regency Council, was player and good friend. He was one of the first
inexplicably absent from an important meeting. to adventure in Glain, back in 1982 when it all
Now word has come of a green glow began for us. Castle D'Angelo was the last
surrounding his castle. Able adventurers are adventure he participated in before his untimely
needed to investigate... are you up to the passing, and House of Coldarius was the first we
challenge? played after he was gone. He is now and will
always be missed at my table.
Page 2
Some of the monsters found in these adventures
Tower of Light: On a bluff outside a small village are detailed in the Basic Fantasy Field Guide
in the desert land of Kel stands a long-ruined Volumes 1 and 2, available for free on the
tower. Brilliant light streams into the sky from the www.basicfantasy.org website. An effort has been
stump of the tower every night, and the villagers made to ensure that you do not actually need
warn that those who go to the tower wither and that book to use these adventures, but it might be
die in mere days. All has been quiet for useful for the GM to have a copy.
decades, but now skeletal figures have been
seen near the tower...
Page 70
If you might be a player in this adventure, stop reading now! Beyond this point lies information meant
only for the Game Master's eyes!
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Castle D'Angelo Strongholds of Sorcery
Castle D'Angelo
This adventure was created for use in the author's campaign world, Glain, and in particular in the nation
of Enterone. Of course, you may wish to use this adventure with a different campaign world; some work
will be required to do this, but a clever Game Master should have little trouble with it.
Also, this adventure is in many ways a sequel to Fortress of the Iron Duke, an adventure found in module
BF2 Fortress, Tomb, and Tower, available for free on the www.basicfantasy.org website. A party
containing at least one character who was involved in the successful completion of that adventure will
have a definite advantage in this one; in fact, if the GM has not run that adventure, or no character who
was involved is available for this one, it may be necessary to introduce an NPC who knows how that
adventure was completed.
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Strongholds of Sorcery Castle D'Angelo
members who are quite old and yet still low level, iron, lead, or silver which has been welded or
or who turned to alchemy when magic proved otherwise sealed with one of those same metals.
beyond their grasp. Similarly, all female D'Angelos As soon as the gem is contained, the force field will
(by birth, not by marriage) are raised as warriors, disappear and all characters driven insane will
and again not all found that career entirely regain their senses.
suitable.
Note: Khaadk is described in detail in BF2 Fortress,
The Duke's wife, on the other hand, is a magic-user; Tomb, and Tower, as previously mentioned. It is
as with many before him, Pons hoped this would recommended that the Game Master review that
make his heir more likely to be wizardly. module for additional information about him.
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Castle D'Angelo Strongholds of Sorcery
wizards who are merely friends with the D'Angelo towers. The mere existence of this level is officially
family will tend to have them, if for no other reason secret, but most of the castle residents at least
than to reserve laboratory space in the castle suspect it exists.
dungeon.
Experience Awards
Sigils are important in many places in this
adventure. For your convenience, a page of sigil This is an unusual adventure. The majority of the
drawings for the most important wizards in this "monsters" described in Castle D'Angelo are in fact
castle (both living and historical) can be found on innocent victims which the player characters
page 67. Note that the sigils are intended to print should be protecting (if the adventurers are good
on the opposite side of the paper from the names; people, or alternately if they wish to gain the
if you print your own copy of this adventure, please Duke's favor when the adventure is complete). But
keep that in mind. This page can be printed and these innocent victims may, in their insanity, try to
cut into slips, which you can then show your do harm to the player characters. Even those who
players at any point where their characters do not harm them directly may act to slow them
encounter a sigil. down, thus making the adventurers subject to
additional danger.
Important Features Of The Castle
If you play this adventure "by the book," following
There are several rather odd features of this castle the usual method of awarding experience, the
which the Game Master must know about. player characters will get very little XP for their
trouble. For this reason it is recommended that any
First, though the main keep is just two stories tall, time the player characters succeed in getting past
there are two second floors (identified as Level 2A the various insane inmates of the castle through
and Level 2B). At some time in the distant past, a cunning or stealth, they be given experience just
prior Duke engineered an extradimensional space, as though they had vanquished them in normal
allowing him to duplicate the second floor without combat. Some of these opponents may be more
making the building any larger. Over time, the two trouble to defeat without killing them than to just kill
second floors were renovated, so they no longer them outright; the GM should award bonus XP for
share a floor plan. The main towers are each such encounters regardless of what is indicated
connected to the two second floors by means of either in this adventure or in the rulebook. Players
separate doors, marked “a" and “b" on the maps; who take added pains to avoid killing should
the twin floors also connect to each other and to definitely receive bonus XP, perhaps even double
the first (ground) floor by means of magic or triple in extreme cases.
passageways and staircases, marked “a", “b", and
“1" on the maps. For the GM's convenience, the Also, this adventure has a way of degenerating
second floor rooms of the other parts of the castle into sheer comedy. Don't fight it. In fact, I suggest
(such as the towers) are shown on both the 2A and you give XP bonuses of 100, 200, or even as much
2B maps. as 500 XP to any player whose role-playing is
particularly entertaining. Do this on a per-event
The first dungeon level contains the stables, basis, of course. This applies equally to clever
accessible by a ramp to the outside, as well as handling of insane NPCs in the castle and to good
some storage facilities (including the wine cellar). role-playing of whatever delusion a player
The first dungeon level connects to the second by character may end up suffering from.
means of a ramp at the south side and a staircase
on the north. The second dungeon level contains In an early playtest, one player character was a
the regular laboratories of the various wizardly Fighter with below-average Intelligence and
family members. The third dungeon level is not Wisdom. When he failed his saving throw against
connected to the second, as you might expect, an insanity wave, I notified the player that his
but is rather accessed only through secret character now thought he was the smartest
stairways hidden in the bases of the two main member of the party. The player took that ball
and ran with it, and it was glorious. Such play
deserves an XP bonus.
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Strongholds of Sorcery Castle D'Angelo
Random Encounters
The GM should roll for a random encounter each turn the adventurers are in a corridor, and every other
turn when they are not. Roll 1d6; on a 1, one of the following encounters will occur.
1. Sevras D'Angelo, Third Cousin to the Duke: a dead-or-alive bounty, but despite that Neva
Human Magic-User 7, AC 13, #At 1, Dam 1d6, won't really hurt her sister; so if she does
Mv 40', Ml 9, XP 735 manage to catch up to her, she'll fall
INT 16 (+2), CHA 13 (+1) catatonic for 2d6 rounds, giving her sister time
Spells: hold portal, magic missile, levitate, to flee. If asked about it later, she'll make up
web, haste, clairvoyance, wall of fire some elaborate story about how Julianne
Equipment: Cloak of Protection +2, Staff of escaped.
Healing (11 charges)
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 3. Julianne, Second Daughter of the Duke:
☐☐☐ Human Fighter 3, AC 19, #At 1, Dam 1d6,
Mv 20', Ml 9, XP 145
Sevras believes he is a high priest, and is INT 13 (+1), WIS 15 (+1), DEX 14 (+1),
dressed in the robes of the castle's priest and CON 13 (+1), CHA 16 (+2)
carrying his staff. Of course, Sevras cannot Equipment: Plate Mail +1, Shield +1,
use the staff as anything more than a stick to Shortsword +3, Shortbow with 20 Arrows +1
hit something with. However, his knowledge HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
of the fortress pre-insanity is fair. He has no ☐☐☐☐☐ ☐☐
idea about the location of entrance to the
secret 3rd level of the dungeon, but he does Julianne takes after her mother, in
believe it exists. appearance and in manners, and looking at
her ability scores, its obvious she was born
Sevras is an adventuring companion to Valor under a lucky star.
True, and has been staying at the castle as a
guest; though he is older, he and William are Julianne presently believes she is a fish. She still
good friends. talks and acts just like a human, but she is
certain she is a fish, and wants everyone to
2. Neva, Eldest Daughter of the Duke: know about it. If she is talking to someone,
Human Fighter 5, AC 19, #At 1, Dam 1d6, that will be the only topic of conversation she
Mv 30', Ml 9, XP 360 is interested in discussing. A character who
INT 15 (+1), WIS 17 (+2), DEX 13 (+1) agrees with her that yes, she is a fish, may
Equipment: Chain Mail +3, Longsword +2, (25% chance) be able to get her to answer
Longbow +1 with 14 Arrows +1 and 1d4 questions about the castle or its
6 Arrows +2 inhabitants before she returns to the topic. This
HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ should only be rolled once per encounter.
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Neva is an example of what happens when
two magic-users get married, have a
daughter, and push her to become a fighter.
She's adequate, especially at ranged
combat, but without magical assistance (and
some good hit die rolling) she wouldn't be
anything to write home about. Sadly, she
knows that; she is good friends with Valor True,
but is not-so-secretly envious of the renowned
and charismatic adventuress.
Neva currently thinks she's a bounty hunter
trying to bring in a dangerous highwayman
(her sister Julianne, #3 below) for a bounty. It's
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Castle D'Angelo Strongholds of Sorcery
4. Sharana, Lieutenant of the Guard Now, however, she is massively paranoid, and
Human Fighter 7, AC 21, AB +6/+7, #At 1, her jealousy is uncontrolled. She spends her
Dam 1d8, Mv 20', Ml 9, XP 670 days prowling the castle questioning people
INT 7 (-1), DEX 14 (+1), CON 14 (+1), CHA 8 (-1) to find out what side they are on, spying on
Equipment: Plate Mail, Shield +2, Longsword their movements and writing them up in an
+1/+2 vs. Spell Users elaborate journal.
HP 43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ She does not know where Valor True is, but if
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ she finds her she will attack immediately.
Should she succeed in killing Valor, she will
Sharana has a barely-restrained hatred of have a breakdown from extreme remorse and
other women, and she is cruel to the warriors become catatonic.
under her command whenever she thinks she
can get away with it. She will take any 6. Wesley D'Angelo, Distant Cousin to the Duke
opportunity to be cruel to another woman, Human Magic-User 4, AC 11, AB +2, #At 1,
especially an attractive and/or virtuous one. Dam 1d4 or by spell, Mv 40', Ml 7, XP 280
She particularly hates Valor True, the Captain INT 13 (+1), CHA 13 (+1)
of the Ducal Guard (located in area 41, Spells: charm person, floating disc,
below). locate object, web
Equipment: Dagger
Presently, Sharana is suffering from a powerful HP 10 ☐☐☐☐☐ ☐☐☐☐☐
urge to eat meat; it is the only subject of
conversation interesting to her. Every 1d6 Wesley is one of those lesser members of the
turns she will feel a powerful compulsion to eat D'Angelo family, a cousin who never really
meat, and will demand any PCs near her give mastered magic. He is in his fifties, and is
her some. If no meat is available, she'll distinguished-looking and well-spoken. His
attempt to kill and cook the nearest animal; normal duty in the castle is to be the chief
failing that, she might consider resorting to librarian; he knows in general what books are
cannibalism. in all the libraries (areas 23, 36, 73, and 75) and
takes great pride in the extent and rarity of
Note: Sharana appears in adventure module the collection.
AA1 Adventure Anthology One, in the Slaver's
Fortress adventure. As that adventure could His delusion is that he is the reincarnation of
quite reasonably come after this one, she is Roland, the original Duke D'Angelo, and that
included here. If that adventure has already he has Roland's awesome powers. But when
been played, she may be omitted here, or he says he's casting a spell, unless it's
her name changed, at the GM's option. accidentally one of the few he knows, he just
pretends it goes off: "A fireball! Boom! You're
5. Cherry Obreen, Knight Retainer dead!"
Human Fighter 7, AC 20, #At 1, Dam 1d8+4,
Mv 30', Ml 10, XP 670 He still knows everything he knew before, and
STR 17 (+2), WIS 15 (+1), CON 13 (+1) will volunteer information if a player character
Equipment: Plate Mail +1, Shield, Longsword mentions something that can be answered
+2, Shortbow, 12 Arrows +1, 8 normal arrows with a book in one of the libraries. But if he
HP 39 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ isn't treated with the proper respect, he'll
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ (pretend to) cast something nasty on the
☐☐☐☐☐ ☐☐☐☐ miscreant, and then throw a tantrum if the
adventurers don't act like it worked.
Cherry is thirty-four years old, has short tawny
hair, and is muscular and somewhat stocky.
She is a good and honorable person, and
when she was sane she ruthlessly repressed
her jealousy of Valor True's greater fame.
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Strongholds of Sorcery Castle D'Angelo
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Castle D'Angelo Strongholds of Sorcery
The inner doors (at the north of area #1) are closed
but not barred, and will open with gentle pressure.
They pull towards the party.
Any character entering the gatehouse corridor will
hear porcine squeals and the clatter of trotters
against flagstones from within the castle. The walls
have been liberally daubed with graffiti in bright,
clashing colors. Tangerine letters inform the party
that THE PASSWORD IS "CAMEMBERT" (NB: this is not
true); in lime green, another graffito says TURN
BACK! THIS IS NOT THE WAY; and in sky blue, a third
says THE ALE HERE IS TERRIBLE, IT'S ENOUGH TO
DRIVE YOU MAD. Other graffiti is less coherent,
and all of it is completely unhelpful.
2. STAMPEDE:
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Strongholds of Sorcery Castle D'Angelo
2b. STATUE:
3. HUNTSWOMAN'S ROOM:
By the time the party gets here, Charlotte will have
shut and locked the door.
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Castle D'Angelo Strongholds of Sorcery
If the party spends more than five rounds exploring 7. EAST TOWER:
this cluttered little room, then the two women-at- During his madness, Pons has tried experimenting
arms from room #42 (q.v.) will come down the with conjuration magic, and through a bizarre
stairs. If the party has set someone to watch the combination of castings he has called up a pair of
staircase, then they cannot be surprised. weird creatures called pangotheria. They now live
Otherwise, the party may be surprised but the in this tower. Whether the pangotheria comes
women-at-arms will not be. from an alien world or plane, or from another time
5. WEST GATE TOWER: in this world, or somewhere even stranger, can only
be a matter of conjecture, and their behavior is
This twenty foot square room contains a stove, a highly unpredictable.
table, five chairs, and some sacks and chests.
The stove is unlit, and from the coating of soot, This twenty foot square room contains a weird
has not been cleaned for some time. On the creature, like a ground sloth the size of a man,
table stands a large clay jar. It emits foul, acrid- but with the head and scales of a giant
smelling fumes. pangolin. Its claws are huge! It seems to have
made a nest of some kind out of fabric and
The clay jar contains oil of vitriol (which is the upholstery.
alchemical name for sulphuric acid). At the time
when everyone went mad, it was being used to A second pangotherium is hiding behind the door.
clean the Duke's silverware, and since this is a Each has an effective Strength of 18. They are
smelly process, it was being done away from the intelligent animals, with similar cognitive ability to a
Duke's family in the guard tower. If inspected, the gorilla, but extremely chaotic. Determine how
jar will prove to be full of knives, forks, and spoons. each one reacts to the party by rolling 3d6. A
They have a total value of about 30 gp. A vialful of score of 3-6 means it charges; a 7-8 means that it
acid will do 1d6 points of damage to a creature it attacks; on a 9-12 it approaches without attacking;
hits, or 1d2 points of splash damage from a near on a 13-14 it retreats; on a 15-17 it flees, and on an
miss. It will dissolve small amounts of wood or 18 it takes an immediate liking to the party and will
metal. A Magic-User can use the stove and other roll on its back waiting for its belly to be scratched.
equipment in the room to boil away some of the If attacked, of course, they will certainly retaliate!
water and produce concentrated sulphuric acid,
The pangotheria can operate doors and other
but the quantity produced will be very small; acid
simple mechanisms but they have no language. If
able to do 1d6 points of damage or to dissolve a
the Duke regains his sanity he will wish to study
small amount of wood or metal is the maximum
them, and he will be pleased if one has survived. If
effect achievable.
both have been captured for him, then he will be
The sacks contain rice, dried beans, and dried delighted and will either forgive the party for an
peas, and the chests contain wooden plates and error or a certain amount of damage they might
bowls. have caused, or else if there is nothing to forgive,
he will increase their reward by 500 gp.
6. EAST GATE TOWER:
2 Pangotheria: AC 16, HD 7, #At 2 claws,
This room is surprisingly empty. There is a ladder Dam 2d4/2d4, Mv 40', Sv F7, Ml 9, XP 670 ea.
leading up to a trap door into the upper level.
HP 41 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The floor shows signs that a variety of furnishings
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
were in this room but have been removed.
36 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Valor True is hiding in the room above this one ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
(#41). If the player characters make much noise or
Full details on the pangotherium can be found in
engage in conversation, she will hear them and will
the Basic Fantasy Field Guide Volume 2.
open the trap door to talk to them. Please refer to
room 41 for details of her behavior.
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Strongholds of Sorcery Castle D'Angelo
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Castle D'Angelo Strongholds of Sorcery
any prospective purchaser might decide it's more inscription in chalk. There are double doors
convenient to steal them than pay for them! directly ahead in the north wall, a total of four
Ulrich's ghost will appear in the following doors in the south wall (two to the east and two
circumstances: to the west), and in both directions the corridor
1) If his lockpicking tools are taken by a Dwarfish seems to turn northwards. All is brightly lit by
Thief. Ulrich will speak to the Thief, explaining that continual light spells on the walls; each has a
he is glad the tools will be used by a Dwarf. He can little curtain which can be shut off to dim it if
answer the same questions that Arnold can. desired, but all the curtains are open.
2) If his lockpicking tools are taken by an Elven or When you look to the east, you see that
Orcish Thief. Ulrich will pronounce a curse which someone has set up a long chain of bone or
causes the Thief to suffer extreme flatulence while ivory dominoes. It runs along the passage and
attempting to hide or sneak (-10% to chances of around the corner.
success until the curse is lifted). The text reads, "Scream for me!" in Common. The
Hakon Ironoath (HP: 25) chain of dominoes runs around the corner all the
way to room #28. Any loud noise in this corridor will
A platinum blond dwarf wearing a mailshirt. Hakon cause the shrieking tarantula in room #21 to
carries no weapons (because his dagger is in scream in response, and this will in turn knock down
Hilda's side and his axe is in Arnold's back), but the chain of dominoes, with the consequences
carries a round shield with the icon of an anvil, described in room #28.
which is a Shield +1. Hakon's ghost will appear in
the following circumstances:- 10. GRAND HALL:
1) If someone speculates about what happened This is evidently the grand hall. On the dais to
here, Hakon will appear and confess that he killed the right you see the throne of the Duke, with
his brother and his sister. Hakon is consumed with smaller thrones at either side for the Duchess
guilt and will apologize repeatedly to the bodies and, you assume, his son. Standing motionless
until the party goes away. before the dais is a man... but as you look, you
see that it is in fact a machine, a thing of
2) If anyone sneers or laughs at the dead dwarves, clockwork in the shape of a man. It faces away
Hakon will appear and he will be furious! He will from you, toward the throne.
speak a curse on the insulting character which
causes him or her to feel ghostly, grasping hands This is the clockwork man described in the
rising up from the ground to snatch at his or her introduction. Its chest plate stands open, the
feet in combat situations. The effect of this curse is cavity within empty. It will not respond to any
to make the character act last in any combat questions or orders, or indeed move or respond at
round (irrespective of the initiative die) until it is all, even if attacked. Anyone pressing an ear to its
lifted. casing will hear the clockwork mechanisms slowly
ticking.
None of these Dwarves have any gold; Magnus
Mourngrim has taken it from them. If the player characters examine the room more
fully, they will see:
Any of the Dwarves' ghosts will be able to warn the
party about Magnus, who is one level up. They will The walls of the hall are decorated with
explain that he is a very dangerous fighter and will tapestries and paintings of the D'Angelo family
attack on sight unless his madness is cured. and relatives. Some have been vandalized with
streaks of paint in green and pink and blue.
9. FRONT HALLWAY:
There is nothing of interest in this room. However,
This passage is ten feet wide and a hundred and
the GM should roll a random encounter check
ten feet long, running east-west, with the twenty-
each time the room is revisited.
foot-wide passage in which you stand joining it
near the middle. On the floor directly in front of
the entrance someone has scrawled an
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Strongholds of Sorcery Castle D'Angelo
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Castle D'Angelo Strongholds of Sorcery
There is nothing of interest or value in this room. The door is made of dark oak, stoutly bound with
iron. On the right hand side there is a handle,
15. BACK HALLWAY: with a keyhole immediately below.
The rear hallway is dark and quiet. Ahead of you This door is not locked. Leonora used to have a
a tapestry can be seen hanging from the south key but in her madness she lost it. If she hears the
wall. party outside (chance to be determined by the
GM according to how stealthy they are), Leonora
The tapestry is on the 20' section of wall will call through the door to warn them not to enter
immediately to the north of the double-staircase. It her chamber, for her gaze will turn them to stone.
depicts seven men, each with an obviously fatal If they actually enter, she will certainly cry out this
wound, standing on a ferry across a river. The warning. It is false and she is a normal human
ferryman wears a robe the color of rain; his back is woman. However, she wears a bulky hood ("to
to the viewer of the tapestry, but his hand is visible contain the snakes!") and her face is concealed
holding the tiller and it is skeletal. Their destination within its shadows. She is wearing a beautiful gown
on the far side of the river is shrouded in shadow. of silk and taffeta (which she has purloined from
The scene is a depiction of the journey to the one of the castle noblewomen).
afterlife. Anyone who spends more than a few Though there is no reason to attack her, should
moments watching it will find that the river seems Leonora be attacked, then naturally her beautiful
to move as if it were really flowing, and the gown (worth 100 gp) will be ruined.
ferryman's robe seems to flap slightly in the breeze.
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Strongholds of Sorcery Castle D'Angelo
If the party proves to Leonora that she is not a 18. FEMALE SERVANTS' BATH:
medusa, then she will start to believe that she is a
dryad instead. She will try to flee into the woods in The masculine symbol is painted in pale green
search of her tree, though of course she cannot on this door.
really leave. There is no end to her madness, and The reason the female servants' bath has
although she will never believe herself to be the masculine symbol on it is because
something violent, there is also no way to get her
to talk any sense.
mad people have an unusual sense of ♂
humor.
Aside from Leonora's hammock and her few The room is fully tiled, with some of the ceiling tiles
personal effects (a tinderbox, a couple of candles, having continual light spells cast on them. There is
a clay mug, a wooden bowl, and her eating knife a bronze bathtub in the shape of a swan, a bronze
which doubles as a dagger) the only other thing of brazier of charcoal (unlit), a copper pot for
interest in this room is a copper bathtub that hangs heating water, and some fine-quality soap
from one wall. It is large and bulky but well made, scented with rose hips. Three of the wall tiles have
with feet shaped like those of a duck. been painted pale green.
Leonora: Normal Woman, AC 11, #At 1 dagger, These tiles originally had lettering that said what
Dam 1d4, Mv 30', Sv NM, Ml 7, XP 10 they do, but the letters have been painted over.
STR 8 (-1), WIS 13 (+1), CHA 13 (+1) Touching the left hand colored tile causes the
brazier to be lit and the copper pot placed on top,
HP 3 ☐☐☐ as if moved by an invisible person. Touching the
17. STOREROOM: middle one causes a similar effect to fetch more
water, and the right hand one has a depilatory
Listening to the door reveals constant chewing that magically removes all hair below the toucher's
and gnawing noises as if something is busy eating eyebrows. Only dwarves get a saving throw (vs.
wood in the room inside. The door is locked but Spells) to resist this effect.
can be forced easily enough, being shabbily
installed. 19. MALE SERVANTS' BATH:
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Castle D'Angelo Strongholds of Sorcery
20. LAUNDRY:
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Strongholds of Sorcery Castle D'Angelo
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Castle D'Angelo Strongholds of Sorcery
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Strongholds of Sorcery Castle D'Angelo
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Castle D'Angelo Strongholds of Sorcery
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Strongholds of Sorcery Castle D'Angelo
32. OFFICER'S QUARTERS: tread of boots can be heard walking back and
This is a bedroom. It is arranged in a neat and forth on the floor above. Otherwise this room
orderly fashion, with a bed, nightstands, a large appears empty.
but quite plain armoire, a footlocker at the foot The trap door is designed to be lifted, not lowered,
of the bed, and a large rug patterned in an and leads to room #37 on the level above. It is
exotic foreign style. The rug is the only barred shut from above and knocking on it loudly
decorative item in the room. will attract attention of the guard on watch in
This is the residence of the Knight retainer, Dame room #37.
Cherry Obreen (see Random Encounters on page A large wooden box can be found under the cot,
6 for details about her). The armoire contains a but contains little more than boots, trousers, a
few plain dresses, one somewhat fancy, and a suit blouse, and two skirts.
of chainmail armor. The footlocker contains a
variety of trousers, blouses, stockings, and 35. CORRAL:
undergarments. Each nightstand has a single The corral is connected to the stables (area 82) by
drawer; one contains a journal, inkwell, and a means of a ramp; at present, the gates into the
couple of quills, while the other contains a wooden lower level stand open. The following may need to
jewelry box. The jewelry box contains 10 or so gp be modified depending on how the adventurers
value in random "costume" jewelry items. approach the corral, and of course if it is night
The only valuable item in the room is the rug, which when they do so the description should be
she acquired in trade from a traveling merchant amended appropriately.
from the Southern Gulf. The rug is worth 400 gp to
a collector of such items. You see a corral, lit strangely by the sunshine
passing through the green glow. The corral
33. SALLY PORT: contains a single light warhorse which has been
splattered with green and orange paint.
This short corridor allows defenders inside the castle
to go outside during a siege, potentially surprising The warhorse is an entirely ordinary creature. It has
the enemy forces. However, due to the constant recovered from being pursued and painted by
presence of wizards in the castle, the sally port some madman who has since returned to the
hasn't been used in over a hundred years. The castle, and will thus be approachable by any
gate and secret door (which is plainly visible from player character who wishes to do so. Stats are
the inside) are both locked, and the keys are kept not given, but can be easily looked up if needed.
in the desk in area 30, above; in addition, both are
wizard locked by a 12th level caster. If all of those
conditions are overcome, both gate and door are
stuck, due to poor maintenance and disuse, and
must be forced just as with any stuck door.
And having done all that, any adventurers who
attempt to leave will encounter the green force
field... the effort to open the gate and door is a
complete waste.
21
Castle D'Angelo Strongholds of Sorcery
A careful search of the floor around the bookcase The walls have several pegs driven into them; three
reveals faint scuff marks as if the west end has hold crossbows while from a fourth a case of 20
been swung out. Pulling said end out will reveal a quarrels is hung. Five more boltcases lie scattered
hollow space in the wall about 15' east of the on the floor, empty. Another peg holds a bag with
window in the south wall. The niche is 3' high and dried meat, bread, and cheese; hanging from two
wide and 3' deep. Inside is a wooden treasure others are gallon-sized water/wine skins. One is full
chest bound in brass, locked, and covered by of water, the other has cheap wine in it.
dust. It is protected by a sleep gas trap, which fills Mercia Aethelred: Human Fighter 3, AC 15,
the air within a 20' radius if the chest is disturbed. #At 1 weapon, Dam 1d8+2, Mv 30', Ml 9, XP 145
All within the area of effect must save vs. Poison or STR 16 (+2)
sleep 2d6 turns.
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
Inside the chest is a bag with 500 pp, 100 gp, and
a scroll that is a deed to a distant house referred to 38. NORTHEAST TOWER:
as "Parkinson Manor." This treasure is long Listening to the door of this tower may reveal loud,
forgotten; if found, and the curse is subsequently strident voices arguing in some grunting, savage-
broken, the Duke will give the contents of the chest sounding language. A careful inspection reveals:
to the heroes as an addition to any other reward
he might grant. Any mention of Parkinson Manor You see a rather confused group of ogres in this
will be greeted by shudders and a comment like room, arguing over why they are here: one
"That place is haunted." claims they are members of the guard and
supposed to protect the castle; another is
37. NORTHWEST TOWER: arguing that they are here to loot it; and the
Both doors to this room (east and south) are thick largest one is claiming he is the king and owns it.
oak bound by iron, with a bolt that can be thrown
Depending on what the PCs do, the ogres might
from the inside. They are shut but not bolted. A
attack outright or try to embroil them in their
careful peek inside will reveal:
argument.
You see an older, plain-faced, blond-haired The largest ogre has a soft rawhide bag with
woman in chain mail and a helm, constantly 500 cp, 400 sp and 200 gp in it. One of the other
treading back and forth on watch, looking out ogres has a long bow and two dozen flint-tipped
22
Strongholds of Sorcery Castle D'Angelo
arrows; three are tipped by what looks like glass 2 Bugs! – The victim believes he or she is
but are actually gem stones (valued at 100 gp as-is covered in insects, and strikes self/attacks floor
and 250 gp if re-cut and polished by a gem cutter area to kill them. (The victim will not use
for about 25 gp each). weapons to attack the insects, and so will not
be injured by this behavior.)
A rope hangs out an arrow slit in the north wall,
showing where they entered; the arrow slit has 3 Diminution – The drinker believes he or she has
been broken out to permit them access. They shrunk to one inch in size.
have gathered an assortment of furniture into this 4 I Can Fly – The victim will insist he or she is flying
room. A set of wooden boxes (full of rocks) and at all times.
chairs rest on the trap door that allows access to
5 Fire! – The victim believes he or she is on fire,
the tower below (see room 29).
and runs around, screaming, rolling on floor.
3 Ogres: AC 15 (12), HD 4+1, #At 1 weapon, 6 Surrounded – The drinker perceives
Dam 2d6, Mv 30' Unarmored 40', Sv F4, Ml 10, companions as hostile monsters.
XP 240 ea. 7 I’m Melting! – The victim believes he or she is
HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ melting, and stands howling and "holding self
☐☐☐☐☐ ☐☐☐☐☐ together."
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 8 Green Fairy – The drinker sees innumerable
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ green pixies flying around, and tries to catch
☐☐☐ them without success.
39. GAME ROOM (ARCAN'S TOWER): The game board and pieces are exquisitely
Rich wood panels the walls of this room, upon carved of black jade and ivory. The set is magical
which are mounted various hunting trophies and and quite valuable; the pieces move upon
plaques bearing the heads of beasts, some of command and engage in wonderfully animated
which are quite unusual; these latter include a mock battles. Unfortunately the set no longer
giant stag, griffon, sabre-tooth cat, and wyvern. functions as both pairs of knights are missing,
A thick, brown bearskin rug lies before a large purloined by Lady Tia D'Angelo (see area 82) who
fireplace in the south wall, above which are had long-coveted the “horsies." Upon discovering
crossed a pair of broad-bladed spears. that their magic did not work when removed from
the board, she tossed them into her closet (in room
The bearskin rug is worth 300 gp. One of the spears 57) and promptly forgot about them. Sold
is Swine-Skewer, a Spear +1/+3 vs. Porcine individually each game-piece would be worth
Creatures. The other is not magical. 10 gp (160 gp in all) and the board 50 gp. As a set
the value is much higher, perhaps 2,000 gp to the
Two high-backed leather chairs flank a low table
right buyer.
with a chess set on it. Nearby, a wheeled serving
cart holds five glass tumblers, a fat-bottomed A large cedar trunk in one corner of the room
crystal decanter (20 gp value) filled with apricot contains several leather helmets, suits of padded
brandy, and a tall, thin bottle filled with a cloth armor, and an odd, oblong leather ball. If
translucent green liquid. This latter substance is given to the sports enthusiasts in the Grand Hall
Elven absinthe; non-Elven characters taking even a (Room 10) they will eagerly don the equipment
single sip will suffer vivid hallucinations for 1d4 turns and begin a new, less destructive game.
unless a saving throw vs. Poison is made to resist.
See the following table for suggested 40. EAST TOWER:
hallucinations, or the GM may make up something Note that the room below this one, area 7, is
as desired. occupied by a pair of pangotheria which might
climb up through the trap door if they hear activity
Typical Elven Absinthe hallucinations (roll 1d8):
in this room.
1 Drowning – The drinker believes he or she is in Also note that the pile of blankets mentioned
water, and strips off armor (if any) and drops below hides the trap door from view.
heavy items to stay afloat.
23
Castle D'Angelo Strongholds of Sorcery
The floor of this tower room is littered with arrows, the party for bandits, thieves, and murderers, and
but there are no bows or quivers visible. Blankets will assume that any attempt to persuade them of
are scattered haphazardly in the northeast the party's innocence is a diversion or a trap of
corner. In the center of the north wall is a purple some kind. They wear mailshirts and conical helms,
handprint. The green glow coming through the and wield halberds. They also have crossbows and
arrow slits casts everything in an eerie light. quivers of quarrels.
The handprint is purple paint, and is quite large. As soon as they see the party is strong and
There are a total of 219 serviceable longbow numerous, Hortense and Monique will fire their
arrows on the floor, as well as five heavy blankets. crossbows, preferring to aim at anyone who
There is nothing else of interest in this room. appears to be a Magic-User. They will then take up
position at the top of the stairs into room 42. There
41. EAST GATE TOWER: are barrels of oil by the staircases – they were
supposed to be for pouring through the murder
Valor True is hiding in the upper level of this tower.
holes in room 42 – so Monique will roll a barrel of oil
She sees verminous creatures, alternately rats or
down the stairs while Hortense reloads her
snakes, all over the floor in the lower level (room 6,
crossbow. There are no lids on the barrels, so one
above), regardless of what's actually there. 50% of
barrel will coat the stairs liberally with oil but not do
the time, she's sitting on the trap door to keep it
much damage to anyone at the bottom; any
closed, requiring a strong character to push it
character in the path of a barrel must make a
open; the rest of the time, she'll throw the trapdoor
saving throw vs. Death Ray (with Dexterity bonus
open as a character approaches and say, “Hurry
applied) or take 1d6 points of damage.
up, get in here, don't let them follow you!”
After apprenticing to the castellan of a nearby Once a staircase is coated with oil, each
keep, Valor struck out on her own, forming an character will need to make a save vs. Death Ray
adventuring party. One of the men who joined her (or a Dexterity ability roll, at the GM's option) to
party is Sevras D'Angelo, who is the Duke's third ascend it any further. Failing the check means the
cousin. Sevras told Valor of the strange ways of his character falls down the stairs, suffering 1d3 points
family, and the thought of being "just one of the of damage as well as doing 1d3 points of damage
girls" rather than the oddball woman with a sword to each person behind him or her, and forcing
appealed to her. She had already earned a them to make a similar check or fall also.
knighthood for, well, valor, and she rose quickly to
If nobody makes it to the top of the stairs, then
the position of guard captain. This has led to some
Hortense will have the chance to ignite the oil with
jealousy and hard feelings among some of the
her torch. This will do 1d6 damage to each person
longer-term residents.
on the stairs (no save) and fill the staircase with
Valor True, Captain of the Guard: thick black smoke. Under the cover of the smoke,
Human Fighter 8, AC 21, #At 1, Dam 1d8 +1, Hortense and Monique will seek to flee down the
Mv 30', Ml 10, XP 875 other side of the stairs and lay another trap for the
party elsewhere.
STR 15 (+1), WIS 17 (+2), DEX 13 (+1), CON 13 (+1)
If the party makes it to the top of the stairs:
Equipment: Plate Mail +1, Shield +1, Longsword +1,
Shortbow, 15 Shortbow Arrows +1, 5 Shortbow
Five murder holes are cut into the flagstone floor
Arrows +2
of this room. There are mountings for cauldrons
HP 35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ over the murder holes, but the cauldrons
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ themselves are absent. There are crossletted
arrow slits in the south wall. Also here are two sets
42. GATEHOUSE: of sleeping furs, an empty wineskin, and a flint
Unless the party has already encountered them in and steel.
room #4, this room contains two women-at-arms in
the Duke's employ. Their names are Hortense and The sleeping furs belong to Monique and Hortense,
Monique, and both suffer from the delusion that and consist of sheepskins sewn into a sack with the
the castle is under attack by bandits. They will take fur on the inside, like sleeping bags. They are warm
24
Strongholds of Sorcery Castle D'Angelo
and comfortable. The wineskin is from a previous 240 gp, and an enameled golden pledge pin
night, and the flint and steel are unremarkable. worth 175 gp. This last object bears a rune which
There is no treasure here. represents membership of a dwarven secret
society, which promotes Dwarven superiority over
Hortense: Human Fighter 3, AC16, #AT1, all other races. There is a 25% chance that any PC
Dam 1d10+1, Mv 30', Ml 10, XP 145 dwarf or gnome will be aware of this society. A
STR 14 (+1), DEX 13 (+1) dwarf or gnome wearing the pin will receive a -1
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ reaction roll penalty when dealing with non-
member dwarves or gnomes, but a +2 reaction roll
Monique: Human Fighter 3, AC 16, #At 1, when dealing with members. A non-dwarf or
Dam 1d10+1, Mv 30', Ml 10, XP 145 gnome wearing the pin will get funny looks or even
STR 13 (+1), DEX 14 (+1), CON 15 (+1) laughter from non-members, and will be subject to
extreme rudeness, hostility or even attacked by
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ any member encountered.
43. WEST GATE TOWER: Magnus Mourngrim: Dwarf Fighter 10, AC 22,
#At 1 axe-pick, Dam 1d8+4, Mv 20', Ml 11, XP 1,300
This room is empty... completely empty. There
are no furnishings, nor items, nor rubbish, nor STR 17 (+2), CON 18 (+3)
even dirt. The floor appears recently swept, and Equipment: Plate Mail +2, Shield +2, Axe-Pick +2
there are not even cobwebs in the corners of the
ceiling. HP 67 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
There is, in fact, nothing whatsoever in this room. ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
44. WEST TOWER:
25
Castle D'Angelo Strongholds of Sorcery
His armor is made from thick paper painted gray This long, narrow room is cluttered with brooms,
(rugged enough to count as leather but bulkier buckets, mops, towels, and linen sheets on
and heavier) and his sword is wooden –- but his skill shelves. Against the back wall you see a few
in fighting makes up for both. Though it is wooden, random chairs and tables stacked on each
the sword is both heavy and strong, doing 1d6 other.
points of damage on a successful hit. Other than the items noted, this room is empty.
Gerald Hannamaker: Human Fighter 6, AC 13,
48. GUEST QUARTERS:
#At 1, Dam 1d6+2, Mv 40', Ml 9, XP 500
STR 16 (+2), DEX 15 (+1), WIS 8 (-1) You see a plain room lit by a thick candle atop a
wooden table; also inside are two chairs and a
HP 26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
cot. There are sacks of potatoes, jars of wine
☐☐☐☐☐ ☐
and water, mugs, and other items scattered
46. VALOR TRUE'S QUARTERS: around. Sitting at the table is a man dressed in
elegant (but torn and dirty) clothing busily
This is a bedroom. It is neat and orderly, with a peeling potatoes.
bed, nightstands, two armoires (one on each
side of the room), a footlocker at the foot of the If anyone enters, the man turns and asks in a
bed, and a large, rather plain but very soft- startled voice, "Are the nobles hungry, mi'lords? Did
looking rug. Several tapestries hang on the walls, they run out of wine? They celebrate night and
depicting various martial scenes. One shows day. They keep a poor scullery lad like myself busy
dark-skinned elflike creatures doing battle with fetching food and drink for them."
light-skinned, dark-haired elves; the style and The fellow is Count Dickers, who has come to visit
detail mark it as being elf-made. the family and investigate possible romantic
involvement with the female members, always on
One armoire contains a variety of dresses, the hunt for a wife. The madness of the gem has
including several rather nice gowns. The other
26
Strongholds of Sorcery Castle D'Angelo
driven him to believe he is a mess attendant. He Knocking will result in a metallic noise as someone
spends all his time cooking meals (in the kitchen struggles with the lock.
elsewhere) and taking drink to the revelers in room
50. He will give his silken bag and its contents (in Note: The following description is long and covers
the cloak room 11) to anyone who frees him of the perhaps a turn's worth of time. The GM should be
madness. In his madness he might be bullied out of prepared for the possibility that the players may
the Dagger +2 he is using to peel potatoes; he interrupt the events described.
might also be willing to give it as a reward to a
The door opens and you see a woman in a ball
rescuing party at the end of the adventure.
gown (or perhaps it's a man... you're not sure)
This is not Count Dicker's proper room; he was who turns immediately to join the dancing group
housed in rooms 53, 54, and 55, and his property is in the center of the room.
still there. Rather, this room was previously the
quarters of some of his retinue. Ten people are in this room: five men are
lounging on pillows playing fifes and drums while
Count Muglin Dickers: Human Fighter 10, AC 16, five women are dancing a spirited country jig,
#At 1, Dam 1d4+4, Mv 40', Ml 9, XP 1,300 whirling wildly around on the floor in front of
STR 16 (+2), INT 13 (+1), DEX 18 (+3), CON 14 (+1) them and laughing madly.
Equipment: leather armor under clothing, jeweled As you watch, they cease dancing and playing
Dagger +2 used for peeling potatoes (three jewels long enough to drink from cups and jugs
worth 200 gp, 100 gp, and 50 gp), torn and dirty scattered around the room. Breathing hard,
courtly clothes. they chat briefly about how much fun they are
HP 58 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ having. Then a man with a fife says, “Let's have
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ another go! Only we get to dance now and you
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ have to play us a song!"
49. GUEST ROOM: The ten people trade places, going so far as to
strip their outer clothes off and exchange them.
This is a plainly furnished guest room with a bed, They seem unable to distinguish between
table, and armoire. Items of clothing, genders and appear to have no interest in
apparently the attire of a gentleman, are anything but their dancing and music.
scattered on the bed. A sword in a fancy sheath
hangs on a belt on one of three iron hooks When the player characters have an opportunity
beside the door. A stout wooden cross-tree to look around:
holds a suit of plate mail.
The room is furnished with shelves protected by
Additional articles of clothing are in the armoire glass doors. They contain a wide and varied
along the south wall. All the clothing in the room is selection of knick-knacks – statuettes of animals,
of high quality, but very plain in design (without people, wagons, plants and other items, made
embroidery or other fancy details). The sword is of glass, ivory, wood, or ceramic; a few appear
very well made and has the initials “GH” burned to be metal. Two tables and a dozen chairs
into the belt. The items here belong to Gerald have been pushed to the side by the dancers,
Hannamaker (see area 45) who is misguidedly and a thickly-cushioned divan is pushed against
patrolling the castle halls as if he is one of the the south wall. There is also a desk with writing
residents. Under the bed is a leather pouch quills, paper, and an ink well beside the window
containing 100 gp, 25 sp, and 4 cp. in the east wall.
50. LORD WILLIAM'S QUARTERS: Other than the items described, there is nothing of
The door to this room is locked. Anyone standing interest in the room. The dancers are all servants
near the door will trigger the following illusion: and are Normal Men having 1d4 hit points each;
as it is not likely the player characters will fight
You see a young man's face appear as if sticking them, their statistics are omitted, but may be filled
out of the door. He smiles, then says, "Knock. I'm in as needed.
home but busy."
27
Castle D'Angelo Strongholds of Sorcery
51. LORD WILLIAM'S CLOSET: This room is also furnished with a dressing screen,
two hanging lanterns (illuminated by magic, of
This small room is lined with rods for hanging up course), and other items appropriate to a
clothing, but all the clothing seems to have been bachelor gentleman. Under the mattress on the
thrown on the floor, leaving the rods empty save bed is hidden a sheaf of paper tied by a red silk
for a handful of empty hangers. ribbon. They are love letters, and while they seem
The closet is full of Lord William's clothing. Though to be from Lord William to a young lady, they are
many of his outfits are expensive, it would be all written in a fancy, feminine handwriting. The
difficult to get more than 100 gp selling them last page examined will say, "Quit trying to cause
second-hand. me trouble, Marlie," written in a blunt, square
masculine scrawl.
52. LORD WILLIAM'S BEDROOM:
The book is a notebook containing writing in some
The central feature of this room is a large, esoteric code; read languages will reveal that
ornately-decorated bed centered along the these are a journal Lord William is keeping which
south wall. At either side of the headboard are includes sundry notes on magic. The personal
oddly-designed tables in the form of crouching parts of the journal largely concern whether
lions with polished stone planks attached to the William is serious about a girl named Marlie and
tops of their heads. A book lies upon the table whether or not he'd be wise marrying her (she can
to the east, with a pair of spectacles folded up be brilliant, erratic, exciting, and annoying all at
beside it. The other table is bare. the same time). The handwriting is the same
masculine style as the last love letter above.
The lion-statue tables were a gift from a minor 2 Stone Living Statues: AC 16, HD 5*, #At 2 lava
noble from Nisenria; they are a traditional item sprays, Dam 2d6/2d6, Mv 20', Sv F5, Ml 12,
there, but William considers them eyesores. XP 405 ea.
Unfortunately, Khaadk's magic has caused them to
become animated. When any character steps HP 28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
into the room, they shift and seem to straighten up ☐☐☐☐☐ ☐☐☐
in interest. If more than one character enters, or 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
any character approaches the bed, they come ☐☐☐
thumping across the floor to attack, dislodging 53. HONORED GUEST QUARTERS, PARLOR:
their tabletops (which shatter on impact) and
throwing the book and spectacles to the floor. This room is evidently a fancy parlor, with two
These stone living statues squirt lava from their eyes bookshelves, library table, several comfortable
rather than their forelimbs. chairs, and a long, low couch scattered against
the walls of the room. A large rectangular
carpet woven in the flowery style of the Southern
Gulf covers much of the floor; it is marred by a
large patch of pale pink paint with an
overturned bucket lying in the middle. Several
paintings of landscapes hang in the room, but all
of them have been turned upside down.
28
Strongholds of Sorcery Castle D'Angelo
You hear the rattle of stone skipping across stone The bookcase contains all sorts of books. Many
along with men laughing and yelling at each have never been pulled out and are dusty. The
other; it seems to be coming from the west. most used books are oriented more towards
younger readers. A hand-written booklet with
54. HONORED GUEST QUARTERS, CLOSET: crude illustrations has been made by sewing pages
together, telling a childish story of fairies and
This room is fitted with rods for hanging clothing, unicorns; the subtext is how the little princess in the
but other than a few hangers it is entirely empty. story is being too selfish and needs to think of other
people now and then.
There is nothing of interest in this area.
On the table are scattered papers and several
55. HONORED GUEST QUARTERS, BEDROOM: exercise books covering math, geography, and
literature. Several different hands have scrawled
You see three men wearing the pointed hats,
frustrated and angry comments in them
hose, and jerkin of castle attendants. They are
concerning schooling and parents over a space of
using plain sticks to knock around stone balls
many years. Three pots of ink (red, black, and
(each perhaps three inches in diameter), aiming
gold) and ivory-tipped writing pens are near the
for buckets resting on their sides, while keeping
papers.
the others from scoring a hole. Each ball has
been crudely painted a different color. Each 57. LADIES' CLOSET:
man has a few bruises and one a broken nose
but they are having fun. They urge you to join This closet is crammed full of feminine clothing
them in a hearty game. The furnishings of this items, mostly sized for a girl of perhaps twelve
room have been pushed back against the wall, years. The floor is littered with shoes, dolls, and
and you have no idea where the bed has gone. toys of all sorts.
These men are attendants of Count Dickers: their This closet is almost entirely filled with clothing and
uniform is not what locals would wear. One is older toys owned by Lady Tia (see area 82). Her sisters
with graying blond hair (and teeth broken from keep their clothing in armoires in area 58.
many fights) and the other two are middle aged.
In the middle of this crowded space is a dollhouse;
They are all Normal Men; no statistics are given, as
due to a wish Tia made (see area 82 for details), it
they pose no real threat.
is now a magical artifact. When and if a party
There are no rules nor sense to the game they are member touches or interacts with the dollhouse,
playing and anyone who joins in will be punished then he or she will be shrunk to miniature size and
with repeated body slams and clouts from the drawn into it, appearing in room 110. "Interacts
sticks. Their madness has driven them to be with" includes casting spells at the dollhouse or
obsessed with sports and they are competing with casting spells that have the dollhouse within the
no real goals or rules. area of effect, touching the dollhouse (not
necessarily with skin – even touching it with a stick
56. LADIES' QUARTERS: or weapon or other implement counts), or
The Duke's daughters live here; each has her own attempting to damage or harm the dollhouse in
bed in area 58, below. any way. Even the mere act of inspecting the
dollhouse from a safe distance has a 25% chance
This elegant parlor contains a round table and of drawing the character inside. The magic of the
three chairs to the left of the door, a large dollhouse is powerful, and it wants to be used.
bookshelf to the right, and a tidy arrangement of
Note that the missing chess pieces from room 39
comfortable chairs with side tables in the far left
have been thrown into the pile of toys. If searched
corner. The walls are hung with beautiful
for, they may be found after a turn with a roll of 1
paintings, mostly of feminine subjects; a few
on 1d6; this roll may be retried each additional turn
depict women in armor wielding swords,
the closet is searched. It will, of course, be difficult
generally in heroic poses.
to search the closet without accidentally
interacting with the dollhouse.
29
Castle D'Angelo Strongholds of Sorcery
58. LADIES' BEDROOM: There are four dressing tables with thickly
Anyone listening at the door to this room will hear padded chairs; the tables are covered with
loud, deep barking sounds. When the door is bottles and jars of makeup, lotion, and perfume.
opened, the GM should check for surprise both for The first is neatly organized, as if little used. The
the player characters and the dire wolves inside second is further cluttered by stuffed dolls with
the room. fancy dresses and a china tea set. On the third
dressing table is a large silver jewelry box in
If the wolves are not surprised:
addition to the other items.
Three huge wolves lunge at you, barking and Four spacious armoires hold all sorts of feminine
growling! clothing. Two additional wardrobes hold leather
jerkins and trousers, studded leather gloves with
If the wolves are surprised: falcon claw marks on them, leather hats and
You see three huge wolves circling each other in face masks, wooden sticks for practicing sword
the center of the room. You notice that one play, several metal helms and a suit of chain
wears a wide pink collar, another a yellow collar, mail. Hanging on one wall are two shields, two
and the last one a pale purple collar. crossed spears, two unstrung bows with quivers
of arrows, two swords, four daggers, and a war
If they have the advantage of surprise, the hammer. A glass-fronted wooden case rests on
adventurers may attack once as normal before a small table near the entrance; inside are a
the dire wolves turn and attack. They are starving, bundle of arrows tied with a red ribbon.
and so will fight with intensity and fervor.
The women depicted in the paintings are all
Actually, the dire wolves are the girl's hunting female members of the family, mostly from the
hounds, transformed somehow into monsters. past; all attempt elegance, with varying success.
When any one of these dire wolves are killed it will The mirrors have been enchanted with a curious
revert to its original form. Adventurers may receive illusion. Any character looking into them will see in
extra rewards from the girls (at the end of the the reflection a ghostly hand overhead with a
adventure) if they manage to not kill all of them. marionette control bar, with strings linking the
3 Dire Wolves: AC 14, HD 4, #At 1 bite, Dam 2d4, control bar to the hands, feet, and head of the
Mv 50', Sv F4, Ml 9, XP 240 ea. character's reflection. As the character moves,
the hand will also move in perfect synchronization,
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
seemingly controlling the character.
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ The first dressing table is presently unused. The
second belongs to Tia. The third is Julianne's; the
After the battle is over, the adventurers may jewelry box is worth 75 gp, and contains lower-
examine the room: value jewelry items having a total value of perhaps
This room is the epitome of posh elegance. On 150 gp. The last is Neva's, and while obviously used
regularly by her, it contains no items of special
each wall are two or three paintings of women in
fine clothing. There are four beds, each a four- significance.
poster with lace drapes, satin sheets, thick Each quiver mentioned above has two bow strings
mattresses, and fluffy pillows. A group of dressing tied around it. The arrows in the wooden case are
mirrors stand behind folding screens. six Shortbow Arrows +1.
30
Strongholds of Sorcery Castle D'Angelo
This room contains a random assortment of cots This room contains a number of comfortable-
and beds, and in each there appears to be a looking chairs and two couches. There are a
child sleeping. Seated in a fancy rocking chair number of paintings on the wall, most depicting
at the far end of the room is a woman in a dress dragons of various colors in flight. Lying on one
which, though made of fine material, is rather of the couches is a man who appears to be fast
dirty. She sees you and raises her finger to her asleep; many papers are scattered on the floor
lips, indicating silence. around him.
The “children” in the beds are actually the The man on the couch is Rodrick Gilder, a Magic-
animated dolls from Lady Tia's enchanted User who was visiting the castle when the curse fell
dollhouse. One of the castle's regular inhabitants, upon it. His madness is a form of bipolar disorder.
Claudette Pineau, the castle's official Blazoner, He has dismantled several folios all over the floor,
entered the dollhouse and brought them out with and if he is awakened, he will switch to the "manic"
her. She is convinced she is their mother, and will mode and begin talking at top speed. He will
fight to defend them. alternate between offering the player characters
wine or tea (being unable to decide what he
The only problem is that the dolls will attack wants), rambling about his obsession with illusion-
anyone other than Claudette or Tia on sight. If the casting, and trying to put the books back together
player characters make any noise (including (which he will not be able to do because he
attempting to speak to Claudette), they will cannot focus for more than a minute).
awaken and attack.
After 1d4 turns of this behavior, he will switch to the
They are wooden dolls, originally tiny but now the
depressed mode, lying back down and going to
size of children. They wear dirndls (old-fashioned
sleep, remaining that way for 2d4 turns or until
dresses) with matching polka dot capes and clogs.
deliberately awakened. He is of no use to anyone
Their names are Lucy Lavender, Mary Strawberry,
in this state; if he is cured of his madness, he will
and Sue.
offer to help, but he knows very little about the
Claudette Pineau, Castle Blazoner castle and is not very proficient at magic either.
Human Fighter 3, AC 11, #At 1 dagger +1, Gilder is a large man, about 6' 6", and is very
Dam 1d4+1, Mv 40', Ml 9, XP 145 muscular. He is dressed in ordinary clothing, with
Equipment: Dagger +1 nothing odd or wizardlike in his attire.
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Rodrick Gilder, Visiting Wizard
3 Animated Dolls: AC 16, HD 5*, #At 2 fists, Human Magic-User 3, AC 11, #At 1 dagger or spell,
Dam 2d6/2d6, Mv 20', Sv F5, Ml 12, XP 405 ea. Dam 1d4+3 or by spell, Mv 40', Ml 7, XP 175
HP 28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ STR 18 (+3), INT 13 (+1)
☐☐☐☐☐ ☐☐☐
27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Spells: detect magic, shield, continual light
☐☐☐☐☐ ☐☐ HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
31
Castle D'Angelo Strongholds of Sorcery
61. BEDROOM: tucked into the drawer of the side table. They will
only use these weapons if forced to do so; even if
This tastefully-decorated bed chamber is she is called out regarding the poisoned wine,
furnished with a large four-poster bed with heavy Elouise will still not take any offensive action.
drapes drawn around it; on either side are
nightstands with shuttered lanterns atop them. A As Hector questions the adventurers about their
large armoire stands against the right wall, near activities, Elouise will open the wine bottle and
the sole window. There is a door in the corner to pour wine for everyone, being sure to hand the
your left, and beside it stands a writing desk; the poisoned wine to the player characters first. She
desk top is open, revealing a mess of papers with will not drink, of course, and if she sees that Hector
a spilled inkpot lying on top of them. The desk is going to do so she will "trip" and cause him to spill
chair is lying tipped over on the floor beside the his drink.
desk. Two comfortable-looking chairs are Anyone sipping the wine must save vs. Poison or
positioned in the corner to your right, with a small suffer 2d8 points of damage and be rendered
side table between them. A tray containing a unconscious for 1d4 turns.
bottle of red wine, a cork screw, and eight wine
glasses rests on the table. Hector will frequently interrupt anything the player
characters say in answer to his questions,
A couple are sleeping here, hidden by the drapes interjecting increasingly obvious lies about his
on the bed. The man is a merchant, Hector power, prowess, wealth, and fame.
Kreyling, who was negotiating with the Duke. The
woman is his wife Elouise. Unfortunately, he is now Hector and Elouise will both deny that the castle is
a pathological liar (believing he is a baron from under the effects of any sort of curse; they believe
the south) while she is a homicidal maniac. that all is well, and cannot be convinced otherwise
without first curing their insanity.
They will awaken in 1d4 rounds unless the player
Elouise will not leave the room without Hector, and
characters are utterly silent. When they awaken
Hector does not wish to go out. There is a purse
Hector will introduce himself and his wife. He will
containing 119 gp in the drawer of the nightstand.
apologize that there are not enough chairs for
None of their other personal items are in this room.
everyone as he takes the largest chair for himself.
His wife will behave in as charming a fashion as she Hector Kreyling, Merchant
can, gravitating toward any characters who Human Fighter 2, AC 11, #At 1 dagger,
appear to be of higher class; if no other means of Dam 1d4+1, Mv 40', Ml 8, XP 75
deciding this is visible to her, she will choose elves
or Magic-Users over other characters. HP 9 ☐☐☐☐☐ ☐☐☐☐
Neither Hector nor Elouise will notice the fact that Elouise Kreyling, Hector's Wife
they are still in their night clothes, and if this is Normal Man, AC 11, #At 1 dagger, Dam 1d4,
pointed out they will deny it. Hector has a dagger Mv 40', Ml 5, XP 10
tucked into the back of his pajama trousers, while
Elouise is unarmed but is aware of a dagger HP 2 ☐☐
62. CLOSET:
32
Strongholds of Sorcery Castle D'Angelo
63. BEDROOM: task... she will not release Markus nor stand down
from guarding him until either the Duke or the High
This bedroom is a bit less grand than some others Priest appear and tell her to do so.
on this floor, but still fairly nice. A large, rumpled
bed with a single nightstand is located in the far Markus Senarius-Corvalis: Human Magic-User 5,
left-hand corner, and a desk and chair are in the AC 14, AB +2, #At 1, Dam 1d6+1, Mv 40', Ml 8,
far right-hand corner. An armoire stands in the XP 405
corner to your left. Two easy chairs face each Equipment: Ring of Protection +2, Walking Staff +1
other at either end of a large rug that angles
across the floor. Spells: detect magic, floating disc, invisibility,
knock, hold person
As you consider the room, you see the bed HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
covers move...
Maliha Raval: Human Fighter 3, AC 18, AB +2,
A very, very drunk male warrior, bodyguard to the #At 1, Dam 1d10+1, Mv 30', Ml 9, XP 145
merchant in room 61, is sprawled in the bed here.
His madness is dipsomania; if he awakens, all he Equipment: Plate Mail +1, great sword
wants is another drink. Nothing else interests him. HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
He has piled his armor and weapons in the bottom
of the armoire. 65. SERVANT'S QUARTERS:
Bodyguard: Human Fighter 2, AC 11, AB +3, #At 1, This room contains a three-tiered bunk bed
Dam 1d8+2, Mv 30', Ml 9, XP 75 against the far wall. Three rather plain armoires
are lined up along the left-hand wall, while a
Equipment: plate mail, longsword (in the armoire)
dressing table and chair stand along the right-
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ hand side. The beds are all neatly made and
the room appears spotless.
64. BEDROOM:
Three male servants bunk here, but they are not
As soon as you open the door of this fancy present at the moment. Somehow, a giant crab
bedroom, you see a surprising and somewhat spider has gotten into this room and is hanging
disturbing sight: A man in robes is tied spread- over the door. It will surprise on 1-3 on 1d6.
eagle on the bed, gagged with a knotted scarf.
Beside the bed stands a warrior, a woman like Giant Crab Spider: AC 13, HD 2*, #At 1 bite,
most of the other warriors you've seen in the Dam 1d8 + poison, Mv 40', Sv F2, Ml 7, XP 100
castle. When she sees you, she lowers her visor HP 9 ☐☐☐☐☐ ☐☐☐☐
and draws her greatsword. "Get back," she says.
"I won't let you have him!" 66. SERVANT'S QUARTERS:
The man on the bed is Markus Senarius-Corvalis, This room contains a two-tiered bunk bed
one of the visiting wizards. Amazingly, he is not against the far wall. Two armoires are lined up
insane, having successfully resisted all the insanity along the left-hand wall, opposite a pair of
waves thus far. The woman, Maliha Raval, was not dressing tables with chairs along the right-hand
so lucky; she was guiding Markus to his room when side. The beds are all neatly made and the
the first insanity wave hit. Now she believes he is room appears spotless.
possessed, which is why she knocked him out and
bound and gagged him. She further believes that Two female servants bunk here, but they are not
other possessed individuals are searching the present at the moment.
castle for him, and that she must protect him from
them. She is waiting for the Duke or High Priest to
come and exorcise Markus.
She will tend to believe any characters who enter
the room are possessed, and will have to be
convinced they are not before she will lower her
sword. However, she cannot be deterred from her
33
Castle D'Angelo Strongholds of Sorcery
67. CHATTERING MASK: Within these limits the spirit will be quite willing to
tell the party what it knows and what it has seen. It
The door opens to reveal a room ten feet wide does not know where Pons is, nor can it reveal any
north to south and twenty feet east to west. command words or passwords, but clever
Hanging from the east wall is a large bronze questioning by the players can still teach them
mask, in the form of a humanoid face with a quite a lot.
tapir's nose. A circle is inscribed on the floor In
front of the mask. The spirit is quite happy in the mask and does not
wish to be released.
The mask is inhabited by a strange spirit from the
distant past. It is the ghost of something pre- If the mask is destroyed the spirit will have nothing
human, and it has no real language; the magic tying it to this plane and will dissipate. This will
circle on the floor is what enables communication make the Duke very unhappy if he hears about it.
with it, translating its strange and atavistic thought
patterns into something a speaking creature can 68. GLASSBLOWER:
understand. Bizarre sounds come from behind this door. You
The mask is attached to the wall by means of hear a voice saying, "Clippety-clop! Clippety-
magic similar to a wizard lock, cast at the 15th clop!" As you listen, another voice yells: "Whoa
level of ability. Even if the player characters boy!", and then there is a crash of shattering
succeed in removing it from the wall, it is necessary glass.
to stand in the magic circle in order to talk to it. Opening the door will reveal the castle's
This spirit is one of the only things in the whole glassblower, an elderly gnome called Yunkers,
castle that's both intelligent and sane (as it is riding on the back of the castle's alchemist, a
effectively immune to the magic of Khaadk). If slender middle-aged man called Rablett. Owing
questioned correctly, it can tell the players what to their complementary madnesses, Rablett
has happened around it in a relatively coherent currently believes himself to be Yunkers' horse, and
way. However, there are several kinds of query it Yunkers believes himself to be Rablett's jockey.
will not answer: When he sees the players, Yunkers will tell them: "I
1) The spirit comes from a time before there were need a saddle!" There's no point answering him,
names. It has no name itself and knows no names. though. If asked a question (any question at all),
To it, Khaadk is "Mad-spirit," Duke Pons is "Friendly- he will answer: "Under the elephant's hatstand!"
man," and so on. It will not understand questions (50%) or "It's turtle o'clock!" (50%) Otherwise he will
about names. ramble on endlessly about how much his fine new
horse reminds him of his old friend Rablett, but
2) The spirit has endured so long it has lost all periodically making peremptory demands for a
concept of time. It gets sequences muddled and saddle. He does need one: Rablett is really too
when relating stories it will often invert cause and bony for an elderly gnome to ride without one,
effect. It will not understand questions about time and Yunkers is getting sore. (There are saddles in
or sequence. the stables.)
3) It has a very limited concept of number — it can There's no point talking to Rablett because he has
manage "one", "a few", "some", and "many." It will a rope in his mouth. This is serving as his bridle, and
not understand questions about number. it makes his speech totally unintelligible. He won't
take it out unless Yunkers gets his saddle (in which
4) It thinks in terms of primal urges: hunger, thirst,
case Rablett will spit out the rope bridle while the
sleep, will to live, will to hunt, desire to mate,
saddle is put on). In this event Rablett tells the
comradeship/pack-membership and revenge. It
party the code word for room #101.
has no concept of love, duty, honor or courage. It
also doesn't understand ownership — its atavistic The glasswork in this room comprises an assortment
mind cannot grasp ideas like property or money. of test tubes, boiling tubes and flasks, pipettes,
alembics, crucibles, burettes, pycnometers, retorts,
desiccators, funnels, dropping funnels, vials,
beakers, and jars of all shapes, sizes, and kinds.
34
Strongholds of Sorcery Castle D'Angelo
Much of it is broken owing to Yunkers and Rablett's the available potions is a Potion of Silence, which
antics but that which survives is worth a total of owing to the admixture of potions in his stomach,
about 1,200 gp. had a permanent effect on Marcel. If the party
can remove curse or dispel magic they can get
Yunkers: Human Magic-User 6, AC 11, #At 1, him talking again and he can explain what he's
Dam 1d3, Mv 40', Ml 9, XP 555 done; however, casting either spell to remove the
STR 7 (-1), INT 17 (+2) silence will not also cure his insanity, so each time
Spells: detect magic, hold portal, magic missile, he's asked what a label means, there's still a 25%
detect evil*, invisibility, dispel magic, protection chance that he'll lie.
from evil 10' radius* The room contains 3d6 randomly-determined
Equipment: robe, eating knife, Wand of potions, each containing 1d3 doses. Each potion
Petrification (19 charges) has a 20% chance of being a "special" from the
following table:
HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
1d4 Result
Rablett: Human Magic-User 6, AC 12, #At 1,
Dam 1d3, Mv 40', Ml 9, XP 555 1 Potion of silence
Equipment: doublet, hose, eating knife If the potion is not a "special" as shown above, use
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ the standard BFRPG potion tables. Roll each potion
☐☐ twice: once to determine what it is, and another
time to determine what label it displays.
69. ALCHEMIST:
The Potion of Silence works like a potion of
If an adventurer listens at this door, complete invisibility except that the drinker is imperceptible
silence will be heard. to hearing instead of sight. Note that no one can
When and if the party opens the door: cast spells while silenced.
The Potion of Blueness makes the drinker's skin
This room is an alchemist's potion-making room. It become permanently cobalt blue. If the drinker
contains a young man in a blue robe who is imbibes a second such potion, roll his or her new
peering at one of the potions. There is also a skin color on the following table:
large number of assorted potions in glass flasks,
an owlbear skull, a large glass jar of gray liquid, a 1d8 Color
big brass pot of yellow mold, a jar of embalming 1 Red
alcohol containing a dead octopus, a magic 2 Orange
Bunsen burner of some kind, and an apparently
3 Yellow
ordinary apple with one bite taken out of it.
4 Green
The large glass jar of gray liquid is concentrated
5 Blue
wraith ectoplasm: anyone who drinks from it suffers
one level of energy drain (no saving throw). The 6 Indigo
big brass pot is full of actual yellow mold, which will 7 Violet
of course release its spores if disturbed. The magic 8 Returns to original skin color
Bunsen burner produces a hot blue flame or a
bright yellow flame on command, and the apple is The Potion of Bloat causes the drinker to inflate like
the young man's lunch. a helium balloon, causing the character to rise into
the air while bursting his or her armor-straps, tight-
This young man is Marcel, the alchemist's
fitting clothing, belts, etc. The drinker will ascend
apprentice. His madness has made him swap
10 feet per round until he or she meets an obstacle
around all the labels on the potions. Marcel then
(probably the ceiling) or the potion wears off.
went around swigging potions at random. One of
35
Castle D'Angelo Strongholds of Sorcery
36
Strongholds of Sorcery Castle D'Angelo
72. TEACHER'S ROOM: The desk is beside the east door, with an overfull
A man in a deep blue robe sits slumped over a bookshelf next to it. An armoire stands against
desk in this bedroom. The desk is covered with the west wall, directly opposite the desk. A
papers, and more papers are scattered on the large, plain bed covered with an elaborate quilt
floor around it. is centered against the back wall, with a two-
drawered nightstand on the east side and a
The man is Luis Aureliano, who works as a teacher chest to the west.
in the castle. His insanity is an obsession with
creating a textbook on the history of the great Painted papers and canvases are hung all over
families of wizards; the papers scattered all around the walls; most the artwork is quite poor, as if
are mostly scrawled notes, incomprehensible to done by children.
anyone else (and likely even to him, were he in his Bad paintings (done by students) line the walls
right mind). He has exhausted himself working and here.
passed out. If he is awakened he will immediately
return to his work, muttering random names and Luis Aureliano, Teacher: Human Magic-User 2,
facts, writing on one paper and then digging for AC 11, #At 1 dagger, Dam 1d4, Mv 40', Ml 7,
another, and so on. XP 100
37
Castle D'Angelo Strongholds of Sorcery
74. ROLAND'S TOWER, 4TH LEVEL: worth a total of 900 gp. Again, these are just the
items of jewelry most worn by the Duchess, and
This large bedroom is draped in rich red, from the others are stored elsewhere.
velvet curtains hung over the windows and the
cherry-framed bed to the tapestry along the wall The books in the glass-fronted cabinet are all the
depicting a bloody war between a D'Angelo same sorts of books as the ones scattered around
ancestor and the gnolls that lived nearby the room, except for two which are the spell books
centuries ago. Facing the door are the mounted of the Duke and Duchess. They are covered by
tusks of an elephant on a wooden plaque, illusions which make them appear to be books of
looming over a small table with an empty bowl fairytales. Detect magic will not reveal them, but
made of red-tinted glass. detect illusion will.
The bed stands upon a low carpeted dais 75. ARCAN'S TOWER LIBRARY:
against the south wall of the room, with a
nightstand on each side. A large armoire stands This room is a library. The walls are lined with
in the southwest corner, and a fancy dressing floor-to-ceiling bookshelves loaded with books.
table with an elliptical mirror stands opposite it in As you enter the room, you hear a humming or
the southeastern corner. Cabinets with glass buzzing noise coming from the west side of the
doors line the north wall of the room, filled with room. The books on one of the shelves appear
books and knick-knacks. to have been damaged, perhaps by insects,
The room is rather more disheveled than you'd and the noise seems to be coming from there.
expect a nobleman's private chambers to be. A swarm of wasps has made a nest in the
Papers and open tomes lie scattered among the bookshelf on the west side of the room. Exposure
the rumpled bedsheets and on the floor. to high levels of magic has mutated them; they
Note that there is a trap door in the ceiling, with a are about six inches long, marked in all the colors
ladder leading up to it, in the northeast corner of of the rainbow, and individuals have from four to
the room. It is not immediately visible when the nine legs and anywhere up to seven pairs of wings.
room is entered via the staircase. Characters stung by the wasps will suffer a variety
of effects (see table below).
Closer inspection of the papers will reveal that
Pons and his wife have been collaborating on If left alone, the wasps may not attack at all. For
something, though on cursory examination the each turn that the room is occupied but the wasps
player characters can't make heads or tails of unmolested, they will attack on 1 on 1d6. If the
what. If a Magic-User takes the time to sort bookshelf where their lair is located is disturbed,
through the notes (1d4+1 turns, minus the they will attack on 1-3 on 1d6; if the nest itself is
character's Intelligence bonus, minimum 1), it will bothered, then naturally they will attack
become apparent that they are attempting to immediately.
unlock the secrets of a ritual to ensure that they will
Visible in the pile of damaged books of which the
conceive twins.
lair is composed is one entitled "Secrets of Castle
The scattered books, however, are all novels, D'Angelo." Naturally, touching this book is a sure
collections of folklore, and other such things that way to make the wasps attack. If it is removed
the duchess has been reading for pleasure in her and examined, the remaining pages will be found
spare time. Atop a pile of books on the nightstand to be entirely blank.
lies a pair of reading glasses belonging to her.
Swarm of Rainbow Wasps: AC 13, HD 4**, #At 1,
The armoire contains the clothing of the Duke and
Dam 1d3 (double vs. unarmored foes) + magical
Duchess. It contains only their clothing worn day-
effect (see below), Mv 10' Fly 20', Sv N/A, Ml 11,
to-day; clothing that is out of season is stored in a
XP 320
different room.
HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
On the dressing table are a variety of cosmetic
powders and creams, and a silver box worth 20 gp It is recommended that the GM review the Insect
which contains various necklaces and earrings Swarm entry in the Basic Fantasy RPG Core Rules
for the details of combating these creatures.
38
Strongholds of Sorcery Castle D'Angelo
39
Castle D'Angelo Strongholds of Sorcery
76. ARCAN'S TOWER, 4TH LEVEL: single nightstand on one side and a dressing
As you enter the room, you hear a high-pitched table on the other, and rounding out the
cackle. "Look lively, girls, we've got visitors!" You furniture are three armoires. The walls are full of
see an old woman in a fancy nightgown facing paintings and tapestries, and the general feel of
you, with a large green jewel held in front of her the room is very feminine.
eye. Two other old women sit on beds near her,
Elena: Human Magic-User 5, AC 11, #At 1 dagger,
and both begin to speak at once. "Give me the
Dam 1d4, Mv 40', Ml 9, XP 405
gem!" says one, and then "No, me, I want to see
CON 14 (+1), CHA 13 (+1)
them! Are they men? Are they handsome?"
asks the other. Spells: light, shield, continual light, wizard lock,
fireball
The three women are Elena, Elona, and Elana, HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
three sisters who came to the castle fifty years ago
as "Aunt" Fleta's ladies-in-waiting. See area 77, Elona: Human Magic-User 5, AC 10, #At 1 dagger,
below, for details of Aunt Fleta. They are not just Dam 1d4, Mv 40', Ml 9, XP 405
companions to a Magic-User, they are Magic-Users STR 7 (-1), WIS 15 (+1), DEX 7 (-1), CHA 14 (+1)
themselves. All are suffering from psychosomatic Spells: light, magic missile, levitate, wizard lock,
blindness. They have a large green sapphire of dispel magic
crystalline clarity which they believe is a “stone of HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
seeing;" whichever of them has the stone will look
through it, believing that it grants the power of Elana: Human Magic-User 4, AC 11, #At 1 dagger,
sight. The others will, of course, clamor for their turn Dam 1d4, Mv 40', Ml 9, XP 280
with the stone. The jewel is not actually magical, INT 14 (+1), WIS 13 (+1), CON 13 (+1)
but is worth at least 500 gp. Their blindness has Spells: hold portal, magic missile, knock, mirror
made them fearful, and as a result they may image
respond in a hostile fashion if they feel threatened. HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
When the characters have a chance to look the 77. ARCAN'S TOWER, 5TH LEVEL:
room over, read or paraphrase this description:
As you open the door and turn the corner into
This room contains three single beds, one against the room, you see that it is a beautifully
each of the north and west walls and the last appointed, femininely decorated bed chamber.
positioned beside the staircase. Each has a An old, somewhat portly woman sits in an easy
chair near the north wall, leaning back asleep.
She snores loudly, in fact. On a table beside her
is a haphazard pile of books. A large four-poster
bed is centered against the west wall, with a
nightstand visible on the near side, and at the
south end of the room is a dressing screen. You
can see a ladder attached to the south wall,
rising up from behind the screen and leading to
a trap door in the ceiling.
The woman is "Aunt Fleta," AKA Lady Fleta
D'Angelo. When the room is entered, roll for
surprise as normal; if she is not surprised, then she is
only pretending to be asleep. If she is surprised,
then obviously she really is sleeping.
Despite being called "Aunt," she is actually the
Duke's second cousin. In defiance of family
tradition, Fleta is a Magic-User of some power. The
ladies-in-waiting in area 76 are her attendants.
40
Strongholds of Sorcery Castle D'Angelo
Fleta is suffering from megalomania... she believes value). Finally, on her desk is a jeweled letter
she is the Queen of Enterone, and any characters opener worth 1,400 gp. The box is made of
who enter her room are servants to be put to work. imported wood, but is only worth about 50 gp.
Among her personal effects is a Scroll of Five Lady Fleta D'Angelo: Human Magic-User 9, AC 15,
Magic-User Spells, containing anti-magic shell, #At 1 walking staff (AB +5), Dam 1d4+1, Mv 40',
detect evil, dimension door, feeblemind, and Ml 9, XP 1,150
remove curse. She also has a box of assorted INT 14 (+1), DEX 17 (+2), CON 8 (-1), CHA 6 (-1)
jewelry: an anklet (1,000 gp value), a bracelet Spells: magic mouth, read languages, sleep,
(1,100 gp value), a bracelet (1,500 gp value), a levitate, web, wizard lock, fireball, invisibility 10'
clasp (700 gp value), a comb (400 gp value), a radius, charm monster, ice storm, cloudkill
pair of earrings (900 gp value), a pair of earrings
Equipment: Walking Staff +1, Ring of Protection +2
(1,100 gp value), a pair of earrings (1,200 gp
value), a pair of earrings (1,300 gp value), a HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
necklace (600 gp value), and a necklace (700 gp ☐☐
41
Castle D'Angelo Strongholds of Sorcery
79. ARCAN'S TOWER: The secret door has a tiny keyhole and requires the
correct key to open it. The correct key is, in fact,
The walls of this room are lined with clocks. inside one of the clocks in this room. For each turn
Some are floor-standing grandfather clocks, a character searches, there is a 1 on 1d20 chance
while others are lined up on shelves. A table and of finding the key; if multiple characters search, roll
two comfortable-looking chairs are positioned in once per turn with a range from 1 to the number of
the crook of the staircase, and several more characters searching. For instance, if three
clocks stand on the table. characters search for one turn, the key is found on
You notice a scrap of paper lying on the floor a roll of 1-3 on 1d20. Add an additional point to
under the table. the range for the number of turns the characters
have been searching (so if the group searches for
The paper says "Do not wind this clock!" It was a second turn, the range is 1-4 on 1d20).
affixed to one of the clocks, but has been torn
loose, and yes, someone has wound the clock that 80. STABLES:
should not have been wound. As there are This area is, very evidently, the stables. There are
hundreds of clocks in the room, it is unlikely the several horses here, and a middle-aged man
player characters will be able to identify the "bad" who appears to be tending to them. He turns to
clock. Worse yet, most of the clocks are magical look when you enter, and you suspect from his
in some way or another, so even detect magic slow, somewhat vacant smile that he is rather
won't be of much help. simple. You also notice his right hand is missing.
The clocks have all been "corrected" by the same The man tending the horses does, in fact, have a
mad person who wound them, and so no two of very low Intelligence, which is why the madness of
them show the same time. For each turn the Khaadk has not afflicted him; the stablemaster
characters spend in the room, there is a 1 in 6 and the other apprentice who normally work in this
chance that the cursed clock will sound. If this area are absent, having succumbed to the
happens, roll 1d10 for the effect on the table madness. The remaining stableman knows that all
below. All characters in the room must roll a save the others in the castle are mad. He also knows
vs. Spells or be affected by the clock. Lady Tia is in area 82, below, and he is very afraid
If the cursed clock is somehow identified and of her. He does not know what became of Regal,
stopped no further effects will occur, but any curse the Duke's griffon, but if he did he would not
already in effect will play out as described below. approach it as he is afraid of it.
No statistics are given for the stableman, as he is a
1-2 08:00 AM: Morning Joy! The character will
Normal Man with no particular ability.
be charmed by the chiming and stand
immobile listening to it for 1d4+1 rounds. 81. WINE CELLAR:
3-4 12:00 Noon: Lunch time! The character only Note: The heavy iron gate to this area has no lock,
wants to eat a full lunch and refuses to do but is secured by a wizard lock cast by the Duke.
anything until he or she has eaten it or until
1d4 hours have passed. This room is lined with wine racks filled with
5-6 4:00 PM: Tea time! The character will bottles. Roughly in the middle of the room you
prepare a tea party during which he or she see a grossly-fat man seated on a barrel. Before
will behave with extremely good manners. him, on another barrel, are set about a dozen
If any character refuses to participate, the bottles of wine and a number of goblets.
afflicted character(s) will not speak with him "Come and sit down!" the fat man shouts. "Join
or her for the rest of the day. The tea party me for a drink!"
will require 1d4+2 turns to complete.
7-8 10:00 PM: Bed time! The character is This is Herman de Groot, a High Priest who lives in
afflicted as if by a sleep spell (which may the castle. His madness is dipsomania, and he
affect any character regardless of level). wants both the player characters and himself to
drink copious amounts of alcohol — but despite his
9-0 3:00 AM: Bad time! The character suffers drunkenness, de Groot is too wise to drink faster
2d4 points of damage from the loud sounds. than the others around him.
42
Strongholds of Sorcery Castle D'Angelo
43
Castle D'Angelo Strongholds of Sorcery
The young woman is Tia D'Angelo, who is afflicted The pegasus, being more intelligent than many
with a sort of megalomania. She sees power as people, was unfortunately subject to Khaadk's
something she should just reach out and take, and madness and is now afflicted with catatonia. It is
accordingly she walked into her daddy's bedroom thus also of no use to anyone.
and took the Ring of Three Wishes from his bedside Leaning against the wall near the door to room 83
table. She used all three wishes inside of ten is a broom, which is actually a somewhat
minutes. unpredictable Broom of Flying. The Duke was
Being a not-very-bright thirteen-year-old girl with a trying to repair it before he went mad – anyone
mental age of about seven, her first wish was: "I getting on it should be ready for an exciting ride!
wish for my own pet unicorn who lives in the The Broom of Flying is in the stables because the
stables. He's got to love me, and he's got to be Duke's wife Maricela put it there. In her madness,
purple, he's got to be able to talk, and his name's she thought: the broom is something you sit on with
got to be Twinkle Starlight!" And thus Twinkle your legs either side and it takes you places; other
Starlight, the purple unicorn who is her friend and things like that belong in the stables; thus the
guardian, was created. He talks like a character broom belongs in the stables.
from a children's cartoon, but if he thinks anyone's Tia, Third Daughter of Duke D'Angelo:
threatening Tia, then he will gore them through the
heart with his horn. Human Thief 2, AC 11, #At 1 dagger (AB +1),
Dam 1d4, Mv 40', Ml 8, XP 75
Since there were certain things her mother had
STR 7 (-1), WIS 8 (-1)
always denied her, her second wish was: "I wish I
had my own house where everything's pink and Equipment: Dagger +1
purple, with a room full of makeup, and a room full HP 6 ☐☐☐☐☐ ☐
of sparkly shoes, and a million dresses!" The wish
enchanted Tia's doll's house. What Tia hasn't yet Twinkle Starlight, the Unicorn: AC 19, HD 4*,
worked out is that anyone who touches the #At 2 hooves (AB +4)/1 horn (AB +7),
dollhouse becomes magically doll-sized, and can Dam 1d8/1d8/1d6+3, Mv 80', Sv F8, Ml 7, XP 280
explore it and play with Tia's treasures. The HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
dollhouse may be found in area 57, and is detailed
in areas 110-116. 83. CATACOMBS ENTRANCE:
Tia's third wish ("I wish that I could make boys fall in The large doors here are each marked with a
love with me whenever I want!") gave her the symbol depicting two wheat-heads crossed.
special ability to charm person at-will, once per
round, provided the target is a male human (who Any cleric, or any character with historical
does receive a saving throw vs. Spells to resist, as knowledge would recognize the symbol as
normal). Only one character at a time will be so representing the god of death, Mors Kain (the
affected; if she successfully charms another, any wheat heads represent the harvest, and Mors Kain
previously charmed character will be freed. is the harvester).
44
Strongholds of Sorcery Castle D'Angelo
45
Castle D'Angelo Strongholds of Sorcery
46
Strongholds of Sorcery Castle D'Angelo
47
Castle D'Angelo Strongholds of Sorcery
First stage: The user puts the source item into the Sanzo D'Angelo ("Duke Roland D'Angelo"):
left-hand booth. The source item must hold an Human Magic-User 1, AC 11, #At 1, Dam 1d4,
enchantment. The user also puts a Matrix into the Mv 40', Ml 9, XP 25
right-hand booth. The Matrix must be a gemstone,
but the type varies according to the enchantment INT 13 (+1), WIS 5 (-2)
to be transferred: Spells: magic missile (expended already)
+1 item: emerald worth at least 500 gp Equipment: dagger
+2 item: sapphire worth at least 1,000 gp HP 2 ☐☐
+3 item: ruby worth at least 5,000 gp
Beatrice Gilder Yokley ("Lambda Senarius"):
Miscellaneous magic item: diamond worth
Human Magic-User 1, AC 11, #At 1, Dam 1d4,
at least 2,000 gp
Mv 40', Ml 9, XP 25
Cursed item: lump of coal
INT 13 (+1)
Second stage: The user touches the Matrix with the
Spells: darkness (expended already)
Designator. The source item crumbles to dust (no
saving throw). At this point the Matrix holds the Equipment: walking staff
enchantment that was previously within the item. HP 2 ☐☐
Deduct one charge from the Designator.
David Mercado ("Prince Malin Tarseus"):
Third stage: The character puts the Matrix in the
left-hand booth and the target item into the right- Human Magic-User 1, AC 11, #At 1, Dam 1d4,
hand booth. The target item must not already be Mv 40', Ml 9, XP 25
enchanted. CON 15 (+1), CHA 7 (-1)
Fourth stage: The user touches the target item with Spells: magic missile (expended already)
the Designator. The Matrix crumbles to dust and Equipment: dagger
the target item becomes enchanted. Deduct
another charge from the Designator. HP 3 ☐☐☐
If the wrong Matrix is used, then the source item is 90. LABORATORY:
destroyed and the Matrix remains non-magical. Fleta D'Angelo's sigil hangs beside the door to this
laboratory.
Certain items will require multiple matrices, so for
example if the character has a Sword +1, +3 vs. This room is so packed with tables covered in
Trolls then it can be made into a Mace +1, +3 vs. laboratory equipment that you can barely move
Trolls but the process will require both a 500 gp through it. There must be three or four times as
emerald and a 5,000 gp ruby. many items piled on the tables here as in any
The characters may be able to figure out how to other room you've seen so far... bottles, jars,
work the Engine of Enchantment, particularly if they boxes, complex apparatus of tubes and flasks,
have the benefit of magical assistance, but failing cauldrons, ladles, utensils, books and scrolls and
that, Pons understands the process. Also, there is a scraps of paper, the list goes on and on.
book in the library in Roland's Tower (room 73) that Anyone attempting to move through the room
describes the process. If the characters conclude with a drawn two-handed weapon, or any larger-
this adventure successfully then Pons will permit than-man-sized character regardless of what is
them to use the Engine of Enchantment, although carried, must make a saving throw vs. Death Ray
they must supply the gems from their own with Dexterity bonus applied each time he or she
resources! moves. Failure indicates that something has been
At the GM's option, the Engine of Enchantment knocked from a table; whatever it was (the GM
may be able to recharge wands using garnets or should feel free to make something up) is 50% likely
peridots (minimum value 100 gp per gem, one to be breakable (and thus will break), 10% likely to
charge per gem). It may also be able to create be breakable and explosive (causing 1d6 points of
Potions of Healing from pieces of amber, Potions of damage to the character), and 10% likely to be
Extra-Healing from pearls, etc. breakable and poisonous (creating a 10' radius
48
Strongholds of Sorcery Castle D'Angelo
cloud of vapor that does 1d6 points of damage brazier is cold and has obviously not been used in
per round to those in the area of effect, with a several days. Beside the cauldron on the table is a
saving throw being allowed each round to resist rack of 8 potion vials. As the player characters
the effect; the cloud persists 1d6 rounds). watch, the vials fill and then empty over and over,
There is a large glass-fronted cabinet with multiple with a delay of 1d4 rounds between each change
shelves just to the right of the entryway. The glass is of states (so 1d4 rounds full, then 1d4 rounds
actually some sort of steel-hard magical material, empty, and each vial is 50% likely to contain
and so not particularly breakable. The cabinet is something or to be empty at any moment).
filled with jars and vials of liquid and semi-liquid The liquids change color when the vials refill, giving
substances; these items are more dangerous than a hint as to the effect the liquid has. Should a
usual for this room. Roll 1d6 on the following table character drink the contents of a vial, roll
if any of them are opened, shaken, or dropped: percentiles on the following table to determine
1-2. Corrosive gas is released, doing 2d4 points of what it contains at that moment:
damage per round to anyone within a 10'
01-02 Blue potion that transforms the drinker into
radius of the container, with a successful save
a goat (as polymorph other, save vs. Spells
vs. Dragon Breath reducing damage by half.
to resist).
The gas will continue to leak out of the
container for 2d8 turns, unless the characters 03-04 Blue potion that transforms the drinker into
can discover some way to seal it back up. a mule (as polymorph other, save vs. Spells
3-5. Explosive substance blows up, causing 1d6 to resist).
points of damage to whomever handled it 05-06 Blue potion that transforms the drinker into
(no saving throw), and the same damage to a toad (as polymorph other, save vs. Spells
all within a 10' radius (with a saving throw vs. to resist).
Dragon Breath being allowed to avoid this 07-08 Blue potion that transforms the drinker into
damage). a pig (as polymorph other, save vs. Spells to
6. Blinding flash of light, all within 10' must save resist).
vs. Death Ray or be blinded 1d4 turns. 09-10 Blue potion that transforms the drinker into
On one of the work tables there is a shallow metal a sheep (as polymorph other, save vs.
tray, which is filled with a dark green liquid. If it is Spells to resist).
spilled onto the wooden table or the floor, a green 11-12 Blue potion that transforms the drinker into
slime will rapidly grow, reaching maturity in 4 a cow (as polymorph other, save vs. Spells
rounds. Every 4 rounds afterwards, it will grow to resist).
enough to split off into another creature. For 13-16 Ale, dark.
convenience, several sets of hitpoints are
17-19 Blood.
provided, but the GM should note that not all of
them may appear. 20-22 Holy water.
23-25 Urine.
8 Green Slimes: AC can always be hit, HD 2, #At 1,
Dam special, Mv 1', Sv F2, Ml 12, XP 125 ea. 26-29 Wine, red.
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 30-34 Cow's milk.
10 ☐☐☐☐☐ ☐☐☐☐☐ 35-37 Water.
7 ☐☐☐☐☐ ☐☐ 38-43 Pale orange potion that is almost a potion
9 ☐☐☐☐☐ ☐☐☐☐ of invisibility. It doesn't make the drinker
7 ☐☐☐☐☐ ☐☐ invisible, but just transparent, granting the
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ drinker the effect of an Elven Cloak for
8 ☐☐☐☐☐ ☐☐☐ 1d6+3 rounds.
10 ☐☐☐☐☐ ☐☐☐☐☐
44-50 gray murky potion that grants the drinker
On a work table in the very back of the room is a darkvision with a range of 60', or adds 30' if
large cauldron; a brazier stands nearby, with an the drinker already has darkvision. This
obvious cauldron-hook extended over it, but the potion lasts 1d6 turns.
49
Castle D'Angelo Strongholds of Sorcery
They see you, and the male elf yells: "There they
are!"
50
Strongholds of Sorcery Castle D'Angelo
These characters appear to be an adventuring should only occur once (so that duplicates are
party. They will claim to have been sent to rescue rerolled), except for the empty cookie result which
the player characters; their story is that the may happen more than once.
characters have gone mad and are, in fact,
wandering around a local town, opening people's Roll 1d4 twice:
front doors and looking around in their houses. 1 Bad Fortune
They will say that nothing the party can see is real.
They want the party to sheathe their weapons and 1 "You will soon be surrounded by the
come quietly to see the local healer. laughter of friends"
The holder takes 1 hit point of damage
In reality these seven are minions of Khaadk. They from a bad paper cut.
want to confuse and bamboozle the party, as part 2 "Tell them, before it's too late"
of a ploy to delay them until they fail a saving The holder automatically fails the next
throw and go mad. The seven dopplegangers will saving throw he or she must roll.
try to lock the party in one of the laboratories if
possible. 3 "Before you wonder 'Am I doing things
right?', wonder 'Am I doing the right
7 Dopplegangers: AC 15, HD 4, #At 1, Dam 1d12 or thing?'"
by weapon, Mv 30', Sv F4, Ml 10, XP 280 ea. The holder automatically misses the next
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ attack he or she attempts.
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 4 "You can fix it with a little energy and the
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ proper attitude"
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ The holder finds he or she has lost 3d6 x
27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 10 gp.
☐☐☐☐☐ ☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ 2-3 Good fortune
24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐ 1 "Your future is as sweet as this cookie"
The holder heals 1d2 hit points (if not
93. LABORATORY: presently injured, the healing is deferred
until the holder is injured).
Maricela D'Angelo's sigil hangs on the wall beside
the door of this laboratory. 2 "You will overcome difficult times"
The holder automatically makes the next
Anyone listening at this door will hear continuous saving throw he or she must roll.
chirping and squeaking, as if from small animals.
3 "You will soon emerge victorious from the
maze you've been traveling in"
A large collection of wooden and steel bird
The holder automatically hits the next
cages can be seen on tables or hanging from
time he or she attacks (even if magic
steel hooks screwed into the ceiling. Inside are
weapons are required and the holder is
numerous song birds, mice, turtles, large spiders,
not using one).
and lizards.
4 "Those who bring sunshine to the lives of
Another section of the room holds beakers, alcohol others cannot keep it from themselves"
burners, strips of paper, and other laboratory items. A gem worth 3d6 x 10 gp falls from the
There is a collection of esoteric books (some little cookie.
more than sheets of random paper sewn between
odd strips of leather) covering various magical
theories; none are unique, and most will already 4 No fortune (cookie is empty)
be known by PC Magic-Users.
On one table is a bowl of fortune cookies. Picking
one and opening it (reading it is not necessary)
causes one of the following effects. Each result
51
Castle D'Angelo Strongholds of Sorcery
52
Strongholds of Sorcery Castle D'Angelo
97. LABORATORY:
The sigil of Maricela D'Angelo hangs beside the
door of this laboratory.
53
Castle D'Angelo Strongholds of Sorcery
All the doors on this level, including the false ones, 99. ROLAND'S GATE:
are made of solid bronze four inches thick and
outfitted with large bronze doorknobs. They have You see a heavy iron gate. Where you would
only the slightest traces of verdigris on them. expect to see a lock, or at least a hasp for a
padlock, there is just a flat black panel of what
This dungeon level is immaculately clean. There is appears to be slate. Looking closer, you see a
no dust, muck, or other debris that can be used to piece of chalk hanging by a string beside the
see signs of passage. All the doors, including the slate.
54
Strongholds of Sorcery Castle D'Angelo
The gates in areas 99 and 100 are opened by Kosuke and Fujiko were bound to this secret door
drawing the sigils on built-in chalkboards. 99 is many years ago when they crossed Duke D'Angelo
opened with Roland's sigil, 100 with Arcan's. There one time too many. He is still very angry with them
is a book in the library which depicts all the sigils of and will not mind at all if they are killed. They hate
the house of D'Angelo; Roland's is on the first page, him in return. Over the years they have ambushed
with Arcan's on the next. The sigils appear in a few quite a few people at this door and have amassed
other places in the castle and dungeon, such as considerable treasure, which they keep in room
on the reservation boards outside the laboratories. #102.
101. TRAP: Upon seeing the party they will realize these are
adventurers of considerable strength and will not
The chamber before you is twenty feet square, immediately attack. They want to know whether
with corridors entering from west and east. There the party is here to help the Duke or kill him. If the
is a door in the center of the north wall. Before party says they are here to kill the Duke, the ogre
the door, facing it, the body of a servant lies magi will let them through; but if they say they are
face down. The back of his head has been split here to help him, they will frown and begin
open, apparently by a heavy but sharp object muttering and chanting. Kosuke is casting his cone
wielded with considerable force. of cold and Fujiko her darkness, so it will not
The body has nothing of interest or value. necessarily be obvious that they are attacking until
the icy blast hits the party and all the lights go out.
The secret door is magical. It opens harmlessly if
Kosuke and Fujiko are clever and sneaky. They
the password "Tamallamat" is spoken. If the
prefer to attack from ambush and will want to
doorknob of the false door to the north is touched,
leave at least one character alive to reveal the
it will conjure monsters to deal with the intruders!
command words to the party's magic items, and
Two ogre magi will step through the secret door;
then go and return with a large ransom for the
see the Basic Fantasy Field Guide Volume 1 for
return of the party's bodies.
information on these creatures. Note that they will
only appear if the false door is touched… they are Kosuke, Ogre Mage: AC 19, HD 5+2*, #At 1,
not actually "in" room 102, but rather bound Dam 1d10+5, Mv 40' Fly 40', Sv M7, Ml 10, XP 540
magically to the secret door itself. HP 30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Kosuke, the husband, wears ornate laminated ☐☐☐☐☐ ☐☐☐☐☐
wooden armor and carries a curved Two-handed Fujiko, Ogre Mage: AC 19, HD 5+2*, #At 1,
Sword +2. Dam 1d10+5, Mv 40' Fly 40', Sv M7, Ml 10, XP 540
Fujiko, his wife, wears a cloth robe and carries a HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
curve-bladed Polearm +2. ☐☐☐☐☐ ☐☐
55
Castle D'Angelo Strongholds of Sorcery
Beyond the secret door, a twenty-foot-long Note that the player characters can see through
corridor leads to a twenty foot square room. In the gate without opening it. Read the following
the room you see a large chest in the center of description when one of them looks:
the floor; its decorations are ornate, but beneath
the fancy details you can see that it is a very The room beyond the gate is twenty feet wide
solid wooden chest bound with steel and and thirty feet deep, and has a door at the
secured by a lock requiring three separate keys center of the far wall. It appears entirely empty,
to open. and surprisingly clean.
This is the treasure of the ogre magi, secured within The gate to this room requires a single key to open
a very tough chest. It is so strong that no ordinary it; the key is long lost (as the gate is never opened
character, even wielding the most powerful by anyone who knows their way around this
magical weapon, can breach it. As for the lock, it dungeon level) but can be picked at the standard
will require three separate rolls to open locks (at a chance or opened with a knock spell.
penalty of -15% on each roll) to open it. The chest The pits in this room are standard for the level, as
is enchanted to deflect knock spells, and can noted at the beginning of this level's key. The false
withstand 5 castings before being affected at all; door is a complete fake and does not open, being
thenceforth each additional spell will open one of screwed to the wall.
the three locks. If all are not unlocked within a
turn, the ones that have been unlocked will re-lock 104. STATUE GALLERY:
with an audible click.
Four ten foot square alcoves are set into the
Within the chest are the following: a Ring of X-ray walls of this corridor, and in each alcove stands
Vision, a Staff of Healing, a huge fire opal with a the statue of a beautiful dancing girl.
flaw in its heart that resembles a dragon worth
5,000 gp, a bone-handled silver dagger with a The statues are smaller-than-normal stone golems,
pearl in its pommel worth 250 gp, and 4,112 gp. except for the one in front of the secret door which
The Duke makes no claim to this treasure; anyone is just a statue. The stone golems stand perfectly
who vanquishes the ogre magi are free to take it. still until any of them, the statue, or the door to
area 105 is touched, at which point they attack.
The secret door is opened by turning the statue in
front to her left, which is actually quite easy as it is
on a well-made turntable. When the statue is
turned, both it and a section of the wall behind it
sink into the floor for 2d4 rounds, after which time
both return to their original positions. On the back
side of the secret door is a well-marked stone
which must be pushed to open it from that side.
3 Stone Golems: AC 25‡, HD 10, #At 1 + special,
Dam 2d8, Mv 20', Sv F7, Ml 12, XP 2,730 ea.
HP 40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
43 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐
35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
56
Strongholds of Sorcery Castle D'Angelo
105. CHOOSE A DOOR: standing just on the other side is a robed man.
This oddly-shaped room features a set of heavy Lit from behind as he is, you see just his silhouette.
double doors in the center of the far wall. The He raises his hands and says, "Begone,
two short side walls each contain a similarly interlopers! What I guard is far beyond your
heavy single door. Other than the doors, this meager powers!"
room is largely featureless and empty.
Pons is, of course, convinced that only he can
All three corridors leading onward from this room
handle the dangerous gemstone. He does not
are traps, intended to delay any interlopers long
want to fight, but he will attack the adventurers if
enough for the defenders of the fortress to finish
they make a serious effort to open the gate, or
them off.
take some offensive action against him. Even
106. CORRIDOR: insane, he's a good and honorable man.
This corridor involves no magic. The pit is fifty feet The gate in area 109 has three keyholes, all of
deep, and the trap door opens when two hundred which must be turned (with different keys) before
pounds of weight is placed on it. The trap door the gate can be opened. It's also wizard locked
resets automatically after 1d8 rounds, but as it is by Pons for good measure. Pons has the only set of
purely mechanical it can be jammed from above keys. Note that opening the gate by magic will
(such as with iron spikes). The trap door can be require four separate knock spells.
detected as if a secret door when closed. The illumination in the room is from continual light.
107. CORRIDOR: Khaadk's jewel is in the center of a table pushed
back against the center of the back wall; bits of
This corridor is lit by continual light magic. An
magical equipment, some books, and quite a lot
illusion causes it to appear to extend far into the
of broken glassware are piled at the ends of the
distance. The pit is covered by a clever illusion
table where Pons pushed them off to make room
that causes anyone who falls into it to appear to
for the gem. The table itself is entirely empty
walk onward into the illusionary corridor; the magic
except for the jewel.
even covers any yelling or screaming the victim(s)
may do, as well as the loud thumps when they hit Lined up against the left and right walls are several
bottom. large chests full of treasure. In total there are more
than 20,000 gp in cash, plus another similar amount
The pit is fifty feet deep, and the sides of the pit are of gems and jewelry. It's not likely that the player
covered in grease. characters will steal any of this treasure; if they do,
108. CORRIDOR: detailing what they get is left to the GM.
There are two pit traps in this corridor. The first one If Pons is incapacitated, it falls to the adventurers
is covered by a thick stone lid, and will support the to secure the stone. If instead the adventurers
weight of the whole party when walking over it. remove his insanity, he himself will deal with it by
The second pit is uncovered, although the stone lid placing it back in the chest of the clockwork man.
can be seen on the opposite side. When the Pons III, Duke D'Angelo: Human Magic-User 13,
players search the rest of the corridor, they will see AC 13, #At 1 staff (AB +8), Dam 1d4 +3, Mv 40',
a large handle on the wall near where they came Ml 9, XP 2,275
in. When it is pulled, the large stone lid on the first
STR 13 (+1), INT 15 (+1), DEX 13 (+1), CHA 13 (+1)
pit will open, while the second one will close,
allowing any party in the middle to reach the end Spells: floating disc, light, magic mouth, shield,
of the corridor; this takes 1d4 rounds to complete, detect invisible, invisibility, mirror image, web,
thus blocking progress in either direction. darkvision, invisibility 10' radius, slow, water
breathing, bestow curse, hallucinatory terrain,
109. VAULT: polymorph self, animate dead, passwall, invisible
Through the secret door you can see a thirty- stalker, reincarnate
foot-long corridor leading to a gate. The room Equipment: Walking Staff +2, Ring of Protection +1
beyond the gate is illuminated by magic, and HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐
57
Castle D'Angelo Strongholds of Sorcery
58
Strongholds of Sorcery Castle D'Angelo
This room is packed from floor to ceiling with This room is packed from floor to ceiling with
dresses; most of them appear to be pink or sparkly shoes. Each shoe seems to be made of
purple. mirror and crystal.
These dresses would be worth an average of 20 gp Each of these shoes fits Tia. There are tens of
each (some more, some less), but if brought out of thousands of them, but if brought out of the
the dollhouse they remain doll-sized, so their actual dollhouse they remain doll-sized so they are of no
value is zero except to a mad dollhouse enthusiast. value except to a mad dollhouse enthusiast.
If inspected, each dress has "Tia's dress!" written on
a label inside it. There are exactly one million 115. ROOM OF MAKEUP:
dresses in the room. This room contains six mirrors on the walls. In front
113. CORRIDOR: of each mirror is a table, and on each table is a
wide array of makeup.
This space at the back of a doll's house was only
meant to be seen from the front. It is made of The makeup is of no commercial value and has no
plain, unvarnished wood and coated with dust. magical effect.
There are steps at one end, presumably created 116. EXIT ROOM:
by whatever magic affected the doll's house to
allow passage from one floor to another. As you enter the room, you feel a tugging at
your garments which seems to drag you
On the wall above the party lurks a centipede. forward...
Relative to the shrunken party, it is large and
ferocious! The creature is ravenous and must eat The djinni who granted Tia's wish designed this
soon, so it attacks without fear. room as the way out of the dollhouse. Anyone who
enters the room appears back in Castle D'Angelo
Centipede: AC 17, HD 7*, #At 1 bite,
Area #57 (no saving throw). They are no longer
Dam 3d6+poison, Mv 30', Sv F8, Ml 10, XP 735
affected by the dollhouse's enchantment and may
HP 40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ not re-enter it. (Exception: Tia, if for some reason
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ she is with the party, may go back in as often as
she wishes.)
59
Castle D'Angelo Strongholds of Sorcery
60
Strongholds of Sorcery Castle D'Angelo
61
Castle D'Angelo Strongholds of Sorcery
62
Strongholds of Sorcery Castle D'Angelo
63
Castle D'Angelo Strongholds of Sorcery
64
Strongholds of Sorcery Castle D'Angelo
65
Castle D'Angelo Strongholds of Sorcery
66
Strongholds of Sorcery Castle D'Angelo
67
Castle D'Angelo Strongholds of Sorcery
68
Strongholds of Sorcery Castle D'Angelo
69
The Tower of Light Strongholds of Sorcery
70
Strongholds of Sorcery The Tower of Light
aqua lumina each before being destroyed. Rurik is About Aqua Lumina
finding it necessary to repeatedly raid the tombs of
Aqua lumina is a transphysical material. It comes
Marul to provide enough “fresh" bones to animate,
from another plane of existence, and normally
and the process of recovery is taking much longer
should not exist on the material plane at all. It
than he would prefer.
glows as brilliantly as the sun, and produces both
Note: Detailed game statistics for Leaded warmth and deadly, invisible radiation. This
Skeletons may be found in the Basic Fantasy Field radiation causes progressive withering; on the days
Guide Volume 1. following the initial exposure, any affected
character will suffer additional damage.
Coming to Marul Specifically, for a number of days equal to the
total points accrued the first day, the victim will
Marul is a Kelic village with a population of about suffer an additional 1d6 points of damage; for the
400, located a few miles from the outcrop and the sake of simplicity, apply this damage at dawn
tower. The town elder, Obar, will welcome the each day.
party. He will tell them that the wizard Rurik and
For example, Rodrick the Foolish has suffered 11
several of his accomplices have taken up
points of damage due to the radiation over the
residence in the tower base and are suspected of
course of the adventure. The day after the
kidnapping two of its young people. He will instruct
excursion, Rodrick suffers 1d6 points of damage.
the party that if they succeed in killing or
Each subsequent day he suffers an additional 1d6
apprehending Rurik, they may keep whatever they
points of damage, until all 11 dice have been
can find in the place. However, they will not be
applied.
welcome to return to Marul after this has
happened. A cure disease or remove curse spell will negate
any remaining future damage from the radiation,
Obar and the town elders believe that the illness but will not heal damage already sustained; a heal
that afflicts those who go near the outcrop is a spell will work as usual, and will also negate further
disease that will spread through their community. damage.
Therefore, going within a mile of the tower is
completely forbidden, and anyone who does so is Touching any quantity of aqua lumina with a bare
unwelcome to return. hand, or one protected only by leather or cloth
gloves, requires a saving throw vs. Spells to avoid
If the party stays in town and asks a few questions being disintegrated instantly; success means that
before they leave for the outcrop, they may soon the victim has taken 1d100 points of damage
end up speaking with Gallin, the father of the instead. Anyone touching the liquid while wearing
young blacksmith Gil, who has been kidnapped. metal gauntlets takes 1d20 points of damage.
He does not know anything about the entrance to
the complex beneath the tower, but he will point About the Dungeon
them in the direction of Derk, the father of Ritabi, The Tower of Light is a rather unusual dungeon, in
who was also kidnapped the same night. Derk has that the characters will most likely enter through
been out to spy on the tower outcrop several times the lowest level. Therefore, the lowest level is
in recent weeks, against the strict orders of Obar. presented first.
He has seen a human figure by night, walking
Due to the powerful, deadly radiation of the aqua
towards a particular cave in the outcrop, and he
lumina in the tower, anyone standing within 20' of
believes that this is where the secret entrance lies.
the tower itself will suffer 1 point of damage per
However, he is reluctant to reveal this information
round. Being within 100' of the tower, but more
to the party if Obar or any other loyal townsfolk are
than 20' away, results in 1 point of damage per
present. Good role-playing is required to get Derk
turn. Anyone foolish enough to enter the tower will
to reveal this secret.
suffer 2d6 points of damage per round, with a save
If the party go directly to the cave mouth and vs. Death Ray for half if the character realizes his or
proceed inside rapidly, they will avoid the 2 hit her mistake and attempts to jump out. The GM
points of damage they would otherwise have must keep track of how many points of damage
suffered from searching the hillside (as described are accumulated by each character, as this will
below). determine their fate later (as explained above).
71
The Tower of Light Strongholds of Sorcery
Finding the Hidden Entrance As it turns out, the secret entrance is not
particularly difficult to find. There are four small
The Tower of Light stands on a low rocky outcrop caves in the outcrop and one of these - which is
(about 150' high) at the edge of a desert plain. The about 100' up the hillside (and therefore 50' below
local townsfolk know that Liddan Nu Madar built the base of the tower) turns into a narrow tunnel
an underground area within the outcrop to that leads for about 40' into the hillside until it
conduct his research, because local legend tells of reaches area 1. The party will find this cave with a
how their forefathers were involved in the search of the hillside, but they will take 2 points of
construction of the place. But no one knows how radiation damage in the process due to being
to access it other than through the tower itself, and outdoors while within 100' of the base of the tower.
the villagers are all too scared to go near it.
Foes
Below are listed most of the NPCs and monsters Rurik also owns a blue dragon hatchling, which he
found in this adventure. Because of the nature of raised from an egg. Somehow it has developed its
this adventure, many of these foes might be breath weapon a little early, so it may be more of
encountered in any of several different rooms a challenge than it appears.
within the tower dungeon, so for convenience they
are all listed and described here. Blue Dragon Hatchling: AC 20, HD 6**, #At 2 claws/
1 bite or breath/1 tail, Dam 1d4/1d4/2d6 or
Rurik Evidur: Human Magic-User 9, AC 14, AB +4 6d6/1d4, Mv 30' Fly 80' (15'), Sv F6, Ml 8, XP 1,225
(+6 dagger), #At 1 dagger or spell, Dam 1d4+2 Breath Weapon: 5' wide line, 70' long
dagger or by spell, Mv 40', Ml 9, XP 1,225
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
INT 18 (+3), WIS 8 (-1), DEX 15 (+1) ☐☐☐☐☐
Spells: hold portal, magic missile, protection from
evil, read languages, ventriloquism, detect evil, Finally, Rurik is assisted by an apprentice named
invisibility, levitate, locate object, phantasmal Jendrich (normally encountered in room 5), and
force, clairvoyance, haste*, invisibility 10‘ radius, two henchmen: Anita the thief (found in room 9)
lightning bolt, hallucinatory terrain, massmorph, and Caldamere the fighter (located in room 3).
polymorph other, wizard eye, animate dead Jendrich, Apprentice: Human Magic-User 2,
Equipment: Dagger +2 Casts Light on Command, AC 12, #At 1, Dam 1d4, Mv 40', Ml 9, XP 75
Ring of Protection +2, Wand of Trap Detection, INT 13 (+1), CON 15 (+1), CHA 7 (-1)
Scroll of Protection from Magic
Spells: detect magic, read languages
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐ Equipment: walking staff, Ring of Protection +1
HP 9 ☐☐☐☐☐ ☐☐☐☐
Rurik has a “pet" shadow which remains with him
almost all the time, hiding in his real shadow. It will Caldamere, Henchman: Human Fighter 6, AC 18,
come out to fight for him at his command. The AB +5, #At 1, Dam 1d8 +1, Mv 20', Ml 9, XP 500
shadow is released by Rurik every night to hunt, as INT 5 (-2), CON 14 (+1)
it must consume energy in the form of Strength
points regularly. The shadow has been trained to Equipment: plate mail, shield, Longsword +1
take only from sleeping victims, to flee if detected, HP 35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
and only to sip a little from each victim so as not to ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
kill anyone.
Anita, Henchman: Human Thief 8, AC 14, AB +4,
Rurik's Shadow*: AC 13‡, only harmed by magical #At 1, Dam 1d8, Mv 30', Ml 9, XP 875
weapons, HD 2+2*, #At 1, Dam 1d4 + 1 point
STR 17 (+2), DEX 15 (+1), CHA 16 (+2)
Strength drain, Mv 30', Sv F2, Ml 12
Equipment: Leather Armor, Longsword
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
72
Strongholds of Sorcery The Tower of Light
73
The Tower of Light Strongholds of Sorcery
6. WIZARD'S QUARTERS:
The door to this room is locked. Rurik carries the key
on his person. The lock is difficult to open; apply a
penalty of -10% to the normal chance.
74
Strongholds of Sorcery The Tower of Light
75
The Tower of Light Strongholds of Sorcery
Note: This is the first room encountered after Note: The door to this room is open.
coming up the stairs from the lower level. The door Four leaded skeletons are present in the corridor
is within 40' of the open door to the tower itself, so outside this room, bringing containers of aqua
remember to apply radiation damage here at the lumina to room 18 to the west. They will ignore the
rate of 1 point per round. The door is locked, but is party, as their mission is more important; however,
not sturdy and may be opened with a standard assuming they are allowed to leave, the four
roll to open doors on a d6. leaded skeletons in 18 will arrive here in 1d4 rounds,
and these four will return in another 1d4 rounds.
A small storeroom stands before you. The shelves Since at that point they will not be carrying vials of
are piled with an array of glass and pottery aqua lumina, they will attack on sight.
containers of all different sizes. Four of these
76
Strongholds of Sorcery The Tower of Light
4 Leaded Skeletons: AC 16 (half damage from cauldron right next to the door, with four skeletal
edged weapons, 1 point only from projectiles), figures clustered around it. They are illuminated
HD 1, #At 1, Dam 1d8, Mv 20', Sv F1, Ml 12, brightly by a glow arising from it.
XP 25 ea.
This room was where Liddan Nu Madar was testing
Leaded skeletons move slowly like zombies, and
the resistance of various substances to the effects
thus always lose initiative.
of aqua lumina. Four leaded skeletons are in the
HP 7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐ room, pouring aqua lumina into the cauldron from
7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐ metal vials. Anyone within 10' of the cauldron will
When the room is entered: be affected by the aqua lumina just as if they had
entered the lowest tower room. The skeletons will
Inside this room stand the crumbling remains of attack, but only after delaying one round to
an ancient four-poster bed, covered with once- complete their task.
fine silks of the type used by desert sultans in The leaded skeletons may be encountered at the
olden times. There is also a large desk in the same time as the squad outside room 17, as
room which appears to be in only slightly better explained in that area.
condition than the bed.
Radiation damage in this room is 1d6 points per
This room was where Liddan Nu Madar slept turn, due to the unshielded aqua lumina in the
hundreds of years ago, separate from the rest of open cauldron. There is a lid for the cauldron lying
his staff who occupied the lower floor. near it; placing the lid on the cauldron will reduce
The desk is locked but not trapped, and may also the damage to 1 point per turn, the same as for
be bashed open with a regular open doors roll. the rest of this level. Rurik plans to have the
Inside is a well-known fortune telling book in the skeletons cover the cauldron and bring it to room 7
language of the desert people called the Kabal when it is full; Gil will seal it with lead, and Rurik will
Unatah. It has no actual value for fortune telling, then be able to transport it to his buyer, whoever
but radiates considerable magic, possibly leading that might be.
the adventurers to believe the book has magical
4 Leaded Skeletons: AC 16 (half damage from
powers. In truth, it is one of Liddan Nu Madar's
edged weapons, 1 point only from projectiles),
spellbooks containing 1st to 6th level spells
HD 1, #At 1, Dam 1d8, Mv 20', Sv F1, Ml 12,
(determined by the GM), which has been
XP 25 ea.
magically transformed. Changing the book back
to its true form will require casting dispel magic Leaded skeletons move slowly like zombies, and
against a spell cast by a 14th level wizard. thus always lose initiative.
This large square room has six items spaced out It's obvious this was once a wizard's laboratory,
in the back two-thirds of the room in two rows (in but the various flasks, jars, boxes, and apparatus
other words, centered in each of the back six on the three work tables here are covered in
ten-foot squares): an old metal bucket, a large dust and cobwebs. It does not appear that
pottery jar, a glass tube, a leather sack, a anyone has been here in a long time.
wooden box, and finally, a pile of notes on
paper or perhaps parchment. Around each There is nothing of value in this room.
item is a circle of blue chalk with some runes
inscribed in each circle. There is also a large iron
77
The Tower of Light Strongholds of Sorcery
Lower Level
78
Strongholds of Sorcery The Tower of Light
Upper Level
79
House of Coldarius Strongholds of Sorcery
House of Coldarius
Background Information to the tower. Getting this adventure started may
require some effort on the GM's part.
This adventure begins when the player characters
meet the tavern girl Rafaela. She is a student at a One option would be for the player characters to
school of magic (in the author's campaign, she meet Rafaela before going on another adventure
was a student at the Academy of Sorcery in (perhaps a short one – see the Adventure
Corillica, Glantra), working her way through school Anthology series, available free on the Basic
as a serving girl. She is beautiful, with long dark Fantasy website, for some good choices). Upon
wavy hair, pale skin, and dark eyes, and she is witty their return, the adventurers could hear of her
and charming as well. Though she is trying to focus disappearance and decide (or be encouraged)
on her studies and avoid pointless dalliances, a to investigate.
particularly charming character who happens to
be human, male, and not too old for her tastes Predmore's Plan
might succeed in turning her head.
At half an hour before midnight the next night,
She has come to the attention of the ancient which will be the first night of the new moon and
wizard Predmore Coldarius. His research into the thus very dark, Predmore will send Nerstly (if
material called nocturnium is an obsession; when available, or he'll go in person otherwise) to bring
he found himself growing old without having Rafaela to the laboratory on the 6th level. He will
solved the riddle of that arcane metal, he give her a cup of wine containing a sleeping
arranged to become a free-willed vampire by draught, then lay her out on the large worktable
means of a complicated arrangement with a (now and bind her hands and feet. At midnight, he will
long dead) party of adventurers. Thus freed of his cut open her blouse, then lay the black sword on
mortality, he continued his research. He has her bare skin. The nocturnium will drain her life
carefully hidden his true nature, with the aid of a energy as he chants the final spell to empower it.
single trusted servant: Nerstly the wererat. He preys If completed, the sword (which he will name
on the poor who live on the far side of the city, Nocturnia) will be a sentient weapon with the
never taking a middle-class or high-born victim, ability to transfer hit points from a character struck
thus avoiding the attention of the city watch. by the sword to its wielder (as explained below).
Predmore's research has finally yielded results, and Nocturnia will have Rafaela's voice and some of
he has created, or at least somehow acquired, a her memories, but will be purest evil in nature.
substantial quantity of that dark metal. He has Should the player characters fail to save Rafaela,
fashioned it into the shape of a sword and plans to here are the statistics for Nocturnia. See the
enchant it, but to create the sort of intelligent Sentient Weapons Supplement, available on the
sword he has envisioned he must sacrifice a basicfantasy.org downloads page, for more details
spellcaster. about intelligent swords.
Predmore will wait until Rafaela leaves work, then
intercept and charm her. She will willingly return Nocturnia: Vampiric Longsword +3
home with him, and he will place her in room 29 of Intelligence: 12, Ego: 24
the tower to await her fate. Of course, he won't
Lesser Powers: detect illusion, detect invisible,
tell her what his plans are, but charmed as she is,
detect magic
she will trust that he has her best interests at heart.
Greater Powers: ESP, flying
When she fails to appear for class the next day,
one of her friends will come by the inn looking for Each time Nocturnia scores a hit against a living
her. Another NPC will tell of seeing her with an old creature, it heals its wielder 1 point for each full 3
man on the streets near the tower of Coldarius. points of damage done (remainders being lost).
This will not increase the user's hit points above
If the adventurers don't appear interested in their normal maximum. This power adds 2 points
finding out what happened to her, the GM may to the weapon's Ego score.
wish to offer a reward, or drop hints guiding them
80
Strongholds of Sorcery House of Coldarius
But there is one way to destroy it, enchanted or Nerstly, Wererat Servant/Thief
not. Aqua lumina in sufficient quantity will utterly AC 13, HD 3, #At 1 bite or 1 Longsword +1,
annihilate the sword. If your adventurers have not Dam 1d4 bite or 1d8+1, Mv 40', Sv T3, Ml 8, XP 175
yet visited the Tower of Light, the adventure found Nerstly has the abilities of a 3rd level Thief.
on page 70 of this book, a sage or other Equipment: Longsword +1, thief’s tools
knowledgeable NPC might tell them about it. If
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
they've already been there, then all they need to
81
House of Coldarius Strongholds of Sorcery
82
Strongholds of Sorcery House of Coldarius
Level 1
1. FRONT PORCH: 4. DISUSED GUARD ROOM:
It's assumed the adventurers will be approaching You see a table and four chairs in the south part
the tower by night, and the text below is consistent of this room. The walls are bare stone. This room
with that situation. is very dusty; the table and chairs are covered in
cobwebs, and cobwebs hang from the ceiling
The main entrance to the tower is a heavy as well.
double door. The right-hand door has a large
brass knocker in the shape of an animal skull. On If the adventurers look at the floor, they'll notice a
either side is a large window made of multiple clear path in the dust between the entrance from
small glass panes set in a grill made of metal room 3 and the door to room 5.
bars. Curtains are drawn inside, and it appears
On the table, covered in dust, is a deck of cards;
that no lights are lit inside the building.
the cards are old and very fragile.
The knocker is in the shape the skull of a great cat, The door to room 5 is not secured at present, but is
perhaps a mountain lion. The door is locked with a fitted for a bar which is leaning against the wall in
common sort of lock, picked at normal chances. the northeast corner of this room. The door to
The south window of the tower is curtained the room 6 has not been used in years and will squeal
same as the two facing west. loudly if opened, unless it is oiled first.
2. ENTRANCE HALL: 5. MAKESHIFT CELL:
This room is paneled in dark wood and hung with This heavy door reveals a room being used as a
numerous paintings of men and women in very makeshift cell. There is a pile of dirty, moldy hay
old-fashioned clothing. A small table stands by in one corner and bucket overflowing with
the door; a large, chipped white bowl with a lid human waste in the other. The whole room stinks
is on it. An armchair is in the northwest corner, of a combination of bodily waste, human sweat,
and one just like it stands in the southwest corner. and decomposition.
The room is clean and neat, but the furnishings
are timeworn and a bit shabby. Nerstly uses this room to hold prisoners on those
occasions when he is able to grab more than one.
Nerstly will only be here if summoned by the However he often neglects them, so many of them
knocker; otherwise, he'll be somewhere else within have died here before he could hand them over
the tower and this area will be vacant. to his master. This fact did not keep him from
The portraits are of Coldarius family members, but eating their remains.
are of course all from the distant past. The room also contains a few empty burlap sacks
and a broken barrel indicating that this may have
The white bowl is full of "petty cash" used for tipping
been used as a storeroom at one time.
delivery people; inside is 146 cp and 29 sp.
Giant rats have recently nested in the hay, and if it
3. GALLERY: is disturbed they will attack. In their nest buried
inside the hay is a belt with a pouch still on it and a
This room is paneled with dark wood and
tarnished silver cup engraved with reliefs of
contains two ornamental suits of armor against
dancing girls. The pouch contains 6 gp, 12 sp, and
the west wall, one on each side of the door.
5 cp; the silver cup is beautifully made and is worth
Various paintings hang from the walls, many of
900 gp.
them portraits.
7 Giant Rats: AC 13, HD 1d4, #At 1 bite,
The portraits depict people who were, if not royal,
Dam 1d3 + disease, Mv 40', Sv F1, Ml 8, XP 10 ea.
at least all well-to-do. One of the paintings depicts
Predmore as a man of about thirty. All of the HP 3 ☐☐☐ 3 ☐☐☐
paintings are obviously quite old, at least a 3 ☐☐☐ 3 ☐☐☐
hundred years. The armor is not magical, and 3 ☐☐☐ 3 ☐☐☐
there is nothing of any particular value here. 3 ☐☐☐
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Level 2
10. CORRIDOR: The figurines on the mantel depict the traditional
knave, knight, queen, and king found in an
This narrow corridor seems to be nothing but Argossean deck of cards. The knave statuette is
doors. worth 400 gp, the knight 500 gp, the king 800 gp,
While player characters are in this area, encounter and the queen is worth 1,200 gp. Careful
chances are 1-2 on 1d6. examination of the figures by an expert will show
that their faces are modeled after the faces of the
11. GAME ROOM: king, queen, and crown prince of Glantra from
over a century ago; the face of the knave also
A square table covered with green felt stands appears to be the face of some actual person, but
just south of the center of this room, with four who exactly it is, no one will know.
chairs arranged around it. Seated on one of the
chairs is a slender, hooded man; he is facing The crystal decanter radiates magic. It is
away from you, and does not seem to have enchanted so that any liquid kept within it remains
heard you enter. fresh – these decanters are designed for drinks
made with milk or cream, such as egg nog.
The "man" is an animated skeleton in a hooded Predmore, of course, keeps blood in it. This
robe; it will leap up and attack as soon as any particular blood belongs to an elven maiden who
character approaches. The skeleton does not had had a few glasses of wine before she was
pose much of a threat, but it serves as an excellent bled, so drinking it will cause a vampire to become
distraction for the pair of giant crab spiders hiding pleasantly intoxicated. Any living character who
in the northern part of the room; if no player tries it will likely just throw up. The decanter
indicates an intention to look around the room contains up to a pint of liquid and is worth 500 gp.
before someone approaches the skeleton, the
crab spiders will surprise on 1-4 on 1d6. The two silver goblets have inlaid stars made of
gold around their rims. They are worth 1,800 gp as
Once the combat is resolved, the adventurers will a set or 800 gp each.
be able to examine the room further:
The book on the table beside the comfortable
On the table near each of the chairs is a slate chair is a book of elven poetry. The entire book is,
and chalk, possibly for recording the score of the in fact, one poem extolling the virtues of a certain
ongoing game. A deck of playing cards made long-lost elven princess. The book is water-
of stiffened vellum is in the center of the table, damaged and worm-eaten, and thus has little if
and five cards lie face down in front of the chair any value. However, underneath the cushion of
recently occupied by the skeleton. the chair is a scroll tube containing a Scroll of One
Magic-User Spell: Mirror Image. This will be easily
A fireplace is set into the section of wall between found if the chair is searched; if a character merely
the center and northern windows. On the sits in the chair, the chance of discovery is 40%,
somewhat crowded mantel is a pair of goblets, plus 10% for each +1 Intelligence bonus (or minus
a crystal decanter containing a viscous crimson 10% for each -1 Intelligence penalty).
liquid, and four statuettes made of gold and
silver. Skeleton: AC 13 (half damage from edged
weapons, one point only from arrows or bolts),
There is a comfortable chair and side table in the HD 1, #At 1 sword, Dam 1d8, Mv 40', Sv F1, Ml 12,
northern part of the room; a book lies on the XP 25
table.
HP 6 ☐☐☐☐☐ ☐
The cards are a standard deck of Argossean
2 Giant Crab Spiders: AC 13, HD 2*, #At 1 bite,
playing cards; if turned over, the five cards will be
Dam 1d8 + poison, Mv 40', Sv F2, Ml 7, XP 100 ea.
revealed as the knaves of cups, wands, and
swords, and the ten of each of coins and cups. HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
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Strongholds of Sorcery House of Coldarius
This is obviously a pantry area. Straight ahead of This room is filled with the hides and taxidermied
you is a door, and to either side are deep shelves heads of a variety of monsters, including blue
lined with boxes, jars, and sacks. Everything is and black dragons, a troll, a giant frog, and so
very dusty, and there is a faint smell of decay. on. You see the hide of some really large
serpent rolled up on a table against the left end
Predmore no longer eats food, and Nerstly prefers of the curved wall ahead of you, with several
more or less fresh kills, so this area is no longer used large skulls of strange animals piled beside it.
except as a way into the kitchen. Another table toward the right end of the
A few giant rats are here, eating what remains of curved wall contains only a single object, a large
the foodstuffs. They do not wish to fight, and will try ball of stone bigger than a man's head with a
to remain hidden in the shadows at the backs of kind of honeycomb pattern cut into its surface.
the shelves. If they are not surprised, then they Everything in the room is dusty and draped with
surprise on 1-5 on 1d6; if they in turn receive cobwebs.
surprise, they will remain hidden unless the The stone ball is actually a petrified compound
adventurers disturb the contents of the shelves eye, once belonging to what is thought to be the
(such as attempting to search them). Of course, If very First God from the dawn of time, who was
the rats are surprised, they will be plainly visible on worshiped by a long-extinct species of intelligent
the shelves. trilobite. Learning this information will require
4 Giant Rats: AC 13, HD 1d4, #At 1 bite, consultation with a sage, costing at least 1,000 gp;
Dam 1d3 + disease, Mv 40', Sv F1, Ml 8, XP 10 ea. the eye is worth at least 20,000 gp to the right
purchaser, but such wealthy and eccentric
HP 4 ☐☐☐☐ 3 ☐☐☐ characters are very rare indeed (and may be
2 ☐☐ 3 ☐☐☐ dangerous).
13. KITCHEN: After seven days of owning this item, the possessor
This room appears to have once been a kitchen, will begin to hear whispering inhuman voices and
but the floor, walls, and twin work tables are experience disturbed sleep, and will require a
drenched in half-dried blood. The smell of remove curse within a further three days to avoid
decay is stronger here, and there are several being drawn out of time into a carboniferous era
large, bloody knives strewn about the work of high oxygen levels, giant tree ferns, and
tables. Across the room is a fireplace with the dragonflies as long as your arm, where the trilobite-
usual arrangements for cooking, but it does not people are looking for new ways to please their
appear to have been used in some time. ever-hungry deity. The victim may actually recall
prophetic dreams of this event in the days leading
Nerstly butchers his master's kills here, then eats up to his or her disappearance (thus receiving
them. Under the right-hand work table is a large warning of the curse).
pile of bloody clothing, in various sizes and for both
Undead creatures are immune to the effects of the
sexes; buried underneath is a backpack made of
eye, as is anyone who has been affected but has
heavy cloth containing 540 ep, 703 gp, a golden
then received a remove curse spell; such
anklet set with small panels of jade (worth 1,400
characters will be immune to the eye's curse
gp), and a pair of dangly gold earrings set with
thereafter.
teardrop-shaped orange sapphires (worth 1,000
gp as a set, or 400 gp each). Nerstly discovered If the characters search the room, they will
the treasure on the persons of several of his discover the taxidermied head of the troll bears a
master's kills, and he decided the safest place to label on the back of its plaque, which reads
hide it was in this pile of cast-off clothing from "Property of Thaumerion Daelant."
those same dead people.
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House of Coldarius Strongholds of Sorcery
This large, oddly-shaped room appears entirely The door to this room is secured with a wizard lock
empty. The floor is tiled in a checkerboard spell cast by Predmore.
pattern in lighter and darker gray shades; the This plain room contains several racks of swords
walls are painted a gloomy gray color, as is the and axes; one rack on the far wall contains
ceiling. If there was ever furniture in this room, it shortbows and quivers full of arrows. Several
has been gone for a long time. shields hang from the wall on either side of the
If a detect magic or detect invisible spell is used in door. Everything in the room is very dusty, and
this area, one of the white tiles on the floor will be the room does not appear to have been visited
seen to faintly glow; if inspected further, the in a long time.
wielder of the aforementioned magic will see a The swords and axes are rusty and dull, and the
five-pointed star marked out in fine glowing lines. bows are dry rotted and have no strings at all
This marking will remain unseen by anyone not (where they went is anyone's guess). The quivers
able to see invisible or magical things. are likewise dry rotted, but most of the arrows (160
If the star is traced with a finger, the tile will pop in all) are still serviceable.
open, being revealed as the hinged cover of a Mixed in among two dozen swords is a dirt-
small compartment. Inside are 337 gp, 503 pp, encrusted, cobweb-covered longsword which is
and an elven-made silver anklet (worth 1,000 gp). actually a Longsword +1/+3 vs. Undead. In
Predmore has completely forgotten about this addition, one of the shields is a Shield +2. There is
particular treasure hoard. also a belt made of wide, flat links of platinum
(worth 1,100 gp) hanging behind one of the shields
(not the magical one).
The windows of this room appear to be glass but
are made of a material as hard as steel; they are
permanently fixed in place, with no way to open
them. Predmore has forgotten about this room,
having no need for the items stored here.
Level 3
17. CORRIDOR: 18. SERVANTS' COMMONS:
The door at the top of the staircase opens This chamber contains a table and some chairs,
southwards onto an oak-paneled hall, twenty all worn and old. Hanging on cords strung on
feet east to west and ten feet north to south. In the walls are various odd items... keys, papers,
the north wall immediately to your right there is ornaments, articles of clothing, and various other
another door resembling this one, and you items.
presume the staircase continues behind it. There
is a pair of double doors in the south wall The items hanging on the wall are various
opposite you and archways to the left and right. belongings from past victims of the vampire,
collected by Nerstly, who is a bit of a pack rat. The
If the party investigates the oak paneling carefully, papers include such things as grocery lists, writs
then they will discover that one of the panels is and decrees, and even military orders. None of
removable. Behind it is an iron key with an amber the items hanging up are particularly valuable.
stone set in the handle. The key is for the box in
area 19, below. If the adventurers are moving through the tower
without the occupants being aware of it, there is a
1-2 on 1d6 chance that Nerstly is here, eating or
tending to his property.
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Strongholds of Sorcery House of Coldarius
Ahead of you is a small cupboard containing A brushing sound comes from behind this door,
two besoms (brooms made of twigs tied to a like a floor being swept.
stick), a hooped wooden bucket made of half a
barrel with a rope handle, a mop, a scrubbing The crematorium is tended by an outcast fire giant
brush, several cakes of lye soap wrapped in called Calbani. He was born a misshapen runt,
pigskin, a broken lantern which is presumably with very short legs and a crooked spine. One of
awaiting repair, some long-disused jars and string his shoulders is more than a foot higher than the
which you recognize as the raw materials for other. The left side of his face hangs limply, the eye
making tallow candles, half a hide of leather, staring into space, with a string of drool running
some linen twine, and a leather-sewing needle. from the left corner of his mouth through his beard;
A rolled up rug stands in one corner, tied with but the right eye is alive with a penetrating, restless
rope, and you can just see a closed wooden intelligence.
box behind it. Calbani thinks of himself as small and weak,
because other fire giants always told him he was.
The items stored here are regular household stuff In fact, he has all the strength of a full-sized fire
except for the rug, which if unrolled will prove to giant, and twice the malice.
have a pattern of lime green, terracotta orange,
and pale blue that's amazingly disharmonious with When the party arrives in the tower, the stunted
the decor in the castle. It is in fact a Flying Carpet. giant will be sweeping up ash in the crematorium.
Unfortunately even Predmore does not know its He lives and works here, and sleeps in the embers,
command words (he keeps meaning to work out which are pleasantly warm for a fire giant. His
what they are). Discovering this information will battle armor and two-handed warhammer will be
involve a visit to a sage, who will pull his beard and behind the door.
ask for 2,000 gp to fund the purchase of rare and If Calbani has heard the party coming (e.g. they
recondite tomes from distant lands. These will made loud noises on the ground floor), he will be
reveal that the carpet was made by the ancient fully armored when they arrive at his crematorium.
wizard Nuradin, but will not reveal the command He will attack them if they come in. If they bypass
words, and the sage will ask for another 2,000 gp the room, then he will come out and attack them
for the cost of further research. If this second while they are on the stairs to the next level.
2,000 gp is spent then the command words will be
revealed. If the adventurers have approached with stealth
and caution, then they will open the door to find
The box is locked. It is in fact a trap which him wearing a light cotton smock and carrying a
Predmore has set for Nerstly, who the vampire large broom. Calbani will cower and cringe and
suspects is stealing from him. If the key from the apologize, feigning servile stupidity, and he will
corridor (area 17) is inserted into the lock and beg the party to spare his life. If they do not attack
turned, then this will trigger a jolt of electricity, him then he will invite them into his crematorium
inflicting 3d6 points of damage. A successful save where he will promise to share "Master's secret"
vs. Death Ray reduces damage to half; if the with them. In fact, this is simply a ploy; Calbani is
person turning the key is wearing leather gauntlets, trying to get the characters into the room such
damage is half automatically and a successful that he is between them and the door. If he
save results in no damage at all. Within the box succeeds he will grab his colossal hammer from
are a few blocks of beeswax and a piece of cloth behind the door and attack, focusing on the most
(total value: a few copper pieces). Nerstly has lightly-armored character first. After this he will try
found the trap and wisely left the box undisturbed. to get out of the door and hold it closed while
yelling for his master.
If he is reduced to 12 hp or fewer, Calbani will flee
if he can, and surrender if he cannot. His sack
contains 19,330 sp and a silver bauble set with
chalcedony. The bauble sounds hollow if tapped.
The silver bauble is actually the prison for the Seven
89
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Level 4
90
Strongholds of Sorcery House of Coldarius
The spell scroll can animate up to 16 skeletons, and completely. If struck again, the fire damage resets
Predmore has ensured that there are exactly that to 1d6 on the following round and the process
many remains in this room, ready for use. Statistics starts over.
are provided below for these skeletons in that
event. The chamber contains a bunk bed, table, and
three chairs, all of which are burned beyond
16 Skeletons: AC 14 (tattered chainmail; half usability. Under the bunk bed is a large, shallow
damage from edged weapons, one point only iron box (about 30" wide x 24" deep x 15" tall)
from arrows or bolts), HD 1, #At 1 sword, Dam 1d8, covered with soot; inside is as much of the
Mv 40', Sv F1, Ml 12, XP 25 ea. monsters' treasure as Predmore permitted them to
HP 1 ☐ 5 ☐☐☐☐☐ retain. The box is not locked, and contains the
5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ following: 2,655 cp, 2,094 sp, 798 ep, and 394 gp.
5 ☐☐☐☐☐ 3 ☐☐☐ 3 Pitch Skeletons: AC 15 (half damage from edged
5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ weapons, one point only from arrows or bolts),
4 ☐☐☐☐ 4 ☐☐☐☐ HD 6*, #At 1 punch + special, 1d6 + special, Mv 40',
1 ☐ 2 ☐☐ Sv F6, Ml 12, XP 555 ea.
7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐
25. OFFICER'S QUARTERS: 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
The first thing you notice when you open the 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
door to this room is the smell of smoke, indeed ☐
the smell of burning wood and tar. The floor,
walls, and ceiling of this room appear to be 26. BARRACKS:
covered in ashes and soot, and everything is so
dark that for a moment you have difficulty Within this chamber are a number of bunks, and
seeing things in the room clearly. on each lies the skeletal remains of a warrior
wearing tattered chainmail armor. Beside each
Then you see three blackened skeletal figures lies a rusty but serviceable longsword.
advancing on you. There is more than the usual
mindless violence in their approach... it’s almost These skeletons are animated, but they have been
as if they are looking at you with evil intent. ordered to lie still and do nothing. They will not
react at all to anyone or anything, even if
The monsters are a trio of pitch skeletons (as prodded, though if any are actually attacked,
described on page 68 of the Basic Fantasy Field they will all rise up to do battle.
Guide). They are the "officers" of the guard, having
However, if the "officers" in room 25 become
somehow been given the power to command the
aware of intruders, the skeletons jump into action
skeletons in area 26. If Predmore uses the scroll in
at the mental commands of the Pitch Skeletons.
area 24, he might choose to place those skeletons
under the control of these monsters as well. As There are sixteen skeletons total in this area.
soon as they see unauthorized creatures, they
advance to fight them while calling on all the 16 Skeletons: AC 14 (tattered chainmail; half
ordinary skeletons under their control to attack as damage from edged weapons, one point only
well. Noisy characters nearby will also attract their from arrows or bolts), HD 1, #At 1 sword, Dam 1d8,
attention, such as if the player characters start a Mv 40', Sv F1, Ml 12, XP 25 ea.
fight with the skeletons in area 26, below. HP 2 ☐☐ 6 ☐☐☐☐☐ ☐
3 ☐☐☐ 7 ☐☐☐☐☐ ☐☐
When a pitch skeleton strikes successfully, it leaves
8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
behind a patch of sticky, oily goop which
7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
immediately catches fire. The victim suffers 1d6
7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
points of fire damage in the next round, 1d4 on the
6 ☐☐☐☐☐ ☐ 3 ☐☐☐
round after that, 1d2 on the fourth round, and 1
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
point on the fifth, before the fire burns out
5 ☐☐☐☐☐ 1 ☐
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House of Coldarius Strongholds of Sorcery
Level 5
Level 5 Notes: This level is largely abandoned. 27. CORRIDOR:
Predmore used to come here to consult the library This room contains a giant black widow spider,
in room 28, but it had been years since the last which is hidden on the ceiling above the door from
time. That all changed when Rafaela came to the stairwell. The spider will surprise on 1-3 on 1d6
visit; Nerstly has placed her in room 29, as ordered. unless the first character entering the room
On the landing of the 5th level is a torch bracket declares intent to check the ceiling. The GM
that controls a trap mechanism on the stairs going should describe the spider's attack in the creepiest
up to level 6. A successful Secret Door check on way possible, of course.
the landing will locate the mechanism (but does Other than the spider, there is nothing else of
not indicate what it controls). A Thief's Find Traps interest in this room.
ability will lead him or her to believe the trap
mechanism connects to the stairwell. Pulling the Giant Black Widow Spider: AC 14, HD 3, #At 1 bite,
bracket down locks the trap door (detailed below) Dam 2d6 + poison, Mv 20' Web 40', Sv F3, Ml 8,
closed for about a minute to allow safe passage. XP 175
An identical mechanism is located on the landing HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
of the 6th level.
28. LIBRARY:
About mid-way up the stairs between the levels,
there is a section of stairs that easily gives way to a This room is obviously a library; the walls are lined
shallow compartment filled with sharpened stakes. with bookshelves overloaded with books. Heavy
A Thief searching for traps in the stairwell will locate dark curtains cover the window; a comfortable-
the trap. Once located the trap is easily stepped looking chair and side table stand in the far
over. Otherwise, the first rank of characters coming corner to the right. The room is quite dusty and
up the stairs will succumb to the trap on a failed appears disused for quite a long time.
saving throw vs. Death Ray, taking 2d6 points of
damage from the spikes. Predmore rarely uses this library anymore. The
books present are largely on subjects of history and
Additionally the sharpened spikes are covered in science; there is a particularly well-stocked but
filth, feces, and worse, so after an hour any victims out-of-date section of books on plants, gardening,
must also save vs. Poison or take an additional 1d4 herbology, and so on. On one of the shelves is a
points of damage from infection; characters will book entitled "A Treatise on Plants Inimical to Man"
not know this until the end of the first hour after by Fil Kesson which includes a detailed description
falling victim to the trap (so the second saving of the Blood Rose; that section of the book has
throw should be delayed until then). been annotated in the margin by Predmore after
his study of the one in room 6.
While the fever is upon a character, he or she
suffers a penalty of -1 on attack rolls and saving 29. BEDROOM:
throws. The saving throw vs. Poison is made each
hour, and if successful the progression of the How this room is found by the adventurers
disease is halted; otherwise, an additional 1d4 depends on whether they enter it while Rafaela is
points of damage is applied and an additional -1 still present, or after she has been removed. The
penalty is added to the character's attack rolls first boxed text below applies if she is present when
and saving throws. Of course, the cumulative the party enters:
penalty to saving throws means the chance of
When you open the door, you see Rafaela, the
spontaneous remission decreases every time the
girl you have come to rescue! She is holding a
save fails.
broom, caught in the act of sweeping the floor,
A cure disease spell will halt the infection (as will and she smiles when she sees you. "Hello!" she
heal or similar magic). says. "It's so nice to see you. Did my dear
Predmore invite you? Never mind. Oh, where is
that Nerstly with the mop and bucket I asked him
for?"
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Strongholds of Sorcery House of Coldarius
Predmore has placed Rafaela here until he is symbol of Galataia lying upon it stands before
ready to sacrifice her. She is charmed, and the window. The walls are white, trimmed with
believes he has only good plans for her. She has painted green vines; the ceiling is a pale yellow,
spent her time in this room cleaning and tidying up. and the floor is covered with fine hardwood,
She will not believe anything the player characters inlaid with designs of leaves and insects in
tell her about Predmore unless it is complimentary contrasting colors of wood. The customary small
to him, and she will not willingly leave with them ceremonial brazier has been pushed back
either. against the left wall, and the pitcher and cup
Rafaela has no spells prepared at present, as she normally used in worship are entirely missing. You
discharged them at Predmore's instruction. Her also notice tapestry hooks on both side walls, but
spell book (which is in her apartment) contains the the tapestries are missing. The entire room is
following spells: detect magic, floating disc, and dusty and shows no sign of having been used in
protection from evil. a very long time.
If Rafaela is already gone, or if the players ask The candlesticks are worth 100 gp each. The holy
about the contents of the room, read the symbol is silver, and is worth 50 gp to a collector of
following: antiquities; a priest of Prolethra could use it were
he or she in need of a holy symbol, but such an
This is obviously a bedroom, and is visibly cleaner out-of-date item would not be used otherwise.
than much of the rest of the tower. The room is
31. BEDROOM:
furnished with a bed, a side table with a drawer,
a wooden commode (cabinet used to conceal A strong, foul smell of excrement assaults your
a chamberpot), a dresser and a chair, and a rug noses as you open the door to this bedroom.
lies rolled up against the wall. There is a The bed, side table, writing desk, and chair in this
mandolin, which doesn’t appear to be room are all covered in a grayish white
serviceable, hanging from a hook by the door to substance; the floor is likewise befouled by it. A
this room. draft blows in through the broken window but
does little to abate the smell.
An urn with Shellan designs on it is being used as a
chamberpot, but is actually worth 100 gp if The substance covering everything is guano, from
cleaned up and sold to a collector of antiquities. the giant bats which normally occupy this room.
The drawer of the side table contains a comb and Note that they will not be present if it is night!
a brush of no particular value, and a single Under the guano-covered bed are two wooden
platinum shoe buckle set with an emerald (worth boxes. They are locked with substandard locks
800 gp, or 2,100 gp as part of a set if the other (+20% to the chance to pick them) and can be
buckle can be located; it is presently in room 40). forced open manually as if forcing a door. Inside
Rafaela found the buckle under the bed while the first is 400 cp and an antique bronze medal
cleaning the room, and put it in the drawer for depicting the stylized face of the ancient King
safekeeping. Argo (worth 200 gp to a collector of antiquities);
the second contains 300 sp and a ruby-encrusted
Rafaela: Human Magic-User 2, AC 11, HD 2d4,
silver belt buckle (worth 700 gp).
#At 1, Dam 1d4 (dagger) or by spell, Mv 40', Ml 8,
XP 75 4 Giant Bats: AC 14, HD 2, #At 1 bite, Dam 1d4,
Mv 10' Fly 60' (10'), Sv F2, Ml 8, XP 75 ea.
HP 6 ☐☐☐☐☐ ☐
HP 8 ☐☐☐☐☐ ☐☐☐
30. SHRINE: 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
The door to this room is locked. 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
You can see that this room is a shrine; in fact, it
appears to be a shrine to the goddess Galataia,
the old name of Prolethra, goddess of life. A
small altar with two silver candlesticks and a holy
93
House of Coldarius Strongholds of Sorcery
Level 6
Level 6 Notes: On the landing of the 6th level is a This particular mimic has engulfed an Amplifying
torch bracket that controls a trap mechanism on Earring, also called an Earring of Hearing by those
the stairwell below (going down to 5th level). A wizards with a poor sense of humor. If killed, the
successful Secret Door check on the landing will earring (which appears as a simple hoop made of
locate the mechanism (but does not indicate a copper-gold alloy) will be expelled from the
what it controls). A Thief's Find Traps ability will lead corpse, but will only be found if the adventurers
him to believe the trap mechanism goes to the state that they are examining its remains.
stairwell. Pulling the bracket down locks the trap
door (detailed below) shut for about a minute to The earring doubles the wearer's hearing
allow safe passage. This mechanism is identical to effectiveness, giving him or her a 50% chance to
the mechanism found on the 5th level landing and detect invisible creatures within 30 feet, and the
controls the same spiked trap. Details for the trap same chance to notice a stealthy character or
are given in the Level 5 notes. creature sneaking up on the wearer. Whenever
the wearer detects an invisible creature using this
33. CORRIDOR: device, the wearer suffers only a -2 on his or her
attack rolls against the invisible creature. However,
The door at the top of the stairs is actually a mimic
very loud noises (such as a lightning bolt spell)
(as found in the Basic Fantasy Field Guide Volume
within 30 feet will stun the wearer, incapacitating
1, page 49). The mimic was charmed by
him or her for 1d6 rounds.
Predmore, and will attack anyone other than the
vampire or Nerstly who touches it, unless either Note that the mimic has full use of the magical
Predmore or Nerstly opens the door first. earring, even though it does not have "ears" as
such in which to wear it.
If the mimic rolls a natural 20 on its attack roll, its
target will be knocked down the stairs and suffer Mimic: AC 13, HD 7**, #At 1, Dam 3d4, Mv 10',
1d6 points of damage; any characters lower on Sv F7, Ml 10, XP 800
the staircase than the victim must save vs. Death
HP 34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Ray (with Dexterity bonus applied) or suffer the
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
same fate.
94
Strongholds of Sorcery House of Coldarius
95
House of Coldarius Strongholds of Sorcery
If the adventurers do not find Rafaela before Nocturnia is a sword, of course, and thus will wish
Predmore sends for her, then he will carry out his to be held and used by a true warrior. She will
plan. Nerstly will remain in the room, curious about speak kindly to her "Father" at first, trying to win his
the whole operation; if the adventurers enter favor, but Predmore does not wish to give the
during the ritual, he will try to hide beneath one of sword away; rather, he wants to study it, to learn
the work tables before turning into a giant rat to about its powers, and every now and then (but not
escape. Nerstly will only fight if he must. nearly often enough to suit Nocturnia) he will use it
to slay a foe or two. If the adventurers manage to
If Predmore completes his plan before the
defeat Predmore and acquire Nocturnia, she will
adventurers reach this room (i.e. midnight arrives
promise anything to convince a Fighter in the
and they have not found and rescued Rafaela
group to keep her. But she cannot be trusted, for
yet), read the following:
the only thing Nocturnia wants is to slay the living,
You hear a scream. You've heard screams and she does not care who she kills.
before, but this one is different... it seems to cut
36. STUDY:
you like a sword, like a spear rammed into your
heart. The scream is pain and fear to a degree This room is furnished with a desk and chair, a
you never imagined could exist in the world. It small bookshelf, and several maps on the wall at
goes on and on, and you cannot move, you just varying scales depicting the local area as well as
stand and listen to the horrible sound. the nation and the entire region. On the desk is
a magnifying lens, a few books, and a number of
Then it's gone, and the silence afterward hits you
rocks. The books appear to be volumes of
like a blow, like a slap from some angry god, and
geological information, and the rocks a small
you realize your breathing is hard and fast and
collection of geological specimens.
you feel the urge to run away, to flee from
something, but you know not what it is. The lens is worth 50 gp. The geological specimens
include 2 bloodstones (worth 50 gp each), a large,
Predmore will lift the black sword from the ashen
irregular chunk of blue quartz (worth 20 gp), and a
husk of Rafaela's body, and it will speak to him,
small, rounded piece of chrysoprase (worth 50 gp).
calling him Father in a voice of pure sweet poison.
There are also assorted small fossils.
Of course, the adventurers might not be fortunate
enough to witness this event, but the next thing On the bookshelf are a number of books on
Predmore does is strike Nerstly with the sword, subjects of geological interest, and an engraved
hitting him and doing 8 points of damage. Nerstly wooden box depicting a realistic heart; the box
will flee, confused by his master's sudden turn (but contains a pair of knives with silver blades and
Predmore never trusted the little wererat, and with golden hilts. The blades have scalloped serrated
the gateway in room 39 he no longer needs him). edges, while the hilts are set with large blood-red
He will seek out the adventurers, throwing himself rubies in the pommels and crossguards. Each knife
at their mercy (for he knows his master has none) is worth 900 gp each, and the box is worth 300 gp;
and telling them all about how Predmore has all together as a boxed set, they are worth
completed the creation of the sword. 2,800 gp. Predmore received these knives years
ago as payment for some long-forgotten magical
service.
96
Strongholds of Sorcery House of Coldarius
Level 7
37. CORRIDOR: The table to the south is, of course, for making
more of them – they are formed of a core of
A huge, muscular, scarred man stands before enchanted hepatizon which is dipped in melted
you. He wears only a ragged pair of dark pants, lead. Enchanted hepatizon is very valuable and
and though his eyes are vacant, he raises his the small amount on the table is worth 1,500 gp.
hands and advances menacingly upon you. There is a further 2,000 gp worth of enchanted
This is Predmore's flesh golem, standing guard with hepatizon in the enchanted toy solders, if the party
orders to kill anyone who enters other than its can somehow extract it from the lead.
master or Nerstly. The potted plants on the table to the east are
Flesh Golem: AC 20‡ (only hit by magical Agonax, a species native to a dark region in the
weapons), HD 9** (+8), #At 2 fists, Dam 2d8/2d8, plane of Tarterus. Their leaves have incredibly
Mv 30', Sv F5, Ml 12, XP 1,225 sharp edges, and glisten with some noxious
substance. Anyone brushing up against the plant
HP 52 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ will take 1 point of damage from the leaves and
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ suffer a burning itch, which after 1d6 rounds will
☐☐☐☐☐ ☐☐☐☐☐ ☐☐ become intense, incapacitating pain. The pain
lasts for 1d10+10 rounds during which time the
38. LABORATORY:
character may either scream, or curl up in a fetal
This cluttered room contains three large tables. ball and whimper (player's choice but they can't
The northern one has several hundred tiny lead do anything useful). A successful saving throw vs.
soldiers standing on it. They are animated, and Poison reduces this time by half.
as you watch, they can be seen marching about
The black petals of the Agonax can be crushed
the table in drill formation. A tiny sergeant
into a paste and dissolved in unholy water. If this is
gestures with his swagger stick. In a glass-sided
done and a darkness spell cast on the resulting
tank mounted on the wall nearby are several
fluid, it emulsifies and forms an ointment which can
white rats, one of which has several scars on its
allow an undead creature such as a vampire to
face and body.
survive the sunlight for up to 2d4 turns. Two plants
The eastern table has six potted plants on it. can make one dose. Predmore is aware of this but
They have jet black flowers. is not clear on the exact procedure, and so is
working on it at the moment.
The last table, which is to the south, is of black
granite. On it are several nuggets of some kind 39. PARLOR:
of black metal, a small bellows-powered The door to this room has been wizard locked by
charcoal furnace, a crucible, a small anvil and Predmore.
various tongs, hammers, and other metalworking
tools. Within this room is a free-standing arch of black
metal with inset silver runes, about seven feet
The tiny lead soldiers will ignore the characters
high and four feet wide. Within the arch you can
unless an attempt is made to take them from the
see an impossible space and then a rock wall –
room, in which case they will try to fight, although
the gate seems to open into a cave.
this is not very effective (they attack as one
creature, as a Magic-User with a penalty of -1 to This is a gate to another world. It opens into a
hit, and can inflict at most 1d2 hp damage to an cave behind a waterfall. Beyond the waterfall is
unarmored character). If actually taken from the the Moonmist Moor. A human culture at about a
room they become inert, their magic dispelled. Bronze Age level of technology lives there – fewer
The scars on the rat are from wounds inflicted by than a thousand people in total. They live in round
tiny lead swords. thatched huts and herd cattle and horses.
97
House of Coldarius Strongholds of Sorcery
The Moonmist Moor is dotted with standing The chest at the foot of the bed contains
monoliths called Spires. These are important additional bedding, but it is old and decrepit and
because they keep the spectres at bay. When the will fall apart if handled. The bedding on the bed
sun sets on Moonmist Moor, spectres fly down from itself is in a similar condition, and the bed is very
the night sky and hunt for human life force to feed dusty. In the bottom of the chest is a long-
upon, but they cannot approach within 300' of a forgotten bag containing 964 cp and 343 sp.
Spire. Thus each of the human villages on the
moor is clustered around a monolith. The nightstand nearest the door has a single
drawer which contains a handful of old scraps of
No one can pass through this gate without paper marked with illegible scrawls, a pencil in the
speaking the Secret Word; it is otherwise blocked form of a tube that holds an actual piece of lead,
by an invisible barrier that feels cold to the touch. and a silver dagger (the common sort, as found on
If the GM is interested in expanding on Moonmist the equipment list). The drawer of the other
Moor as an adventure locale then the party may nightstand contains a fancy silver comb with a
be able to learn the Word; otherwise, it is merely a dragons-head handle set with tiny diamonds as
hunting ground for Predmore. He thinks of it as his eyes (worth 1,500 gp), a single platinum shoe
"larder." Nerstly has never been in this room, and buckle set with an emerald (worth 800 gp, or
believes it is where his master keeps his greatest 2,100 gp as part of a set if the other buckle can be
treasure... and perhaps it is. located; it is presently in room 29), all hidden
underneath several used handkerchiefs as old and
The window is covered by a heavy, dark curtain; decrepit as the bedding.
besides that, the gate is the only thing of interest in
the room. Note that the gate is not fixed in place, The armoire is overstuffed with wizard's robes in
but in fact can be moved, though it weighs about varying states of wear, but all of these are currently
2,500 pounds and will not fit through the door of in use and thus not prone to falling apart if
the room. Predmore did not actually create the handled. In the inside pocket of one robe is a bag
gateway, but rather took it from another wizard containing 7 pearls (worth 100 gp each) as well as
after slaying him many years ago. 26 sp and 20 gp in coins.
40. MASTER BEDROOM: The armoire seems to be fixed to the floor, but if
successfully searched (as for secret doors) a catch
As it's unlikely that the adventurers will find
inside may be found; operating it allows the entire
Predmore in his room; the description below does
armoire to be swung open on noiseless hinges,
not include him. The GM will have to improvise if
revealing shelves recessed into the stone wall.
for some reason he is here.
Two shelves are lined with white stoneware jars, ten
It's fairly obvious to you that this is the master in total, each of which contains exactly 500 gp. A
bedroom, though it is somewhat different than third shelf contains two black stoneware jars, each
most. A large bed stands to your left, in the of which contains exactly 500 pp. On the same
inside corner, with a large chest at the foot and shelf is an unlocked wooden box; inside it are four
a nightstand at either side of the head. Heavy, heavy gold neck chains, each linked in a helical
dark curtains cover the single large window. A pattern (worth 900 gp each). Finally, on the last
wooden coffin lies on the floor just to the right of shelf are two sacks, one containing 376 gp and the
the door, its lid lies askew. Tipped back against other 125 pp.
the wall, you can see the bottom of the coffin is
filled with dirt which still shows the impression of a
body. Finally, an armoire stands against the
short south wall; its doors are closed, but you can
see bits of clothing sticking out between them.
98
Strongholds of Sorcery House of Coldarius
99
House of Coldarius Strongholds of Sorcery
100
Strongholds of Sorcery Thaumerion's Tower
Thaumerion's Tower
Introduction The book will tell you that trolls are effectively
immortal; if their flesh is not destroyed utterly, such
Thaumerion Daelant was a mighty wizard, once as by fire or acid, a troll can survive indefinitely.
upon a time, but that was long ago. He built a Thaumerion coveted this power for himself.
tower in the mountains far from civilization, where
he could carry out magical research undisturbed. In order to learn these things, he needed many
trolls upon which to experiment. He paid
Then, he just disappeared. Some said he had adventurers, some of them the sons and daughters
died, others that he was traveling in some strange of his former comrades, to capture them and bring
plane of existence. For decades, nothing was them to his tower. Knowing the king would not
heard from him. permit him to keep captured trolls within the walls
Finally the temptation was too much, and a group of any city in the kingdom, he had a tower built on
of adventurers raided his tower. They brought a mountain slope far from civilized territories. Over
back treasure, and lots of it, but did not discover the years he had the dungeons beneath the tower
what had happened to the wizard, nor did they expanded by a number of different architects and
find any of the legendary items he was said to builders, some human, some dwarf, even some
possess. After all, everyone knew that he had hobgoblins, so that no one would know all the
owned a staff of power, though some said it was secrets of his sanctum.
actually the superior staff of wizardry. Some stories Thaumerion acquired a Ring of Regeneration at
even hinted that he might own several of the one point, hoping that it would give him the power
fabled rings of Samaron. he so desired, but while it could heal any injury it
After a time, another party of adventurers tried the could not truly give him the immortality of a troll.
dungeon, and then more, but though some did Still he wore the ring until he could devise a better
find hidden treasures missed by earlier expeditions, way.
none ever learned what became of the wizard or Eventually, he did.
his fabled hoard of magic. Some parties did not
return, and some returned telling stories of strange, Thaumerion developed a procedure, combining
heretofore-unknown monsters. specialized magical items with a ritual of his own
devising, which could transfer a troll's own
What's Going On Here? regenerative ability to him. It was difficult and
error-prone, and it took him almost a decade and
Thaumerion Daelant's was a wizard like many, first the lives of more than a dozen trolls before he
an apprentice, then an adventurer. He and his succeeded. But then, as he wrote in his journal, he
comrades were successful, and eventually he only needed to succeed once.
became an ally of the king himself. There are
those who will tell you his allegiance was one of He did not learn the full consequences until much
political necessity and not patriotism, loyalty, or later. The details of his current condition are found
even friendship, and it's true he was well paid for in room 23 on level 8b, below.
the various works he performed for the king, but all
in all he was well respected in the kingdom. Thaumerion still lives, though he has been believed
dead for many years. His tower and dungeon
He grew old, as men do, and in his latter years he have been looted, repeatedly in fact, though only
became obsessed with the regenerative powers of a few have managed to discover the secret door
trolls. He wrote the definitive book, A Treatise on at the bottom of the pit in area 9 which gives
Trolls: Their Nature and Powers, which is still used in access to the secret parts of levels 5 through 7,
wizarding schools to this day, but his research went and no one has yet discovered the secret way
far beyond the things he wrote in his book. from level 7 to level 8b. Thus the old wizard still lives
in his office and laboratory on level 8b,
undiscovered and undisturbed for a great many
years.
101
Thaumerion's Tower Strongholds of Sorcery
Dungeon Key
This is a ten level dungeon. Yes, that does sound from living stone. The walls of the entire dungeon,
impressive... but there are just twenty-five on the other hand, are cut from the living stone, as
numbered encounter areas. For that reason, is the ceiling.
rather than breaking the dungeon key up by levels
as is usually done, the twenty-five areas will be The rooms of this dungeon were once lit with
detailed one after another as if they were all one continual light spells, but it has been so long since
dungeon level. The map level will be noted after those spells were cast that most of them have
each room name, in hopes of avoiding confusion. expired. The only rooms which are illuminated are
those so indicated in their descriptions.
The ceilings in the rooms on levels 1 and 2 are
gently vaulted, about 8' high at the edges and 1. ENTRANCE: GROUND LEVEL
rising to only about 12' high at the center of each The front door of the tower is closed, secured with
room, or 10' in the corridors. Levels 3 and lower are a wizard lock cast by Thaumerion years ago, and
different; each of the 50' square rooms has a further warded by an enchantment of lightning on
peaked ceiling that starts at 10' high at the edges the brass door handle. Any character touching
of the room and rises to 30' in the center. Smaller the door handle takes 3d6 points of electrical
rooms have lower peaks, as do the corridors, but in damage, with a successful saving throw vs. Death
all cases the ceiling is no less than 10' up at the Ray reducing damage by half.
lowest point. At the peaks of all the rooms are 1'
square holes which run a meandering path The back door stands open, and in fact is broken
through the stone, functioning as ventilation and such that it can no longer be closed.
as chimneys where needed.
The floors of almost all of the rooms in this dungeon
are covered in flagstones, the main exception
being room 23 on level 8b, where the floor is cut
102
Strongholds of Sorcery Thaumerion's Tower
The following description is intended to read 17 Stirges: AC 13, HD 1, #At 1 bite, Dam 1d4 +
correctly regardless of which door is entered. 1d4/round blood drain, Mv 10' Fly 60', Sv F1, Ml 9,
XP 37 ea.
This room is nothing more than a thirty-foot-
HP 6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐
square space filled with stairs. The stairs descend
1 ☐ 8 ☐☐☐☐☐ ☐☐☐
to your right and ascend to your left; looking up,
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
it appears they make two full turns before
7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐
reaching the ceiling. The rear door of the tower
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
is about ten feet higher than the front, and the
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
stairs between them are broad, so that the
2 ☐☐ 3 ☐☐☐
staircase spans the space properly, but the stairs
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
are steeper going up from the rear door and
7 ☐☐☐☐☐ ☐☐
down from the front. The ten-foot-square space
in the center appears to be open from the roof 2. CAVE BEAR LAIR: LEVEL 1
down, though how far down you cannot tell
without stepping up to the uncomfortably-low The walls of this room appear to have been cut
railing and looking. from the living rock, while the floor is covered in
flagstones. Where the staircase ends there is a
A swarm of stirges make this room their home, door to your right, which appears to be the only
nesting high up on the walls. They will attack exit from this room.
adventurers immediately, delaying only if surprised.
You smell a strong, musty animal odor in the air...
The railing is low because this part was built by
dwarves. At the top of the stairs is a trap door This area is the lair of a mated pair of cave bears
leading to the roof; it is stuck, and must be forced. who have a nest under the stairs, out of sight of the
adventurers. They are aggressive and likely to
The desiccated body of a Fighter lies on the stairs attack on sight. Note that they almost certainly
just before the trap door to the roof. He was killed heard the adventurers descending the stairs and
by the stirges relatively recently, and as he was the thus will not be surprised, but you should still check
last of his party, he still carries his treasure: 740 cp, for surprise for the player characters.
1,885 gp, a suit of Chain Mail +1, and a Potion of
Clairaudience. He has a non-magical silver 2 Cave Bears: AC 15, HD 7, #At 2 claws/1 bite +
dagger at his belt, as well as an empty sword hug, Dam 1d8/1d8/2d6 + 2d8 hug, Mv 40', Sv F7,
scabbard; of the sword there is no sign. Ml 9, XP 670 ea.
There is no map or key provided for the roof, but HP 45 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
the GM may populate it as he or she sees fit, or ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
leave it empty. ☐☐☐☐☐
28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The staircase descends from the front door 30' to ☐☐☐☐☐ ☐☐☐
the floor of room 2, below. Note that this area and
room 2 are effectively one open space; the cave 3. SECRET ROOM: LEVEL 1
bears that lair below are almost certain to hear the
As you open the door, you see huge black
adventurers entering this area, and so will not be
skeletal monsters with clawed hands and
surprised. In fact, they will move up the stairs to
pointed teeth charging at you!
attack 2d4 rounds after this room is entered. The
stirges have learned the hard way not to attack Don't forget to check for surprise as normal for the
the cave bears, so if both are attacking at the adventurers.
same time, they will effectively be working
together. These are animated skeletons made from the
remains of trolls who died while being studied by
the wizard. Their bones are blackened from
exposure to fire. He animated them to use as
defenders, then put them in this room and forgot
about them.
103
Thaumerion's Tower Strongholds of Sorcery
After the threat has passed, the adventurers may The pouch contains a gold necklace worth 1,300
examine the room more completely: gp, a silver pin depicting a hawk with emerald
eyes worth 1,400 gp, and a pair of gold earrings
The walls of this room are cut from the living made to look like loops of rope, worth 450 gp as a
stone, as is the gently-vaulted ceiling which is set or 175 gp each.
perhaps twelve or so feet high at the center.
The floor is covered in flagstones, the same as in 5. RECEPTION ROOM: LEVEL 2
the previous room. The room also contains a few
The first thing that catches your attention upon
empty crates; the wood appears dry-rotted and
entering this room are the intricate mosaics on
brittle.
the left and right walls. The mosaics form
5 Troll Skeletons: AC 13, half damage from edged symbolic patterns of five- and seven-pointed
weapons, 1 point only from arrows, bolts, and sling stars done in white on a background of
stones, HD 6, #At 2 claws/1 bite, horizontal wavy stripes of red and black. The
Dam 1d6/1d6/1d10, Mv 40', Sv F6, Ml 12, XP 500 ea. ceiling and the end walls of the room are
painted black, though the paint is cracked and
HP 37 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
peeling with age. The flagstones covering the
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
floor are of black marble.
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Long, padded benches line the side walls, dark
☐☐☐☐ wood upholstered with moth-eaten red fabric.
26 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ The room contains no other furnishings.
☐☐☐☐☐ ☐
32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ If the opposite door is touched, it will open
☐☐☐☐☐ ☐☐☐☐☐ ☐☐ suddenly and four wraiths will enter. They are the
spirits of the last group of adventurers to enter the
4. SECRET ROOM: LEVEL 2 dungeon, who were slain and then transformed by
The secret door to this room appears to be an Thaumerion. He trapped them on this level of the
irregular cracked section of wall; the cracks have dungeon to act as guards so that no other
been cleverly engineered to hide the secret door, adventurers would disturb his research.
which swings back to the left when a certain The secret door in the right-hand wall is hidden
section of the right-hand side is firmly pressed. cleverly within the mural, and is of course opened
by pressing a certain slightly discolored tile.
This small room appears to be entirely empty.
4 Wraiths: AC 15, HD 4**, #At 1 touch, Dam 1d6 +
One of the flagstones in the floor at the far end of energy drain (1 level), Mv Fly 80', Sv F4, Ml 12,
the room is loose and can be lifted out with a XP 320 ea.
prybar of some sort; this is detected as a secret
door. If the flagstone is removed, a hole 2' deep HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
and 2' x 2' square is revealed, at the bottom of 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
which is a small pouch. 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
The pouch is tied to a wire, which is hidden
underneath it. If the wire is pulled (such as by lifting 6. SECRET ROOM: LEVEL 2
the pouch), a cloud of mist will puff out of the hole,
This small room, really just a hidden closet, is
filling the back 10' section in one round and the
empty except for a large bronze-bound chest in
front 10' section in the next. Anyone within the
the far left corner.
cloud must save vs. Poison or die; each round a
character remains within the cloud, he or she must The chest is very heavy, and does not rattle if
make another saving throw. The cloud will shaken or struck. It has a poisoned needle trap in
dissipate after one turn. the lock, which will be activated by anyone
attempting to pick it (save vs. Poison or die). Once
unlocked and opened, a secondary trap will be
sprung, as a gout of flame will spurt out of the
104
Strongholds of Sorcery Thaumerion's Tower
chest, filling the room and doing 5d6 points of fire 8. BEDROOM: LEVEL 4
damage to all within. A successful save vs. Dragon
Breath reduces damage from this second trap by This room was obviously once a truly grand
half. bedroom, with a huge bed and chest in the far
left corner, a large bathtub in the far right
There is nothing in the chest except for the fuel corner, a round table and six chairs in the near
tanks for the flame trap. Both traps will reset left corner, and a pair of large armoires and a
automatically if the chest is closed (though dressing screen in the near right corner. A few
disarming one or both of them will prevent this). paintings once graced the left and right walls,
The flame trap has enough fuel to be activated 5 and a large tapestry once hung from hooks
times, while the poison needle can only affect at centered on the far wall.
most 3 victims before the poison is too worn out to
work again. All of those fine furnishings lie in a shambles now.
The bedding has been torn from the bed and
7. GALLERY: LEVEL 3 the frame partially dismantled; the table and
chairs have been broken apart, with the
This room is a shambles. Lying on the floor or upholstery of the chairs having been cut with
leaning against the walls are numerous knives; the dressing screen lies broken on the
paintings, mostly torn or broken apart. Scattered floor, with the clothing from the armoires
around the room are various broken pieces of scattered and trampled nearby; and the curtain
what appears to have been fine furniture at one that once surrounded the tub has been torn
time long ago... chairs, tables, and a few from the frame that once held it and likewise
couches, with their upholstery torn, legs broken, tossed to the floor. Of the tapestry there is no
and so on. You also notice broken urns and sign; only the hooks that once held it are still
vases of various types, and a few toppled present.
statues. The only unbroken item in the room is a
dark purple vase nearly six feet tall and almost This room has been thoroughly looted and
four feet across at its widest point, which stands contains nothing of value.
in the near corner to your right.
9. FALSE AND TRUE WAYS: LEVEL 4
The destruction in this room is the result of repeated
looting by adventurers. There is literally nothing of The secret door opens into a corridor that runs
value left in the room. ten feet and then turns left. Looking around the
corner, you see that it runs another twenty feet
The vase contains a black pudding, which will or so to a door.
erupt out (surprising on 1-3 on 1d6) if anyone
approaches within 10' of the vase. The door is a fake; it opens easily, revealing a blank
stone wall.
Black Pudding: AC 14, immune to weapons and
lightning, splits if thus attacked, immune to cold or The pit trap will open on a 1-2 on 1d6 chance per
ice but paralyzed one round per damage die if so character that walks on it, 1-3 if the character is
attacked, affected by other attack forms normally, large. Roll a check for each character. If the pit
HD 10*, AB +9, #At 1 pseudopod, Dam 3d8, Mv 20', opens, every character in the square must save vs.
Sv F10, Ml 12, XP 1,390 Death Ray (with Dexterity bonus added) or fall 50'
to the bottom, suffering 5d6 points of damage.
Note: The check boxes below have been
arranged to make splitting the pudding easier. If The floor of this corridor is covered in flagstones.
the pudding is damaged before being split, be One near the pit, and close to the far wall (on the
sure to distribute the damage between the blocks "front" side of the pit, i.e. the side nearest the secret
of boxes more or less evenly. door) has a crack across one corner; that corner is
HP 52 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ actually a secret catch. Stepping firmly on the
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ secret stone opens the pit, opens the secret door
☐☐☐ ☐☐☐ ☐☐☐ ☐☐☐ at the bottom, and causes the floor of the pit to
rise at a rate of 10' per round until it is level with the
floor. After 1 round, it descends at the same rate
105
Thaumerion's Tower Strongholds of Sorcery
106
Strongholds of Sorcery Thaumerion's Tower
is level with the floor of area 9, above. It remains The woman is, of course, a succubus, and she has
there for 2d4 rounds, and then descends at the been trapped in the pentacle for a very long time.
same rate, with the pit trap and the secret door in Thaumerion doesn't even remember she's here.
this area both closing after the first round of She will do anything, promise anything, to be freed
descent. When the floor returns to its normal level, from captivity. Since the pentacle is not merely
the lever moves back into the "up" position. drawn but actually made of metal, she can only
be freed by covering part of it, as with a cloak; she
12. CAMP: LEVEL 6 will then be able to walk out.
You have no idea what the original purpose of She will promise anything, and if the character who
this large room was, but you can tell what it was frees her secures a promise from her first, she will
used for most recently... this is where the last absolutely obey that promise. The letter of the
adventuring party camped. Maybe two or three promise, at least; she will do nothing that violates it
parties in a row. A large brazier stands in the directly, but she will do whatever she can within
middle of the room, with a small, toppled pile of the confines of that promise to undermine and
wood nearby. A variety of mismatched chairs destroy the one she made the promise to. Her
stand around a table off to one side, with promises do not survive the death of whomever
playing cards and wine bottles scattered on and she has made a compact with, so should that
under the table. A cleared area on the other person die, she is free to do as she wishes.
side of the brazier may have been used for
Of course, if that character fails to secure a
sleeping; a single blanket, partially torn into strips,
promise not to hurt him or her, whatever else the
tells the tale of someone whose wounds were
succubus might promise likely will not matter at all.
bound there. In the far left corner is a dressing
screen, looking somewhat damaged but still Nylin the Succubus: AC 20‡, immune to lightning
serviceable. A couple of large kegs and one and poison, and takes only half damage from
small keg stand together in the far right corner. acid, cold or fire-based attacks, HD 7**,
#At 2 claws + special or by weapon, Dam 1d4/1d4
There are playing cards from three different decks
or by weapon, Mv 30' Fly 50', Sv C6, Ml 7, XP 800
(with different back designs) but none of them are
complete. The wine bottles are all open and She can use the following powers at will, as if a 12th
empty. level caster: charm person, suggestion, darkness
15' radius, dimension door, ESP, clairaudience (as
The dressing screen hides a bucket, the purpose of the potion), shape change, energy drain (one
which is obvious from the old but still present smell level per kiss, transfers hit points to her, excess hit
of excrement. points are retained one day)
The two large kegs were for water, but there is only HP 46 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
a little slime on the bottom of each now. The ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
smaller keg is half full of rancid oil which smells bad ☐☐☐☐☐ ☐
and will not burn correctly.
14. LIBRARY: LEVEL 7
13. CONJURING ROOM: LEVEL 6
This room is a library. Bookshelves nine feet tall
You are startled at the sight of a beautiful line all the outer walls of the room, and on either
woman standing near the center of this room. side of the room are three tables with six chairs
She has raven hair and green eyes, and a face each. The floor in this room is covered by the
that you swear could start a war as easily as the largest rug you've ever seen, which if it weren't
old stories say. She wears a long black gown so moth-eaten might be worth something. The
with a low-cut bodice; it clings to her form, ceiling is hung with red and black striped cloth
showing rather than concealing her curvaceous all the way up to the peak. Sounds in this room
hips and legs. are strangely muffled, and you feel an urge to
whisper.
Then you realize she is standing in the center of a
pentacle, inlaid into the marble-tiled floor in This is an incredibly well-stocked library, having
gold. books from all over the known world. There are
107
Thaumerion's Tower Strongholds of Sorcery
many thousands of volumes, with some whom Thaumerion was experimenting on when the
duplication, but there are no rare editions nor any procedure finally worked. Kragnact thus has the
secret or magical knowledge hidden here. The same trollish regenerative powers as Thaumerion.
books cover both natural history and politics, and
there is a large section of fictional works. The kobold was a prisoner, of course, and when he
realized that Thaumerion was not going to kill him,
15. ANTECHAMBER: LEVEL 7 he did what any good toady would do... he
sucked up to the wizard. Eventually Kragnact
The far wall of this room is painted with a mural became the wizard's assistant, showing a particular
depicting a bearded wizard in long red and expertise at building golems, and Thaumerion
black robes holding a glowing staff, facing a became rather fond of him. They worked on three
group of what are apparently angry trolls. The bone golems together as their last project before
art quality is quite good, but there is something Thaumerion conceived of the idea of troll
off about the way the trolls are depicted... you're mummies; Kragnact, being still afraid of trolls,
sure their teeth and claws aren't quite that long asked permission to remain in this workroom and to
in real life. work on finishing up the bone golems. He ventures
out from time to time with one of the golems to get
In the center of the far wall, and thus in the
food and water, but otherwise remains in this area.
center of the mural, is a large pair of double
In fact, he sleeps in room 17, below, where he will
doors. Looking closely, you can see that each of
usually be found. The three bone golems are kept
them has the face of a troll engraved in relief on
in room 18, below, but will come immediately if
the upper section.
called by Kragnact.
The other three walls of the room are covered in Thaumerion, it seems, has forgotten what
dingy gray ceramic tiles about a foot square; the happened to Kragnact, and the kobold has not
low-vaulted ceiling is natural stone, and as usual seen his master in many years.
the floor is covered in flagstones.
17. BEDROOM: LEVEL 7
The double doors are barred from the other side,
requiring a successful roll to force the door on 1d20 This room is obviously a bedroom. A modest-
rather than the usual 1d6; if two characters try at sized bed is angled out from the far corner, with
the same time, use the weaker character's a chest at the foot; sitting on the chest is a large
Strength bonus but make the roll on 1d12. kobold, who jumps to his feet as you enter.
The secret door is opened by pressing down on the Kragnact is very old, kept alive by the regenerative
flagstone in the corner nearby. powers granted by his master. He has thus been
able to advance in strength until he is equivalent
There is nothing else of interest in this room.
to a kobold chieftain in physical power; his work on
16. LABORATORY: LEVEL 7 the bone golems has caused him to become fit
and strong. He is armed with a magical
This strangely-shaped room is obviously a Warhammer +2 and has a suit of Chainmail +1
workroom of some kind. Tables and shelves line which he will put on if he has time; the second
the walls, covered with tools and instruments of armor class below reflects this. Kragnact is no fool,
all sorts. The flagstone floor is covered with small however, and will always attempt to parley with a
white chips and fragments of some hard stronger group if he must. He will not admit to
material. being in control of the golems; if asked, he will
claim that he just built them and that his master
This room is used for the construction of golems. controls them. Of his master's whereabouts he will
Thaumerion hasn't been here in years, but the say that he knows nothing.
room is still in active use by Kragnact, a kobold.
Kragnact doesn't want it to come to that, though,
Kragnact was one of the test subjects for the and he has taken time to prepare. He has
procedure which gave Thaumerion the power of excellent hearing, and when he hears adventurers
regeneration; more importantly, he's the one in room 16, he will use a speaking tube hidden in
the right-hand wall of his room (behind a loose
108
Strongholds of Sorcery Thaumerion's Tower
stone) to order the bone golems in room 18 to There are 154 crates, and they are filled with all
move out and attack. By the time any survivors sorts of things; for each crate opened, roll
make it through his door, he will be in his chainmail percentiles once on the following table:
with his hammer in hand, ready to meet them.
01-10 Hemp rope, 500 feet
Besides the furnishings mentioned above, there is a
11 Silk rope, 1,000 feet
kobold-sized writing desk in the front-left corner
which is strewn with papers written in a strange 12-14 Woolen fabric, woven in checkered black
combination of Common and Kobold, mostly and red pattern
detailing his maintenance schedule for the bone 15-20 Woolen fabric, natural color
golems, as well as an inkpot and three good quills.
21 Silk fabric, blue
There is also a small table beside the bed with a
rather dirty glass half full of water and a small bone 22-25 12 Bottles of Wine, red
lying on it. The chest contains several badly- 26-30 Flour, 3 small sacks
altered outfits of clothing, originally made for 31-37 Sugar, 3 small sacks
humans but adjusted by Kragnact for his use.
38-39 Dried beef, 6 wrapped packages
In addition to his weapon and armor, Kragnact has
40-45 Salt, 4 large jars
1,475 cp and 1,153 sp stored in bags under his bed.
50-60 Charcoal, full crate
Kragnact the Kobold: AC 11 (16), HD 2*,
61 200 Wooden soldier toys
AB +2 (+5 with hammer due to magic and
strength), #At 1 warhammer, Dam 1d6+3, 62 250 Steel mirrors
Mv 40' (30' in armor), Sv F2, Ml 7, XP 100 63-69 32 Ceramic jars with steel lids
Note: Kragnact regenerates 1 hit point per round, 70 Dried cow dung, full crate
as if he were a troll. 71 White elephant statue
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ 72-80 Cowhide leather, one skin, soft
18. STORAGE ROOM: LEVEL 7 81 10 Pitchfork heads (no handles)
The description below assumes the player 82-93 Empty crate
characters have not yet fought the bone golems. 94-96 32 Horseshoes
97-98 256 Bottles of Ink, sealed
As you open the door, a strange skeletal figure
rushes toward you, its four arms brandishing four 99 Ledger books, 10, blank
swords! Behind it you think you see more of the 00 Treasure: 1,100 sp, 1,100 gp, a small
creatures advancing! pouch of 20 pearls worth 100 gp each,
and a pair of Boots of Traveling and
3 Bone Golems: AC 19‡, HD 8*, #At 4 swords, Leaping.
Dam 1d8/1d8/1d8/1d8, Mv 40' (10'), Sv F4, Ml 12, Can only be rolled once, if rolled again,
XP 945 ea. ignore and re-roll.
HP 34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ The items in the crates are quite old; there is
38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ generally a 40% chance that any hard item is still
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ usable, but only a 15% chance for soft items (feel
32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ free to rule on any specific item as you see fit).
☐☐☐☐☐ ☐☐☐☐☐ ☐☐ Food and drinks are completely spoiled at this
point, as they are so old that even wine would be
After the bone golems have been dealt with, and vinegar by now. The sealed jars of salt are fine, as
the room is examined further: is, of course, the treasure.
109
Thaumerion's Tower Strongholds of Sorcery
This heavy door is covered in iron fittings which, The figures in the beds were once slave girls
though cast in the appearance of flowers, are brought here by the wizard, but when he grew
obviously intended to make the door much tired of caring for their needs he turned them all
harder to break down. into wights. Fortunately for the adventurers, there
are only seven of the thirteen original slave girls left.
The door to this room is secured with a wizard lock They will not respond to characters entering the
spell cast by Thaumerion. When it is opened: room, but if any are approached, all will rise up to
attack.
The room beyond the door is large, another
square room fifty feet on a side. It is filled with Anyone who drinks the wine must make a saving
large, beautiful beds, five on each side of the throw vs. Poison 1d4+1 rounds after drinking. If the
room plus three more against the far wall. A saving throw fails, the character will see monsters
long table angles across the middle of the room, of any sort as non-threatening things (so a troll
set with beautiful golden plates and cups and might appear to be a large, friendly man); in
candelabras. A large wine bottle stands at the particular, if the wights have not yet attacked,
near end of the table, with the cork still in place. they will be recognized not as horrid monsters but
as beautiful, willing young women. Should the
drinker not be interested in young women, he or
she will still see them as non-threatening. This
effect lasts for 2d8 turns, and during this time the
character will take no offensive action of any kind,
even if injured by a monster.
Treasure: Each of the thirteen gold plates is worth
100 gp; each of the thirteen gold cups, 75 gp;
each of the two candelabras, 150 gp. The thirteen
golden spoons, forks, and knives are each worth 10
gp individually. If sold as a complete set, the
place settings might bring up to 25% more at the
GM's option. In addition, one of the wights (the
most powerful one below) wears a platinum
bracelet set with seven large jacinth stones which
is worth 3,000 gp. The smallest wight below wears
a necklace made of cracked, badly worn leather,
supporting a wooden medallion with a relief of a
griffon on one side and a castle on the other. The
significance of this item is left to the imagination of
the GM.
7 Wights: AC 15, HD 3, #At 1 touch,
Dam energy drain (1 level), Mv 30', Sv F3, Ml 12,
XP 175 ea.
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
110
Strongholds of Sorcery Thaumerion's Tower
111
Thaumerion's Tower Strongholds of Sorcery
animated skeletons out of some of those he killed inkpots. Thaumerion had a lot of time on his hands
while studying them, and he found it mildly after achieving immortality, and one of his projects
fascinating that it was not possible to make was creating his own language. He is the only
zombies of them (since, if their flesh was not person in the world who can speak or read it; thus,
destroyed, they would regenerate). Not long after when he dies, everything written in that language
achieving "immortality" he decided to experiment will be indecipherable by read languages (as there
with his remaining trollish captives. will then be no living creatures who know the
language). All the books and papers in the desk
After suitably immobilizing one, he locked a steel are written in this language. His spell books are not
collar around its neck, clamping it tightly enough stored in the desk, but rather are kept in room 22.
that it cut off the troll's breathing. Even trolls need
air, and so the troll thus treated died. Of course, if Inside the bottom left drawer of the altar-desk is a
the collar were removed, the troll would pile of scroll cases and a tapered wooden wand,
regenerate again, but so long as it remained in which is actually the Gilderwand. The wand
place Thaumerion noted that you could not tell it contains the following spells (in this order):
was not truly dead. feeblemind and growth of plants. There are three
scroll cases containing the following scrolls:
So he performed a ritual of mummification on the
body of the troll. It should not have worked, yet • Scroll of Three Magic-User spells:
somehow he made it work anyway, and the troll locate object, wall of fire, wizard eye
arose as the wizard's mummy servant.
• Scroll of Two magic-user spells:
He repeated the procedure with all of his invisibility 10' radius, magic jar
remaining trolls, and then ordered them to wait in
the hidden corridors and defend him if anyone • Scroll of Two Magic-User spells:
entered the room. They will move forward and phantasmal force, sleep
attack as soon as one or more party members These scrolls were intended to further charge the
crosses halfway to the altar. wand, but Thaumerion never got around to it.
If a troll mummy is killed, and the collar is then In the same drawer is a small wooden box; inside it
removed, that troll will begin to regenerate. This is the wizard's Ring of Regeneration. As mentioned
may not be noticeable at first, as they are previously, he no longer needs it, and so has
wrapped in burial cloths. 1d10 rounds after the mislaid it along with the wand.
collar is removed, the troll will awaken with 1 hit
point, and will regain 1 point per round thereafter Thaumerion Daelant: Human Magic-User 14,
as normal. These trolls are insane from their long AC 13, AB +5, #At 1 Staff of Power or spell,
enslavement, and will thus attack without Dam 1d6 + 1d6, 2d6, or 3d6, Mv 20', Ml 10, XP 2,845
checking morale. The GM should keep track of Note: Regenerates 1 point per round, except for
damage done to the mummies from fire or acid, damage caused by fire or acid.
and reduce the maximum hit points of any
restored trolls accordingly. Equipment: Staff of Power (7 charges), Ring of
Protection +2, Chime of Opening (casts knock on
Removing the collar from an active troll mummy all locks within a 20' radius when rung; 3 charges
will cause it to immediately fall "dead" to the floor; remaining)
it will then arise in 1d10 rounds as explained above. Spells: 2x charm person, magic mouth, read
Thaumerion carries a Chime of Opening which he languages, magic missile, knock, continual light,
can use to free all of the troll mummies from their web, lightning bolt, invisibility 10' radius, haste,
collars. He will do this if he is reduced to zero hit slow, confusion, 2x wall of fire, animate dead,
points, and upon regenerating discovers at least conjure elemental, feeblemind, invisible stalker,
two of his troll mummies have been defeated. wall of iron
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
The altar is outfitted as a desk; the back side has
several drawers and compartments, mostly filled
with books, papers, quill pens, and dried-out
112
Strongholds of Sorcery Thaumerion's Tower
113
Thaumerion's Tower Strongholds of Sorcery
25. FINAL VAULT: LEVEL 10 not have the special abilities of the original
The door to this room is stuck, and must be forced. character. They are true mirror images, wielding
weapons in the opposite hand from the original
This magically-illuminated room is lined with character, and so on.
shelves which are mostly empty; more For convenience, statistics are given below for a
immediately interesting to you than their scanty large group of these magical monsters. The GM
contents are the various scattered bones littering may roll up additional monsters if the party is
the floor. A quick count of the skulls you can see particularly large.
suggests that they are the bones of at least a
dozen dead men, or perhaps elves or orcs, on This room was thoroughly looted many years ago,
the floor of this room. and nothing of value remains; even the dead
characters on the floor (7 humans, 3 elves, 1 dwarf,
Across the room, centered on the far wall, is a and 2 hobgoblins) have been relieved of anything
rectangular object of some sort, a cabinet or valuable.
wardrobe perhaps. Its front is covered by a dark
curtain, which is not so damaged as you might The magic mirror is made of some heavy, very
have expected in the depths of a dungeon. hard, silvery metal; it cannot be broken by any
normal means. It is secured to the floor with strong,
Behind the curtain, inside a shallow case, is a large rust-covered bolts, and even if released somehow
mirror, 4' wide by 6' tall. Anyone looking into the it weighs close to 500 pounds.
mirror will see his or her reflection smile, revealing
sharp canine teeth, then draw its weapon and Mirror Doppleganger: AC 15, HD 4*,
walk forward, stepping out of the mirror and doing #At 1 weapon, Dam 1d12, Mv 30', Sv F4, Ml 12,
battle first with the person whose reflection it is, XP 280 ea.
and then with any other person in the room. HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
The reflection creatures are dopplegangers ☐☐☐☐☐ ☐☐
created by the magic of the mirror; they are not 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
truly real, and will disappear if killed. The mirror can 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
only spawn one such doppleganger per person 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
per day, but it can duplicate as many people as 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
are foolish enough to look into it. 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
If one character uncovers the mirror while others 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
watch, all who state they wish to look away after 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
the first character declares that he or she is 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
uncovering it must save vs. Death Ray or glance 8 ☐☐☐☐☐ ☐☐☐
into the mirror; one glance is all it takes. One 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
doppleganger will step out each round thereafter. ☐☐☐
The character uncovering the mirror saves at a 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
penalty of -5. 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Fortunately, these creatures are not actually
duplicates of the characters, but merely
magically-created dopplegangers. Thus they do
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Strongholds of Sorcery Open Game License
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Open Game License Strongholds of Sorcery
9. Updating the License: Wizards or its designated Agents Ice devil, Vermen, Wolverine Copyright © 2009 Aaron W.
may publish updated versions of this License. You may use Thorne
any authorized version of this License to copy, modify and
Blade Spirit, Bone Horror, Great Orb of Eyes, Owlbear (Fire-
distribute any Open Game Content originally distributed
Breathing), Spined Devil, Sphinx Copyright © 2009 Steveman
under any version of this License.
Bunyip Copyright © 2009 MtBlack
10. Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You Zombie (Flesh Eater) Copyright © 2009 Maliki
Distribute.
Nazgorian (Frogman, Eelbat, Hydramander, Spiderwolf),
11. Use of Contributor Credits: You may not market or Prince Frog Copyright © 2009 Chris Gonnerman
advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Crypt Dweller Copyright © 2009 Bill Beatty
Contributor to do so. Ant Lion (giant), Bronze Bird, Eel (common and giant),
12 Inability to Comply: If it is impossible for You to comply Hyena, Hyenodon, Necrotic Ooze, Praying Mantis (giant),
with any of the terms of this License with respect to some or Red Slime, Rot Vulture, Snail (Giant Barb, Cone, and
all of the Open Game Content due to statute, judicial order, Pounder) Copyright © 2009 J. D. Neal
or governmental regulation then You may not Use any Open Desert Worm Copyright © 2009 David Grant Sinclair.
Game Material so affected.
Guard Fern, Mosquito, Giant, and Spider, Giant Trapdoor
13 Termination: This License will terminate automatically if Copyright © 2013 J. D. Neal
You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All Ogre Mage and Shrieking Tarantula Copyright © 2013 Stuart
sublicenses shall survive the termination of this License. Marshall.
Bog Crone, Heucova, Odeum, Skeleton (Crimson Bones),
14 Reformation: If any provision of this License is held to be
Tentacled Horror, Wogg, Worghest Copyright © 2014 Ross
unenforceable, such provision shall be reformed only to the
Williams
extent necessary to make it enforceable.
Banshee, Barghest, Boggart, Celestial, Solar, Death Dragon,
15 COPYRIGHT NOTICE
Dinosaur, Compsognathus, Dolphin, Dragon, Brown,
Open Game License v 1.0 Copyright 2000, Wizards of the Elemental, Cold, Elemental, Lightning, Elemental, Metal,
Coast, Inc. Elemental, Wood, Flying Man-of-War, Hippocampus/Kelpie,
Inferal, Lemure, Infernal, Vega, Infernal, Vrock, Iron Snapper,
System Reference Document Copyright 2000-2003, Wizards Linnorm, Seahorse, Giant, Thulid, Great Brain, Vermin Queen
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Copyright © 2014 Rachel Ghoul
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, Armorollo, Chasenet, Derej Pit creatures, Drat Copyright ©
James Wyatt, based on original material by E. Gary Gygax 2014 Jered Taikith
and Dave Arneson.
The Basic Fantasy Field Guide Copyright © 2010-2017 Chris
Castles & Crusades: Players Handbook, Copyright 2004, Troll Gonnerman, R. Kevin Smoot, James Lemon, and
Lord Games; Authors Davis Chenault and Mac Golden. Contributors.
Castles & Crusades: Monsters Product Support, Copyright The Basic Fantasy Field Guide 2 Copyright © 2015-2020 Chris
2005, Troll Lord Games. Gonnerman, R. Kevin Smoot, James Lemon, and
Contributors.
Basic Fantasy Role-Playing Game Copyright © 2006-2016
Chris Gonnerman. Thaumerion's Tower Copyright © 2017 Chris Gonnerman.
New Monsters: A Basic Fantasy Supplement Copyright © Strongholds of Sorcery Copyright © 2007-2020 Chris
2008 Ray “maddog” Allen, Chris Gonnerman, Ola Berg, and Gonnerman, Stuart Marshall, J. D. Neal, and Steve
James D. Jarvis. "Longman" McKenzie.
Anubian, Bisren, Boglin, Canein, Chelonian, Cu-Sidhe, Faun
(Ibex), Flederkatze, Flying Fox (giant bat), Gerbalaine,
Harem Door - Khas Mahal Complex - Agra Fort - Agra 2014-
Headless Horseman, Jack O'Lantern, Nazgorian, Digester,
05-14 4175 is copyright © 2014 Biswarup Ganguly, and is
Nazgorian, gray Render, Phaerim, Plague Hound, Ram, wild,
licensed under the Creative Commons Attribution 3.0
Ram, War, Rat Dog, Red Cap, Skeleton (Pitch), and Tapper
Unported license.
Copyright © 2009 R. Kevin Smoot
Aboleth, Cheetah, Cockroach (giant), Cockroach
(balroach), Dinosaur (Deinonychus, Velociraptor), Haunted
Bones, Hippopotamus, Lerini, Lycanthrope (Were-
Cockroach), Orc (Snow), Poludnitsa, Skum Copyright © 2009
Omer Golan-Joel
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