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Cliffhangers
Adventures

The
Tower of Lore
By
Jesse Decker

The
Tower of Lore
is a short adventure for four 8th-level characters. Nearly any mix of
characters will work, but the adventure consists of four sequential encounters,
so a cleric or another source of recuperative magic is extremely useful.
The adventure should prove a reasonable challenge for characters from
7th to 9th level. The adventure is set in a quiet area of the Duchy of
Urnst in the Greyhawk campaign setting, but can be located almost
anywhere within a days travel of a small village. The adventure
uses "The Old Tower" map from the October Map-A-Week
web feature.

Adventure
Background
Two months ago,
an ambitious young diviner named Stannis Moonsdale journeyed to the
small village of Ethdar in the Duchy of Urnst. The mage came to the
area looking for a cache of lost lore supposedly left by a powerful
mage who used to live in the region. With the help of the villagers
and his own powers, Stannis was able to locate the ruined tower. Accompanied
by his powerful shield guardian, Stannis traveled to the ruined tower,
forced his way past the magical traps guarding the inner chamber, and
as expected, found a stash of loot.
Despite diligent
research and divination, Stannis did not discover the true fate of the
towers original owner. The priest who constructed the tower was
Nithis Callal, an elf and servant of Lolth whose own schemes ended in
ruin. Nithis learned that he was to be sacrificed as part of a play
for power by one of Lolths prominent priestesses. Refusing to
give up his life so easily, Nithis refused the call of his deity and
began the terrible research of the process to become a lich. Although
the priestess was furious with Nithiss failure to obey, punishment
was a long time in coming. After her scheme failed, the priestess was
left with one mission: to destroy the one she believed responsible for
her failure. Calling upon Lolths love of revenge, the priestess
cursed Nithis by transforming him into a drider. This didnt stop
him -- even in drider form, Nithiss transformation into a lich
continued.
When Stannis arrived,
the undead monstrosity that Nithis had become still lurked in the chambers
beneath the tower. Not wanting to risk a confrontation, Nithis used
his spells and drider abilities to hide, hoping that the trap he had
laid would ensnare the new arrival. Rumors that Stannis had heard about
the tower were mostly of Nithiss creation. When he was alive,
Nithis used similar rumors to lure adventurers to the region, and the
rumors survived their creators transformation into undeath. The
lore that Stannis discovered was carefully crafted by Nithis, under
the guidance of his goddess, to shatter the mind of anyone not dedicated
to the mistress of spiders.
Aware of the dangers
of such hidden lore, Stannis took precautions when exploring the contents
of Nithiss remaining library, but he fell victim to the trap nevertheless.
The trap exposed his mind to the direct touch of Lolth, destroying him,
and leaving his corpse in the twisted form of a bodak.
The adventure consists
of exploring the small tower, confronting first Stanniss shield
guardian, the bodak that Stannis has become, then the drider lich lurking
under the tower.
Hooking the Characters
Because the adventure
can take place almost anywhere, getting the characters to the Tower
of Lore is relatively easy. However, simply passing by the tower might
not provide enough motivation to explore its interior. Heres a
short list of ideas to get the characters into the tower.
- The players know
Stannis, or know of the diviners abilities, and need his advice
on an important matter. Stannis is an expert on a number of subjects,
such as history, arcane knowledge, and geography.
- The players have
heard rumors of the tower themselves. Stannis isnt the only sage
to be intrigued by tales of the towers contents. A rival of Stannis
could hire the party to learn the towers secrets. The secrets
would be a strong temptation for any of the partys spellcasters
as well.
- Stannis initiated
some major projects in Ethdar, at least by the villages standards,
and had made plans to spend a good deal of money on them. The merchants
of the village have finished their work and are now anxious for their
payment. The smith, wainwright, and innkeeper need payment to recoup
their expenses. The three contact the party as a group and ask them
to check on Stannis in exchange for a considerable discount on their
services as long as the group is in the area.
Encounter
Area 1: Outside the Tower
The countryside
around the tower consists of open, rolling hills with sparse trees.
Since Stannis returned to the village a few times during his stay at
the tower, the villagers know the route. Hungry for news from the outside
world, the villagers warm to outsiders quickly. A successful Diplomacy
check (DC 10) gets them to share what they know of Stannis and the route
to the tower. The tower is about one days travel by horse (just
over 30 miles) from the village.
As the players approach
the tower, read or paraphrase the following text:
| As you approach
the ruined tower, it becomes clear that the one-story building once
rose higher than its current size. Piles of rock on top of the building
reveal the fate of the towers upper stories. The building rests
on top of a small hill, offering a good view of the surrounding area. |
Before the characters
explore the tower, they must deal with a pair of athach who have recently
wandered into the area. The giant humanoids patrol areas 1 and
2 on the map. Had Stannis encountered the pair, he would have
driven them off. Their presence should be a clue to the characters that
the mage is unable to leave the tower.
Athach (2):
hp 133 each; see Monster
Manual
page 21.
The
Cliffhanger
After dealing with
the athach, the characters still need to investigate the tower. Continuing
to follow Stanniss final command, the mages shield guardian
patrols the inside of the entry chamber. Characters have a good chance
to hear the guardians ponderous footsteps. Allow the characters
a Listen check (DC 10) to hear the footsteps echoing in the small chamber
(Area 6).

The Tower
of Lore is a short adventure for four 8th-level characters. The first
part of the adventure set
the party on the trail of a powerful diviner, Stannis Moonsdale, who --
unbeknownst to the party -- has fallen prey to dark magic. Episode 1 culminates
with a brief fight outside the tower where the diviner was last known
to be. Episode 2 includes a confrontation with the diviners shield
guardian servant and offers the group a chance to learn more of the diviners
fate.
The
adventure uses "The Old Tower" map from the October Map-A-Week
web feature.
The tower itself
is mostly ruined; only the first story, including a small entry chamber,
remains intact. The shield guardian moves slowly around the inside of
the entry chamber, and a Listen check (DC 10) allows the characters to
hear the automatons footsteps. Both doors into the tower are protected
by an arcane lock (12th-level caster). These are strong wooden
doors (hardness 5, 20hp, DC 23 to break open normally, DC 33 because of
the arcane lock).

Inside
the Tower (Area 6)
Ordered to prevent
anyone from entering the tower, Stanniss mightiest creation, a
shield guardian, waits for the adventurers. Although the undead Stannis
(detailed in Episode 3) still possesses the amulet that controls the
guardian, the madness that consumed him during his transformation to
undeath prevents him from exercising control over it. Without new orders,
the guardian is an implacable foe to anyone trying to explore the tower.
Characters who know
something of Stanniss background, either from talking with the
villagers in Episode 1 or through skill use (Bardic Knowledge DC 25,
Knowledge History, Knowledge Local [Greyhawk] DC 30) know that Stannis
had a shield guardian like the one attacking them.
Shield Guardian:
CR 8, hp 82, see the Monster
Manual,
page 163.
SAStore
Spell: The guardian has fire shield stored (cast at 12-level),
set to be cast as soon as it begins combat.
Tactics:
The shield guardian fights with mindless intensity, but it is limited
by its instructions. If the party retreats from the chamber, the guardian
does not pursue. Attacks from outside the tower will, however, draw
the guardian out.
The entry chamber
itself is full of broken masonry and the remains of wood furnishings.
Stannis kept most of his possessions in the inner chamber, but a large
chunk of masonry in this room served as a makeshift desk. Papers and
a vial of ink rest on the stone, giving evidence of its use. The room
is covered with a thick layer of dust, obscuring most of the original
stonework.
Stannis spent a
fair amount of his time in the entry chamber, and its interior contains
several items of interest to the party:
Unsent Letter:
Stannis communicated with his scholarly associates mainly by means of
whispering wind or similar spells. When his travels took him
beyond the range of such spells, he occasionally sent brief letters
to describe his progress. One such letter is on Stanniss makeshift
desk. Finding the letter is easy (Search check, DC 5). The letter is
addressed to Duran Highson of Greyhawk and states simply that Stannis
found what the two believed to be hidden here and that he was staying
to study the contents.
Secret Notes:
Stannis was a careful researcher who strove to maintain a balance between
keeping accurate notes and concealing his discoveries from others. Two
pages of sparse notes are concealed by secret page spells. When
examined normally, the pages look like a simple accounting list of Stanniss
expenses. The actual contents of the first page reveal that Stannis
uncovered whatever hidden lore hed sought. The actual contents
of the second page document his attempts to master a new divination
he discovered. (The new divination is actually a trap designed by the
drider lurking in the chambers below the tower.)
The secret pages
cannot be located by a normal search. A detect magic spell reveals
a faint aura around the pages, but does not reveal their contents.
Original Decor:
Although it wont tell the PCs much, anyone making a difficult
Search check (DC 20) notices that the original stonework looks quite
creepy. Relief carvings along the walls and ceilings show thousands
of little spiders rushing up the wall. The carving shows the spiders
coalescing into the form of a giant spider in the center of the ceiling.
The
Cliffhanger
During the battle
and subsequent exploration of the room, the lich in area 10 casts
clairvoyance on the chamber. A successful Scrying skill check
(DC 20) reveals the magical sensor created by the spell, alerting the
party members to the fact that they are being watched.

The
Tower of Lore
is a short adventure for four 8th-level characters. The first part of
the adventure
set the party members on the trail of a powerful diviner, Stannis Moonsdale
who, unbeknownst to them, has fallen prey to dark magic. Episode 1 culminated
with a brief fight outside the tower where the diviner was last known
to be. (This location uses "The Old Tower" map from the October
Map-A-Week web feature.) Episode
2 detailed the confrontation with Stanniss shield guardian construct,
and provided some hints about the diviners fate. Now we continue
the adventure, bringing the adventurers face to face with the undead monster
that Stannis has become.

The
Inner Chamber (Area 7)
When Stannis discovered
it, the inner chamber was relatively intact. Nithis, the lich hiding
beneath the tower, destroyed or drove off all adventuring groups to
that date. However, when confronted with more powerful opponents, like
Stannis, the lich resorted to trickery, planting a tome of its own creation
in the ruins of the tower. The tome, now destroyed, held instructions
to a powerful divination ritual. In actuality, the ritual was designed
to draw the attention of Lolth, the evil deity of the drow.
Stannis, although
a careful researcher, was taken in by the ruse. As a result of his exposure
to the deitys dark power, he was slain, only to rise again in
the twisted form of a bodak. The bodaks tormented mind bears little
resemblance to that of the mage it once was. It its madness, the bodak
has destroyed most of the contents of the room, including Stanniss
spellbook and the tome containing the lichs trap.
The room itself
is filled with fragments of fallen masonry, tatters of Stanniss
possessions, and little else. The bodak, although intelligent, is plagued
by madness and has not yet ventured out of the room. The creature has
no coherent attack strategy, other than to stay away from attackers
and focus its deadly gaze upon them.
Bodak: hp
58, see the Monster
Manual,
page 27.
Possessions:
ring of jumping, bracers of armor +2.
Notes: Although
bodaks usually have no possessions, Stannis was transformed so recently
that the monster still retains a few items of the mages equipment.
Adjust the statistics in the Monster Manual accordingly.
Treasure:
Pearl of Power (2nd level). Although bodaks typically possess
no treasure, this tiny pearl has rolled into the corner of the room,
unnoticed by the insane, undead Stannis. Other than this pearl and the
possessions noted above, the bodak has destroyed all Stanniss
equipment, including his spellbook and the tome that led to his transformation.
The
Return of Stannis
Although there
is little direct evidence beyond the possessions the bodak carries,
most PCs will realize that the creature was once Stannis. The characters
are unlikely to know much about Stanniss background or friends
(Bardic Knowledge or Knowledge Local [Greyhawk] DC 30), but the letter
found in Episode 2
gives them a possible clue. Should the characters resurrect Stannis
or take his remains to Duran Highson in Greyhawk (a 13th-level cleric
of Heironious who will resurrect his old friend), the party will have
earned the gratitude of one (or more) powerful members of the Greyhawk
community.
The
Cliffhanger
Although Stannis
did not discover them, a few chambers beneath the tower remain intact
(areas 8-11 on the map). The trap door leading underground is
hidden in the center of the floor (Search check, DC 20). The lich in
area 10 observes the party through a clairvoyance spell.
Once the party has dealt with the bodak, the lich launches a surprise
attack by first casting darkness on the trapdoor, opening the
door, casting fireball into the room, then closing the door.
If the party tries to interfere (an unlikely event over two rounds of
combat), the room is suddenly covered in darkness then filled with flames.
The lich then retreats to area 10 and begins preparing for the
groups attack (see Episode 4).

The
Tower of Lore
is a short adventure for four 8th-level characters. The first part of
the adventure
set the party on the trail of a powerful diviner, Stannis Moonsdale who,
unbeknownst to them, has fallen prey to dark magic. Episode 1 culminated
with a brief fight outside the tower where the diviner was last known
to be. (This location uses "The Old Tower" map from the October
Map-A-Week web feature.) Episode
2 detailed the confrontation with Stanniss shield guardian construct,
and provided some hints about the diviners fate. Episode 3 brought
the adventurers face to face with the undead monster that Stannis has
become. In this, the final portion of The Tower of Lore, the PCs
have a chance to confront the twisted creature behind Stanniss downfall.

Under
the Tower (Area 10)
Nithis first built
the chambers beneath the tower as an escape route, but when the tower
was mostly ruined (by the same drow attack that drained his level, see
below), he fled to these hidden chambers and made them his permanent
lair. Dry, stale air fills the chambers, which contain the decayed furnishings
of the lich. In life, Nithis maintained the large chamber (area 10)
as his work room, but now even the shattered tables have mostly rotted
away. If the players locate the trapdoor and make their way into the
underground chambers, Nithis doesnt hesitate to attack.
Nithis Callal
7th-level Drider Lich Sorcerer: CR 10; Large Undead; HD 7d12; hp
46; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft., climb 15 ft.;
AC 19 (-1 size, +2 Dex, +6 natural, +1 ring, +1 amulet); Atk +6 touch
(1d8+5, Will save DC 14 for 1/2 damage), SA fear aura, paralyzing touch,
poison, spells; SQ turn resistance, damage reduction 15/+1, immunities,
spell resistance, undead; AL CE; SV Fort , Ref +6, Wil +12; Str
15, Dex 15, Con , Int 17, Wis 18, Cha 18.
Skills:
Concentration +10, Spellcraft +14, Spot +9, Listen +9, Hide +8 (Nithiss
skill point total reflects a 15 Int, the +2 Int for becoming a lich
has not granted him extra skill points.) Feats: Combat Casting,
Improved Initiative, Craft Wondrous Item.
SAPoison (Ex):
Bite, Fort save DC 16, 1d6 temporary Strength initial and secondary
damage.
SASpell-like
Abilities: 1/daydancing lights, darkness, detect chaos, detect
evil, detect good, detect law, detect magic, faerie fire, levitate.
Save DC 14+ spell level.
SAFear
Aura (Su): 60 radius. Creatures of less than 5 hit dice must
make Will save (DC 18) to avoid effects of fear spell.
SAParalyzing
Touch (Su): Creatures touching the lich must make a Will save (DC 18)
or be permanently paralyzed.
SQ -- Turn Resistance
(Ex): +4 turn resistance.
SQ -- Immunities
(Ex): Immune to cold, electricity, polymorph, and mind-affecting
attacks.
Sorcerer Spells
Known: 0 -- detect magic, resistance, light, read magic, ghost sound,
daze, mage hand, open/close; 1st -- charm person, endure elements,
expeditious retreat, magic missile, shield; 2nd -- darkvision,
see invisibility, web; 3rd -- clairaudience/clairvoyance,
fireball; 4th -- improved invisibility.
Spells per day:
0: 7, 1st: 7, 2nd: 7, 3rd: 6, 4th: 5.
Possessions:
Ring of protection +1, amulet of natural armor +1, cloak of resistance
+2, potion of bulls strength, potion of jump.
Note: Nithis
was 11th level when he created the phylactery to become a lich. However,
during his transformation, he was attacked by loyal servants of Lolth,
a pair of clerics commanding a group of wights. Although he fought off
the attack, he lost four levels as a result of the battle. Because hed
already completed the phylactery, Nithis was able to finish his transformation
to a lich despite his reduced level.
Tactics:
Nithis begins the adventure with darkvision cast on himself.
He also casts clairvoyance twice to watch the characters face
the encounters described in Episode 2
and Episode 3.
Nithis is a cunning and ruthless opponent. After launching the surprise
attack in the last installment (during which he uses more spells, see
Episode 3 for a complete description), he retreats to his underground
chamber (area 10) and prepares to face the PCs in earnest. He
casts endure elements on himself one or more times, selecting
energy types based on the attacks the PCs used in earlier encounters.
He also casts see invisibility on himself if the PCs have any
obvious spellcasters in their group. He then climbs onto the ceiling
and casts improved invisibility on himself. During the battle,
Nithis concentrates his offensive spells on those who seem able to see
him. He is careful to always cast a spell and then move (using his Move
Silently skill), attempting to prevent opponents who cant see
him from using the origin point of his spells as a way to locate him.
If the battle turns
against him, Nithis casts expeditious retreat on himself and
retreats down the underground passageway leading away from the tower.
If he has time, hell cast silent image (of a plain wall)
on the door to prevent the characters from following him.
Continuing
the Adventure
The destination
of the underground passageway (area 12) remains to be determined.
Here are some ideas:
- The Underdark:
There are many entrances to the vast Underdark. This could be the where
Nithis hunts.
- Another Ruin:
Nithis was attacked by drow during his transformation to a lich, so
there must be some dark elves nearby.
- An Escape Plan:
A hidden exit onto the surface is the simplest end to the passageway.
About
the Author
Before becoming
managing editor of TopDeck
magazine , Jesse Decker worked as assistant editor for
Dragon . His previous Cliffhangers
adventures are Unearthing
the Past, and The
Candlemakers Fire.
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