The tower stairs
are not stairs at all, but ramps that spiral 35 feet up the tower. But
there are large 5-foot gaps in the ramps (a total of three gaps in each
staircase, each right above the other). Large stone wedgelike protrusions
jut out from the wall (three black on the west staircase; three white
on the east staircase) and block the way up the ramp. An observant character
will discover (Spot check, DC 15) that the protrusions coincide with
(and slip through) the gaps in the ramp when the ramp is turning.
Electrified
Stair Trap: (CR 3), no attack roll necessary. Like the walls and
doors, the black protrusions are magically trapped to electrify evil
characters (4d8 points of electrical damage); Reflex save (DC 14) for
half. The white protrusions are magically trapped to electrify good
characters.
The nearby lever
not only makes the ramps turn clockwise (up) and counter-clockwise (down),
but also can stop the movement of the ramp if put back in the middle.
Unfortunately for the PCs, there is an identical lever at the top of
the ramp. Once the monk above detects the ramp is moving to allow someone
up, he will wait 1d4+1 rounds and then pull and hold the other lever
and reverse the corkscrews direction. This causes the lower lever
to return to the neutral middle position. It will take an opposed Strength
check (verses the monk) to reverse the ramps direction again.
In order to use
the wedges to get past the gaps, the characters must turn the ramp and
get it to stay in just the right position. If they attempt this while
ramp is still moving, the west ramp (which ascends in a clockwise direction)
must be turning clockwise, and the east ramp (which ascends in a counterclockwise
direction) must be turning counterclockwise.
Anyone caught between
the protrusions and the ramp, when it is turning in the wrong direction,
suffers 5d8 points of crushing damage on top of any electrical damage
caused by contact with the wedge.
Good and evil characters
who do not leave immediately face combat with the winged monk. Neutral
characters may be able to negotiate an exchange of goods or services
with this figure.
Note to DM:
On the first round of combat, the monk drinks a potion of haste
and casts darkness into the room.
East Tower Monk
male half-celestial/half-fiend Mnk7: CR 9; medium-size humanoid;
HD 7d8+21; hp 53; Init +4; Spd 50 ft.; fly 50 ft (average); AC 24; Atk
+9/+6 melee (unarmed), +9 bite; SQ Spell-like abilities; poison, acid,
cold, disease and electricity immunity, fire resistance 20, low-light
vision, darkvision 60 ft.; AL LN; SV Fort +10, Ref +9, Will +8; Str
19, Dex 17, Con 16, Int 12, Wis 13, Cha 17.
Skills and Feats: Bluff +11, Diplomacy +13, Move Silently +13;
Unarmed Strike, stunning attack, evasion, deflect arrows, still mind,
slow fall (30 ft), purity of body, improved trip, wholeness of body,
leap of the clouds.
Special Qualities:
Spell-like Abilities: 1/day -- desecrate, bless, aid, detect evil,
cure serious wounds, neutralize poison, unholy blight, holy smite, remove
disease; 3/day -- darkness, protection from evil, poison.
Possessions:
ghost touch chain shirt; brooch of shielding; +2 cloak
of resistance; +3 ring of protection; necklace of fireballs
(7d6, 5d6 (x2), 3d6 [x3]).
West Tower Monk
female half-fiend/half-celestial Mnk7: CR 10; Medium-size Humanoid;
HD 7d8+14; hp 45; Init +4; Spd 50 ft.; fly 50 ft (average); AC 25; Atk
+9/+6 melee (unarmed), +9 bite; SQ Spell-like abilities; poison, acid,
cold, disease and electricity immunity, fire resistance 20, low-light
vision, darkvision 60 ft.; AL LN; SV Fort +9, Ref +10, Will +8; Str
18, Dex 19, Con 15, Int 12, Wis 13, Cha 17.
Skills and Feats: Bluff +11, Diplomacy +13, Move Silently +14;
Unarmed Strike, stunning attack, evasion, deflect arrows, still mind,
slow fall (30 ft), purity of body, improved trip, wholeness of body,
leap of the clouds.
Special Qualities:
Spell-like Abilities: 1/day -- desecrate, bless, aid, detect evil,
cure serious wounds, neutralize poison, unholy blight, holy smite, remove
disease; 3/day -- darkness, protection from evil, poison.
Possessions, ghost touch chain shirt; brooch of shielding;
+2 cloak of resistance; +3 ring of protection; necklace of fireballs
(8d6, 6d6, 4d6, 2d6 [x3]).
The monks
cots, if searched, contain 2d4 x 100 gp, 1d8 gems (worth 500 each),
and three potions of haste.
The most interesting
feature of the room is a semi-circular well permanently affixed to the
floor opposite the stairs. On the top of the well is a shimmering portal.
Five inches above the portal surface hangs suspended an ornate four-panned
scale. Each pan holds a large magical book. Its obvious that lifting
one book will cause the other three to dip through the portal. If a
book disappears into a portal, the book is lost (the pan comes back
up empty).
The books are: