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FREE
Original Adventures!
The
Tower of Deception
by Monte Cook

As the
characters spy the tower, read the following:
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Splintered
and smashed, at least a dozen ships lay slain at the feet of the
grand tower built upon the tiny rocky islet. Some have rotted there
so long, they are almost unrecognizable as seafaring craft, while
others still sport the remains of tattered sails and rigging that
blow in the salty breeze.
The
tower itself is actually five towers joined together. The central
tower is the tallest and quite massive, with a pulsating yellow
light at its very top. The discolored, aged, brownish stones are
covered with a dark, wet slime from years of seaspray. There are
no signs of life.
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The tower
is about 180 feet tall. Exploring the wrecked ships is a time-consuming
and dangerous enterprise. Every half hour, roll on this chart. Do not
repeat encounters. Instead, treat results that you've already rolled as
"no encounter."
d%
Result
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01-60
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No
encounter |
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61-70
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The
weight on the ship being explored causes it to shift, splinter,
and collapse. All involved in the search must make Reflex saving
throws (DC 20). Failure means that the character suffers 2d6
points of damage from the fall and the cuts from the splintered
wood. (Flying characters take no damage.) |
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71-80
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3d6 Medium
zombies, dressed like sailors, rise up from the water and
attack.
Zombies
(3d6): 16 hp each; Monster Manual p. 191
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81-87
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1d6
wraiths attack from one of the wrecked ships. They moan, "Deceivers!
Murderers!"
Wraiths
(1d6): 32 hp each; Monster Manual p. 185
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88-94
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A pair
of chuul rise up out of the water and attack. If one is slain,
the other retreats back underwater.
Chuul
(2): hp 90, 103; Monster Manual p. 36
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95-00
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1d3
spectres attack seemingly from nowhere (with an automatic
surprise round).
Spectres
(1d3): 45 hp each; Monster Manual p. 169
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Every
half hour, the characters exploring should make Search checks (DC 20).
If anyone succeeds, roll on the following chart to determine what they
found. Do not repeat results -- if you get the same result twice, reroll.
Once all results are found, none others are possible.
d% Item
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01-30
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100
feet of usable rope
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31-50
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Planks
salvageable to make a raft (Craft [carpenter] check at DC 15
, takes about two hours)
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51-60
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A
barrel with enough fresh water for four people for four days
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61-70
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A
bolt of fine silk, well preserved, worth 100 gp
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71-80
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A
pair of masterwork scimitars
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81-85
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A
small coffer with 248 gp and 312 sp
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86-90
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A
rotted logbook from the Bonny Trader. It indicates that after
the ship ran aground here, the remaining crew was attacked by
"strange beasts that were all mouth, disappeared after
biting your leg off." The writer believed a powerful wizard
lived in the tower.
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91-00
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A
keelboat that -- with a full day's work and a Profession (shipwright)
or Craft (carpenter) check (DC 18) -- could be fully repaired |
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