| Display a Printer Friendly Version A Little Local Difficulty [comments:(25),
views:(34053), rating:(6.5)] Author: Alan Jones Homepage: http://www.geocities.com/Area51/8306/index.html System: AD&D 2nd Edition Type: Scenario Category: Fantasy Requirements: This adventure is for two first level characters The characters are asked to go to a ruined tower and retrieve a mages spellbook. The mage lies sick in a local temple after his experiments went wrong. The tower is in a perilous state and he want’s his equipment back before either the tower collapses completely or undesirables raid it.
Graphic: Tower Graphic: Erminit
Summary
The characters are asked to go to a ruined tower and retrieve a mages spellbook. The mage lies sick in a local temple after his experiments went wrong. The tower is in a perilous state and he want’s his equipment back before either the tower collapses completely or undesirables raid it.
This adventure is set in the World Of Greyhawk, but any fantasy setting would do. It is set in or around a small village in an area of mostly good aligned people.
This adventure is for two first level characters - in my case an elven fighter/mage and a human thief.
Introduction
The adventure starts in the village of Erminit, a quiet farming settlement in the Kingdom Of Furyondy. The PCs have just arrived in town and are searching for adventure. The village is busy but the people are welcoming in a homely country fashion. Two large inns and a pair of smaller taverns offer refreshment while the centre of the village is dominated by St. Cuthbert’s Temple (See Appendix 4). The market sells most standard items of equipment at standard prices. Normal weapons, daggers, maces, hammers, short and normal swords are available from the weapon smith. She will also repair non-magical metal armour and weapons (charging 10% of the item’s value). The leather worker will do the same for leather armour. After the PCs have spent a little time in one or other of the inns a brown robed cleric of St. Cuthbert will enter the inn.
The Adventure Description
A Call For Aid
The cleric pushed back the cowl of his robe and looked around the room. He is young, barely able to grow a beard, but tall and strong looking. His blue eyes scanned the smoky tap room.
“My masters are in need of a pair of adventurers. Some knowledge of the arcane arts is needed. They are willing to offer a payment of 50 crowns.” His spoke confidently but it seemed that he had made the speech in the other ale houses before this as his voice contained a hint of desperation. A number of the patrons had turned when the cleric had started to speak but at the low value of the reward the more experienced turned back to their drinks, their dice and their cards. “It is not a difficult task, nor is it dangerous.” Pleaded the cleric.
“Then do it yourself, boy.” called a leather clad woman from beside the fireplace, raising a laugh and a chorus of whistles from her companions.
The cleric bristled at the insult and turned to leave the inn.
If the PCs fail to volunteer, the barkeep will approach them and whisper. “I understood you were looking for employment. You could do a lot worse than find out what the monks are offering. Newcomers like yourselves can’t afford to be too choosy.”
If the PCs volunteer their services the cleric will smile and thank them before leading them to the temple.
At The Temple
You are led by the cleric, not to the temple itself but to the smaller ‘L’ shaped building beside it which doubled as the residence of the High-Priestess and the temple’s infirmary. You are led into a simply furnished chamber where a young woman kneels, head bent in prayer. As she hers you enter she stands and turns towards you. Smiling she bids you sit. “Please bring us some wine, Alexi. Unless you would prefer water?” Once Alexi departs she sits down in another chair and smoothes the folds in her brown cloak. Around her neck is the symbol of her office a copper necklace from which hangs an amber cudgel, the symbol of St. Cuthbert. “Thank you for volunteering for this task. It is a simple one but one that we are not equipped to deal with.
Yesterday a man, badly burnt and injured, came to the temple, leaning heavily upon a staff. He was delirious with pain and kept repeating his name ‘Gwysol’. After we healed him as best we could he slipped into a deep sleep from which he has not awoken. The fragments of clothing that remained seemed to suggest he was a mage and it was this that told me who he was.”
The priestess paused as Alexi returned with three simple clay cups, a jug of water and another of wine. After pouring drinks and waiting for Alexi to depart she continued.
“Several times he has offered one of our sister temples aid when they needed it. It has gained him many enemies with the followers of Iuz and it may be that some of those have caused his injuries. Just before he passed out he became lucid for a moment and asked that someone retrieved his spellbook and a pair of daggers. He muttered something about fire and ice but by then he was slipping out of consciousness again and we got nothing more from him. My request is that you go to his tower, which is a day’s ride north of here and see what has become of it. If you can enter and retrieve these items then I will double the reward to 100 crowns, but I do not want you to take unnecessary risks.”
The high-priestess will answer other questions but cannot be swayed by requests for more money, though she will pay 25gp up front.
The mage’s name is Gwysol but the priestess won’t let the PCs see him, he is too ill and is not to be disturbed.
Whether Iuz is a human who has be- come demon-like through the centuries, or whether he is a semi-demon (as some suggest, a by-blow of Orcus), no mortal knows. He is, however, the first known godling of Chaotic Evil; his wickedness and treachery are infamous throughout the land. Clerics of St. Cuthbert hate followers of Iuz and vice versa.
The High-Priestess suggests that you leave as soon as possible, travelling by night if need be as she has a ‘bad feeling’ about what has happened at the tower.
Gwysol had an apprentice, a young man by the name of Eisydor.
She will give the PCs a note authorising them to borrow horses from Rurob.
To The Tower
You follow the High-Priestesses directions to Gwysol’s Tower. At first your journey is along the well travelled road towards Furyondy’s capital, Chendl, but after some forty miles you head eastwards away from the track.
The journey is some 70 miles, just over a day’s travel by horse. There are wayside inns on the road which are safe and charge standard rates for beds and food.(5sp per night, 1sp per meal, 5sp per horse).
Encounters
If there is an encounter (1 on a 1d10) roll a 1d20 on the following encounter table. Re-roll any repeats.
Roll Morning / Afternoon / Night
- 1-8 -- 13 Goats + goat herd / 6 Goats + goat herd / 2 Owls
- 9-13 -- Farmer / Farmer / Farmer
- 14-17 -- 9 Eagles / 3 Ravens / 4 Goblins
- 18-19 -- Human Corpse / 4 Goblins / 9 Pixies
- 20 -- Human Corpse / Human Corpse / 2 Owls
W1. Goats
The goat herds know nothing about the tower though they did hear a loud bang a few days ago. They are more concerned about goblins and kobolds stealing their goats.
W2. Farmers
The PCs encounter a farmer working in his fields. After scratching his head he remembers seeing a man fitting Gwysol’s description a week or so ago. The farmer stays well clear of mages though. “You can’t trust them. You never know when they might put a curse on your cows or chickens.” For a silver piece he will let the PCs sleep in a barn and give them a bowl of stew for good measure. He has had no problems with kobolds or goblins. “My dogs would see them off.”
W3. Owls
The PCs rest under an old tree that houses an owl’s nest. If the PCs light a fire or make a lot of noise the owls will attack trying to drive the PCs from their tree.
W4. Eagles
Flying overhead are a group of large golden, brown eagles. They circle the PCs briefly before continuing westwards.
W5. Ravens
From a distance the PCs notice some large black birds on the ground beside a shapeless lump. If the PCs get closer the ravens will attack to try and drive the PCs away from their meal. The shapeless lump is the corpse of a goblin, apparently killed by a pair of poorly made arrows that struck him in the back.
W6. Goblins
The goblins will try to attack when they think the PCs aren’t watching. They will creep up and attempt to surprise the PCs whom they suspect of having much treasure upon them. Each is armed with a wood and stone cudgel and none wear any armour. These goblins know nothing of the wizard and were not connected with the attack on the tower. If questioned they will squeal and gibber but not know the answer to any of the PCs questions.
W7. Human Skeleton
The PCs stumble upon the corpse of a human in the long grass. Some of the flesh has been picked away by scavenging birds but enough remains to identify it as a old man. He is wearing sky-blue robes and has a ornate ring on his left hand. Around the hem of the robes is embroidered a pattern formed from interlocking ‘G’s. Cause of death appears to have been a blow to the back of the head with a blunt instrument, probably a staff. The ring has a stylised cudgel similar to that around the neck of the high-priestess, engraved upon it. This is the body of Gwysol the mage but the PCs will probably not realise this. The man is not large and can be carried strapped across the back of a horse.
W8. Pixies
When the rest for the night they are disturbed by the sound of faint music in the distance. If they ignore it they find it hard to get to rest that night. There is a 20% chance that a spellcaster will not be able to learn new spells the following day due to this disturbed night.
If the PCs go to investigate the sounds they will see a group of nine sylvan elves (actually polymorphed pixies) dancing to a haunting melody in the centre of a small dell.
If the PCs move away without disturbing the ‘elves’ then nothing else happens.
If the PCs interrupt the dance the elves disappear. The pixies will then attack with their sleeping arrows. If the PCs succumb to the magical bows they will wake the next morning trussed up, stinkhorn mushrooms in their pockets (-2 to charisma till they have had a good bath) All their gold, silver and gems have been stolen.
If the PCs join in the dance the ‘elves’ will make space for the PCs They don’t mind if the PCs dance badly as long as they try. If a PC has the ‘Dancing’ NWP and makes their proficiency check the ‘elves’ will show their appreciation by bowing and curtsying to the PC. Suddenly the elves will vanish and the music will stop. When the PCs awake the next morning each will find a garland of forest flowers around their neck, fresh fruit on large leaves beside them and a moonstone (45gp) in their pockets. The PCs that made their Dancing proficiency check find a fine garnet (160gp) instead of the moonstone.
Outside The Tower
At first sight the tower appears to be undamaged but as you get closer you can see that a large hole has been blown out of the eastern side of the tower. Stones lie scattered around and the remaining walls look charred and scorched. While you are still a few hundred yards away voices are carried to you on the wind from the tower. Angry voices shouting in a harsh guttural tongue. If either of the PCs speak kobold or goblin they will be able to pick up some of the words. “We was here first.”, “So we be stronger, dog breath.”, “Well, you gonna take it from us.”, “Yeah. Might do.”, “Come on then.” It would seem that this argument has been raging for some time. From what you can see a party of goblins has set up camp at the foot of the tower and they are shouting up at some other creatures, probably kobolds who have control of ruins. Occasionally something is thrown from the third floor of the tower, a chair or a rock and the goblins scamper for cover before loosing a few poorly aimed arrows at the kobolds. There appears to be about eight goblins around the foot of the tower but it is difficult to estimate how many kobolds they are up against.
An enterprising kobold climbed up the wall of the tower, lowering a rope for his comrades. They have only explored the third floor downwards, the fourth floor looked too dangerous. They have delighted in bouncing on the bed, feasting on the food and generally making mischief. They sent a scout back for their clan chief but he was intercepted by a group of goblins who also want to use the tower for their base. The goblins have also sent for their clan chief who will arrive with a large force of goblins in a day or so.
If the PCs attack them, the goblins will attack back. The kobolds will continue to pelt anyone they can with bits of debris from the tower.
Inside The Tower
Stairs And Landing (1)
The tower is entered via a stone staircase that runs up the east side of the building. The landing outside the entrance door has a wooden rail around it but this has been shattered and torn away by falling masonry. Beside the door is a carving of a grinning gargoyle.
The gargoyle serves two purposes. First it allows someone inside the building to look out through mirrors and lenses at the people on the landing. Secondly inside the gargoyle’s mouth is a lever which disarms the trap in the landing. If the door is opened without this lever being pressed a pit will open in front of the door dropping the PC 10’ and causing 1d6 points of damage.
Entrance Hall (2)
This bare room is part of the tower’s defence as well as being a place where visitors can shake dust or rain from their cloaks. Tradesmen would leave goods here to be taken upstairs or down by Gwysol’s apprentice, Eisydor. The door leading west is locked.
Meeting Room (3)
This room was used by Gwysol when people came visiting. They may have come asking for help with the weather, a curse or a blessing on a neighbour or possibly just some advice as Gwysol was known far and wide for his wisdom. The room has a pair of simple chairs and an equally plain table. There are doors in the east and west walls. A small shutter covers a peephole in the east wall beside the door.
Stair (4)
The spiral stair leads up and down. The stairway is dark in both directions.
Stair (5)
The spiral stair leads up. There is a door in the east wall.
Corridor (6)
The corridor has three doors set into its south wall. The first is more solid looking than the others and is locked.
Apprentice’s Room (7)
This small bare cell has a hard bed and a chest as the only furnishings. The bed has not been made. The chest is locked and trapped but the trap is actually an illusion (Leomund’s Trap). The chest contains a spare robe, a cotton shirt and two pairs of hose. Wrapped in a oiled cloth is a mail shirt, a hand crossbow and a silver bladed sword. Hidden under the bed is the apprentice’s spell book and a pouch containing 83gp.
Storeroom (8)
This room contains barrels of salted pork, dried beans, wine and beer. Hams and sausages hang from hooks twisted into the rafters.
Storeroom (9)
This room is almost empty aside from a small pile of lumber and a leather bag holding a dozen long nails.
Stair (10)
The spiral stair leads up and down. The stairway is dark in both directions.
Hallway (11)
The hallway has a shuttered window looking north. The doors to the south and east have been broken down. The kobolds in rooms 12 and 13 will only notice PCs in room 11 if they make a lot of noise, they are busy searching the rooms for treasure and food.
Bedroom (12)
This room would once have been a finely appointed bedchamber. Now however the kobolds have destroyed much of it. The fine four-poster bed has been shattered, it’s hangings torn and used as slings to carry what treasure the kobolds could find. One kobold lies in a twisted heap in front of a chest. The remains of books and scrolls litter the floor. Four kobolds taunt the goblins below and occasionally throw a lump of wood or loose block of stone towards their enemies. The eastern wall has a large gap in it and the ceiling sags alarmingly into the gap. The plaster ceiling has huge cracks in it through which dust sifts down onto the uncaring kobolds.
The chest is trapped with a spell (Tasha’s Uncontrollable Hideous Laughter). The kobold was killed by his colleagues when he couldn’t shut up. Inside is a large bag of coins (1cp, 2960gp, 8sp). If the PCs spend time searching the remains of the scrolls and books they find that they are just books on astrology, herbalism and ancient history. Some of the scrolls are written in strange characters that you cannot read (ancient texts in ogre and lizardman). There are not enough complete pages to be of any use or value.
Kitchen (13)
This is the room in which the apprentice prepared his master’s meals. The room is now a complete shambles. Kobolds have ransacked every drawer, every cupboard and scraps of food now lie scattered over the floor. The table has been broken up and is burning merrily in the fire place. The kobolds are roasting a bird on the end of a long fork over the fire.
Stair (14)
The stairs end at a heavy wooden door with a sign neatly painted upon it. ‘Danger! Keep Out! Knock ‘four entering!’ reads the sign, in common. The door is trapped. If the door is not rapped soundly four times before turning the handle the stairway turns into a slide that sends PCs tumbling to the bottom doing 2d4 points of damage. The stairs then reset allowing the PCs to climb back up.
Wizard’s Laboratory (15).
This room is a mess. Almost all of the eastern wall has been blasted away. The windows in the other walls have been shattered and the shutters hand drunkenly on their hinges. The walls are scorched and shattered as if a large fire has taken place. The remains of a magic circle occupies the middle of the room. In the centre of the circle are a pair of daggers and a heavily damaged book. The remains of a workbench, and two bookcases are the only other items of note.
The book in the centre of the room is the wizard’s laboratory notebook. It is heavily damaged by water and fire, it is written in code. The books on the bookshelf are the wizard’s spellbooks.
Appendix 1 - Monster Statistics
Location Num. Monster AC Thac0 Max HP Move Attack 1 Attack 2 Attack 3 Int. Mor. EXP.
W 3 2 Owl 5 19 4 27 Claw *2 1d2 Bite 1d1 1 5-7 65
W 5 2 Raven 8 20 1 33 Bite (1d2) 2 5 17
W6 4 Goblin 10 20 1 6 Cudgel (1d6) 5 10 35
W9 6 Pixies 5 20 4 9 Bow (Sleep) 15-16 11 650
Outside 6 Goblin 10 20 7 6 Cudgel (1d6) 5 10 35
12 4 Kobold 7 20 4 6 Spear (1d4) Dagger (1d4) 8-10 9 7
13 3 Kobold 7 20 4 6 Spear (1d4) Dagger (1d4) 8-10 9 7
TOTAL 6444
Appendix 2 - Treasure
Location Treasure Description GP Value Weight
W6 7sp + 7sp + 9sp + 5sp 2.8 28
W8 Moonstone 45 1
W8 Garnet 160 1
Outside 17sp + 11sp + 5sp + 8sp + 9sp + 16sp 6.6 66
7 Elven Mail Shirt (Human sized) 1000 20
7 Hand Crossbow 300 3
7 Silver Bladed Sword 100 3
7 83sp 8.3 83
12 1cp, 2960gp, 8sp 2960.81 2969
15 Daggers Of Fire & Ice 0 2
15 Spellbooks *5 0 75
15 Notebook 0 15
TOTAL 4583.51 3174
Appendix 3 - Story & Role Playing Bonuses
Collecting Spellbooks - 100xp
Collecting Daggers - 100xp
Retrieving Body for burial - 100xp
Recognising body as Gwysol - 100xp
Appendix 4 - The Village Of Erminit
People & Places
The village of Erminit lies in the fertile plains of Furyondy some 30 miles north west of Libernen. The village is relatively prosperous and is home to close to 200 people. The village is owned by Noris, a human mage of middling years who was granted the village for his services to the King of Furyondy, Thrommel I. Many of the men folk of the village died in the war against Iuz. The fact that this small village is ruled by Noris, a well known and respected scholar has attracted a pair of sages. They share information with the mage who is thinking of creating a school to encourage other sages and possibly bards to move to Erminit.
Noris, Keeper of the Eastern Waves.
He is romantic and studious, his fine library contains many volumes of poetry and tales of daring do alongside the more normal magical tomes. Noris lives in the large manor house to the west of the village and spends much of his time cloistered in his tower. He does not like being interrupted while working and his servants are given strict instructions that he not be disturbed if he is working in his tower. At other times he is more than willing to give advice to other mages, whatever their level of experience. He has a couple of apprentices at present and no space or time to take on others. His house is large and well built. Noris had a tower added to North Wing soon after he took possession of the village. He lives alone with his five servants and two apprentices for company.
Statistics: Noris, MU9 S13 D13 C9 I11 W11 Ch12 HP19 AC9 AL LG
Statistics: Dominic, MU2 S D C I W Ch HP AC AL LG
Statistics: Artor, MU1 S D C I W Ch HP Ac AL NG
The Flying Hat
This is the largest of the two inns in Erminit. The food is wholesome and fresh as is the beer. The inn is run by Aerasri a half-elf who always seems to be able to come up with something new on the menu with simple ingredients. The inn has 5 single rooms @ 27cp, 13 double rooms at 16cp and 20 places in the common room at 2cp.
The Old Staff
This is the older of the two inns in Erminit. Linirlen, the halfling owner, is loquacious but can be obstructive. If he hasn’t finished his tale he will not let you get about your business. This is the place to come for information if you have time to spare. The inn has 10 single rooms @ 29cp, 11 double rooms at 15cp and 18 places in the common room at 3cp.
The Blue Tankard
This tavern serves the rougher tradesmen in the village especially those that work in the stables. The owner Beth Croft cannot be trusted. She is well known as a liar, but her beer is cheap and refreshing after a long day.
The Crippled Monk
Lillith, who runs a clean inn and she sells some of the ale she brews to the Temple Of St. Cuthbert. She is allergic to meat so she only serves vegetarian food, beans and root vegetables in the main.
The Smithy
The smithy is run by Lorsea, a middle aged woman with a deep husky voice. She is the widow of the former smith who died in the war against the forces of Iuz several years ago. She had helped him in the past and so taking over seemed the natural thing to do. She is self-confident, helpful, humorous yet she maintains an air of mystery which has brought her many admirers. She doesn’t go out much, but she can occasionally be found slaking her thirst at the Blue Tankard.
Leatherworker’s Shop
Richard Amerbrie runs this shop. He makes belts, jackets, scabbards, pouches, backpacks, wineskins and tack for horses. He is studious and dresses well. He is the leader of the village militia. His most unusual feature is that enchanted items can make him sneeze, enchantment level *5%, a fact that makes him popular with visiting adventurers and with Noris who will often bring strange items to the shop. Richard charges 5gp for each enchanted item he items as once the sneezing fit starts he cannot work again that day.
Frienza
Frienza is a bowyer by trade though he is also a member of the Furyondy army. He is impatient and unkempt in appearance but this is deceptive. Underneath the scruffy exterior is a agile mind. He is tall, 6’7”, and heavily built. He is normally armed with a hand axe and a heavy crossbow.
Statistics: Frienza, Ranger6 S13 D13 C14 I10 W14 Ch12 HP37 AC6 AL LG
Balor The Weaponsmith
Balor is good friends with Lorsea the blacksmith. A dwarf, she too lost her husband in the war against Iuz. She studies hard, trying to make her weapons the best and she is always on the look out for new techniques and books on the subject. She will pay well for unusual weapons or books on weapon making. She tends to tell the odd tall story when she has had a drink or two. No one is sure whether the tales are truthful or not but most suspect that they are being strung along.
The Temple Of St. Cuthbert
This ornate building is the largest in the village. The clerics dress in the simple, brown habits of their order and are regularly seen in and around the village. They are the arbiters and dispensers of justice in the village, Noris defers to them in this as it makes his life easier, he has more time to spend with his books. There are there clerics and two noviciates currently serving in the temple. The High-Priestess Zail is a young woman who spent much of her youth fighting with the kings army. She worked hard to achieve her successes and when the war was over she chose this remote and quiet spot to build the faith of others. She is quiet, looks after the temple coffers carefully and is popular in the village. She is assisted by Faril and Fash. Faril was one of the clerics sent by the High Temple when she came to Erminit. He is still young and enthusiastic and yearns to leave the village to search for adventure and justice in the wider world, Erminit is too small and quiet for him. Fash is recent replacement for another of Zail’s original assignment of clerics. Fash is middle aged and always appears immaculately dressed. He always sleeps with a candle on at night as he is afraid of the dark after being shut in a cupboard when he was a young boy.
Statistics: High-Priestess Zail, Cleric 12 S8 D9 C9 I9 W10 Ch9 HP43 AL LG
Statistics: Brother Faril, Cleric 5 S8 D11 C9 I8 W10 Ch12 HP23 AL LN
Statistics: Brother Fash, Cleric 3 S12 D9 C8 I10 W10 Ch9 HP16 AL LG
Statistics: Noviciates: Alexi, Peter
Bifor The Sage
Bifor is quiet an unpleasant character. She is ignored and avoided by most of the people in the village. She is a greedy, harsh tempered and obstructive dwarf of middling years. Despite her personality faults people will still come to her for information, but only if they have to. Her prices are high and if possible they will go elsewhere for the information.
Major Field: Humnkind (Biology, Art & Music, Demography), Minor Fields: Humanoids & Giantkind, Supernatural & Unusual.
Leber The Sage
Leber is the opposite in most things to Bifor. Where Bifor is short and stout, Leber is tall and slim. Where Bifor, to put it bluntly, is ugly, Leber is very attractive with long reddish blonde hair and a warm smile. Her prices are as high as Bifor but people seem to object less to hers than to Bifor’s. She can be rash and argumentative when discussing philosophical issues with others, especially Noris who is a frequent visitor, but in general she acts as a peacemaker in the village. She spends much of her money on outlandish clothes which give her an eccentric air.
Major Field: Demi-Humankind (Demography, Psychology, History). Minor Fields: Flora, Humankind, Supernatural & Unusual
Rurob’s Stables
This large building on the outskirts of village employs a number of the young lads and lasses. Rurob is a thick-set man with a heavy accent which no-one has been able to accurately identify. Rurob enjoys the air of mystery this gives him and plays it up for all its worth. As well as stabling horses Rurob makes, sells and hires carts as a sideline. They are serviceable and reasonably priced. Horses stabled at Rurob’s are well looked after and his prices are around the normal. He usually has two or three horses and/or ponies for sale at any one time. Their quality varies as does the price. (See Dragon #191)
Horses For Sale = 1d3+1 (75% will be horses, 25% ponies) - Check once per week.
Chance Quality Cost
- 00-10 Nag Average
- 11-25 Broken - Down Average
- 26-70 Average Average
- 71-90 High - Spirited *2
- 91-99 Charger *4
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