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Page 1: Black Tower - Intro 6/10/97 Page: 1 - Midkemiamidkemia.com/HomePage/SupportFiles/BlkTwr.pdf · 2013-11-12 · Black Tower - Intro 6/10/97 Page: 4 Kesh: the Empire of Kesh is found

Black Tower - Intro 6/10/97 Page: 1

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INTRODUCTION

The Black Tower is a fully populated castle designed for use with THE TOME OFMIDKEMIA Fantasy Role Playing Game and with some modification it is alsocompatible with most of the currently available fantasy role playing games and(with more modification) with science-fiction role playing games. It is especiallydesigned as a companion to TULAN OF THE ISLES by Feist and Abrams (MIDKEMIAPRESS). The Black Tower is part of the First Midkemian Campaign along withother MIDKEMIA PRESS playing aids, including THE CITY OF CARSE (by Abramsand Abrams), and CITIES (by Abrams and Everson), as well as TOWNS OF THEOUTLANDS (Edwards, Divin, and Young), JONRIL: GATEWAY TO THE SUNKENLANDS (by Abrams and Feist), HEART OF THE SUNKEN LANDS (by Rudy Kraft) andother products coming soon. THE BLACK TOWER is a separate game in itself,however, and can be utilized with any game system.

THIS BOOKLET CONTAINS:1) Information about the history and current situation in the castle.2) Map enlargements of each floor of the castle, delineating each room. The pages

following each enlarged map contain information on each room within thatsection, including descriptions of monsters and treasure, and traps within thoselocations.

3) Extended descriptions of a large number of new monsters, with a completelisting of abilities.

WELCOME TO CASTLE TULAN, AND 'WARE THE BLACK TOWER!

ACKNOWLEDGMENT

Many thanks to the other : April Apperson; Steve Barrett; David Brin; Jon and AnitaEverson ; Raymond E. Feist; Tim La Selle ; Ethan Munson; Julie Neuneker; RichSpahl; Alan Springer; and Jeff and Lorri Velten for their support and suggestions.

Art Work: Mary Coman and April AppersonCalligraphy: Anita Everson

For questions regarding these rules contact:

MIDKEMIA PRESSThe Black Tower7022 Regner RdSan Diego, CA 92119

Only those questions supplied with a stamped, self-addressed envelope can be assured aresponse.

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1) GENERAL NOTES FOR USE WITH OTHER SYSTEMS:

A. Magical spells, weapons and artifacts are based on the Midkemian Game System.Feel free to substitute the appropriate items from the system you're using. In mostinstances the item or spell will be self explanatory. In those cases where confusioncan exist, we have provided a short description of the item or spell.

B. As in A., monsters are based on our own system. They may be used in any gamesystem (see Midkemian Monster Attack Table, Pg. 32). If these monsters do not meetyour needs, use the similar monsters in your system or substitute as desired.

C. Rolls 'under'. In various parts of this book, the character will be instructed to 'rollunder' an attribute to accomplish a task. If explicit mechanics have not beenestablished for this as they have in some systems, the character can accomplishthis attempted task by rolling the same die combination as originally rolled forthat characteristic. If the roll is less than or equal to the characteristic value, thecharacter was successful. Example: A fighter wishes to open a barred window. Hemust roll under his strength (79 on d%). He rolls 61 on d%, and by being under 79, heis judged to be successful. Needless to add, roll 'over' is the opposite.

D. Where 'levels' are mentioned, they are again based on the Midkemian System andmay tend to be low in comparison to those generated in other systems. Modify themas appropriate.

E. Statistics on people are usually given based on the Tome of Midkemia d% system.However, the corresponding 3d6 roll is usually included also. (conversion tables areavailable in 'CITIES')

F. Lesser Path Magi. For most other systems, the nearest parallel will be Druids,Witches, Shaman, etc. Their magic is of the earth, and requires extensiveconjuration for the major spells. Modify them as appropriate for your system, untilyou feel comfortable in running them.

G. Note that all Armor Ratings are given as per the description of Armor on Page 41.Substitute the comparable armor numbers/class/rating from your game system.

2) HISTORICAL GLOSSARY

Carse: The major city in the Duchy of Crydee (north of Tulan) (see THE CITY OF CARSEby Abrams and Abrams, also published by Midkemia Press)

Crydee: Once the capital of the Duchy of Crydee, it has declined to being a smallunimportant fishing village to the north of Carse.

Duchy of Crydee: The Duchy of the Kingdom encompasses the towns of Carse, Tulan,Crydee and Jonril. It is the westernmost province of the Kingdom and subsequentlyleft much to its own.

Jonril: a large trading town north of Tulan, further up the River Wyndermeer, about 85miles. It is a base for operations in the Sunken Lands. (see JONRIL: GATEWAY TOTHE SUNKEN LANDS by Abrams and Feist, also published by Midkemia Press)

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Kesh: the Empire of Kesh is found on the southern end of the main continental masscontaining the Kingdom, Kesh and the Keshian Confederacy. Its northern bordersare about 500 miles south of Tulan, across the Straits of Darkness~.

Old Tulan was the original town, founded nearer the mouth of the river. Abandonedafter the Night of Terror, some 100 years ago, it is little but ruins and The BlackTower, the old keep of Tulan. The tower is said to now be inhabited by monsters andis avoided by the locals.

Straits of Darkness: the straits that separate the northern and southern halves of themain Midkemian continent. They form the inlet that separates the Endless Seafrom the Bitter Sea. (Tulan lies north of the Straits of Darkness)

Sunken Lands: an area of about 100,000 sq. miles that is 1000 feet below sea level. It wasformed by the release of enormous amounts of magic about 1500 years ago and iscompletely covered with dense jungle. Many exotic and valuable items are broughtout of the Sunken Lands by bold adventurers and large expeditions. Jonril, on itswestern edge, is the normal base of operations. (see HEART OF THE SUNKEN LANDSby Rudy Kraft, published by Midkemia Press)

Tsurani: People from the Empire of Tsuranuanni on the planet Kelewan. Artifacts fromthis other world are occasionally found in the west. They are left from the Tsurani-Kingdom Riftwars, which were fought about 500 years ago. This culture and time isvividly discussed in the forthcoming novel, MAGICIAN, by Raymond E. Feist, to bepublished by Doubleday ~ Co. in October, 1982.

Tulan: the new town of Tulan occupies 5 islands in the River Wyndermeer. Due toshoaling in the river, preventing large ships from continuing further upstream,Tulan has become an important trading center for ship and barge traffic on theriver, handling commerce between Jonril and the rest of the Kingdom. (See TULANOF THE ISLES, also by Midkemia Press. for the companion city adventure to THEBLACK TOWER)

Abbreviations Used throughout the text

GP = gold coinSp = silver coinCp = copper coinPp = platinum coinMp = mithril coin

50 copper coins = 10 silver coins = 1 gold coin100 gold coins = 10 platinum coins = 1 mithril coin

1d2 = 1 is the number of dice thrown. 2 is the type. e.g. 2d6 means 2 six-sided die, d%means percentage dice, and d8 means 1 eight-sided die.

HTK = Hits required to killLVL = equivalent level using d8 per level HTKPROB. = the probability of an event occurring. See Roll Under, above

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THE CASTLE

Ancient and ill-fated, Castle Tulanstands as a spectral edificesurrounded by a reed-choked moatin the old town of Tulan. At night,fearful sailors on passing shipshave reported strange lightsflashing from the windows of thenorthernmost castle tower. Rumorshave it a host of unholy creatureshave taken up residence in the vasthalls and galleries. The locals tendto be close mouthed on the subject,and when queried, turn hastilyaway, muttering about dangerousquestions. The townspeople do notinterfere with anyone foolhardyenough to visit the castle but simplyshake their heads in disbelief overthose so obviously bereft of theirsenses, and never speak of thosewho have tried before. Tulan Castleis now under the control of Zorasisthe mighty, once magician andadvisor to the last Baron of Tulanand now a dread vampire. Here thenis his story...

The Tale of Zorasis and the Nights ofTerror, as recounted by Giacamo theScribe.

“In the ancient times, during thelast Great War, Tulan was the thirdcity in the Duchy of Crydee. The lastDuke of Crydee was called east to theKingdom, for mighty was thestruggle, and behind him left hisvassal lords to care for his realm. Astime passed, the duke faded in thememory of those lords whoremained, so when word came of hisdeath there was little grieving. Allbut ignored by the King in the east,and left to rule, the Baron of Tulandid see to his people's weal.Although forgotten by distantrulers, Tulan stood fair as a tradingcenter, located near the mouth of theRiver Wyndermeer, a port of call formerchants from lands far andstrange, rich and bountiful. Suchwas the prosperity of Tulan, thatone night the reaver Halcion theGreat came with his ten ships ofmarauding corsairs and fell uponthe town. Bold Halcion, dread pirate

of legend, came seeking plunder anda haven safely removed from thenavies of the Kingdom. Terrible wasthe fighting, but at last was GreatHalcion turned away. Never beforedefeated, Halcion's rage was terribleto behold. Vowing vengeance uponthose who looked down from thecastle with scorn upon the mightycorsair host, he swore to neverretreat. Halcion lay siege to thecastle and town, and long weeks didthe siege last, with raids by bothsides coming to naught. After a timedid Halcion wax wroth with waitingand summoned the mage Olman,called "One Eye". To Olman didHalcion say, "I will have this castle,so I have vowed. All within shallknow at the last ‘twas Great Halcionwho prevailed. By whatever blackarts you command, end this siege!".Olman knew he risked much inobeying, but also did he knowcertain death would be his rewardshould he disobey. So did he setabout gaining his master's desire,and a horde of foul demons, evilelementals, and vile undead hesummoned, by arts ancient, black,and mighty, and against thebesieged were they sent. For fourdark days and terrible night theshrieks and cries of those in thecastle did sound across the land,then followed dread silence. Sofearsome had been the Nights ofTerror, the good folk of Tulan didflee forever their homes, makingtheir way upriver, to found the newtown which bears the old name,Tulan. Then did Halcion orderOlman to have his creatures openthe gates to the castle. Olman did ashe was bid, then sent his darkminions back to the pit from whichthey had been summoned. NowHalcion, called the Great, did leadhis men into the castle and in theBaron's chapel they found the lastand bravest defenders gatheredtogether. The High Priest of Astalon,Atile, had labored in his good arts,and from the undead servants ofOlman had protected these few. Butbefore the wrath of Halcion could no

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man stand and these valiant few,numbering the Baron, his guardcaptain Harlick, and Atile, fell atlast to Halcion's sword. ThenHalcion in his triumph celebrated,amidst the wealth of his plunder.His men did feast and grow besottedwith strong drink, and after threedays lay in stupor. Unknown toHalcion and Olman, the Baron'smagician, Zorasis, had with avampire contested through the last,long night of the attack. Thoughslaying the vampire with magicarts, Zorasis had in turn been slainby its loathsome bite. On the lastnight of celebrating Zorasis rose,now undead and corrupt. Among thesleeping pirates he raged andfeasted, taking their lives andgrowing in power. Halcion didawake, and though he struggledmightily, Zorasis did finallyovercome him with a magic bolt,taking his head for a trophy. ThenZorasis came to where Olman called"One Eye" reposed, studying thosetomes of lore once Zorasis's. ToOlman did Zorasis say, "Now comesthe last for thee, walker of the LesserPath. It was by your arts that I amnow denied the light and upon theliving must feed, but know alone Ishall not be. In my eternal anguishwe will share a fate, though a moremiserable portion has been allottedto thee." A day and a night did theystrive, and Olman nearly prevailed,but the battle of wills was Zorasis'sat last, and Olman One Eye to thetorture room was taken. There hedid linger over Olman's pain,learning pleasure in another'ssuffering. For days, Zorasis drankOlman's blood, until at last theLesser Mage did succumb. Then didZorasis inflict the final tormentupon Olman. For when Olman didfirst stir, a vampire newly born,Zorasis did run him through withOlman's own enchanted blade,fixing his soul in his still weakbody. Now Olman hangs, pinned tothe cell wall by a sword through hisheart, a grotesque butterfly, agruesome display for Zorasis'samusement. Then did Zorasis begin

his reign of terror over thecountryside...

Thus ends the tale of Zorasis and theNights of Terror.

Now Zorasis is lord in Castle Tulan,though he normally frequents onlythe Wizard's Tower. Other fearsomecreatures now roam in the halls ofthe keep, avoiding Zorasis's Tower,and a Kobold chief and his band arerumored to have taken over asection of the lower portion of thecastle. The castle can be reached by ashort, seldom-used road from oldTulan. The large drawbridge isalways down and seems to still be ingood shape. As the bridge is crossed,adventurers find themselvesstanding before large and forbiddingdouble doors which are alwaysclosed.

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GAMESMASTER'S NOTES:

1) MONSTER NOTATION:

All monsters can be easily converted to any system desirable, or deleted, as suits theGames Master. Monster notation is given as follows:

NAME /AR /HTK(S) /SIZE /ATTACKS /DAMAGE /NOTES

so that, WEREBEAR/4/13/L/2CLAW;1BITE/1d6;1d8/NO CLAW, NO BITE/*

READS: a Werebear has skin (or hide, or fur, or whatever) with an armor ratingequivalent to chain mail, will be unconscious when 13 points of damage are taken, deadat 14, is treated as a LARGE monster (see MONSTER ATTACK TABLE), has three attackopportunities: 2 claws and 1 bite, each claw doing one six sided die of damage, each bitedoing one eight sided die of damage, and that it can not bite unless there is a successfulclaw attack. Any entry followed by an asterisk (*) means the Gamesmaster should referto the SPECIAL MONSTER NOTES section.

All monsters are referred to in the general terms noted above. If a 'level' is important inyour system, take the average number of hits and divide by 4, rounding up, for a goodapproximation of a d8/per level monster. If AR. is followed by a + the monster maybe wearing armor. ** A MONSTER ATTACK TABLE IS LOCATED at the end of thebook **

2) ABOUT THE CASTLE: The castle was constructed by the best craftsmen of theperiod and was protected from man-made and natural catastrophes as much aspossible. To this end, the walls of the castle are not affected by fire; however, thecontents of most rooms, being very old, will burn like mad, creating intense heatand copious amounts of smoke. In certain locations throughout the castle will bethe notation (G) or Guarderobe. These are the 'bathrooms' of the castle and aremagically endowed with a disintegrate spell which will dispose of ANYTHINGdropped into them. (In a true medieval culture this would not be preferable, as thiswaste was often used as fertilizer)

Additionally, the walls of the north tower, Wizard's Tower, are coated with a blacksubstance which, if touched, will cause ld4 points damage each round until washed off(Hence the name, The Black Tower). It cannot be removed from the walls. The followingmap notations are used in the Castle:

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3) About Zorasis Zorasis, master of Wizard's Tower, (see the back of the section onLevel 5 for more information) becomes totally in control of ANY* undead in theWizard's Tower and all undead encountered elsewhere in the castle are assumed to beunder his control. Most the 'intelligent' undead will have 1 or 2 Globes ofCorruption, manufactured in the lab in Wizard's Tower. These are clear glass globes,filled with an amber liquid. If thrown, they break very easily, potentiallysplattering all nearby people and creatures. If struck by this fluid, a characterreceives d8 damage each round until he completely washes it off or dies. If the victimis killed this way, he turns into a Zombie under the control of Zorasis. ShouldOlman get loose, there is a 50% PROB. +5% per week free to a maximum of 90% hecan resist Zorasis. If Olman gets free of the castle, he will build up his strength untilhe thinks he is strong enough to attack Zorasis.

4) About Magic Items Certain magic items are named which are peculiar to theMidkemia gaming system, and a brief description follows some of these entries.Some have been left vague, and the particular qualities, functions, powers, etc. theyimpart should be furnished by each gamesmaster for whichever system of gaming isbeing used

NOTES:

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Black Tower - First Floor 6/10/97 Page: 9

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CASTLE TULAN, FIRSTFLOOR

a) this is the small area just over thedrawbridge leading to the twomassive double doors which bar theentrance to the castle. There is a20% PROB. the doors are barredfrom the inside thus prohibitingnormal entrance. If the doors arenot barred, they are still so massivethey will require two charactershitting the door simultaneously andeach getting a 1 or 2 on d6 to openthem.

b) this is the underwater tunnel intoroom complex (c) (see room #9 Level-1). The water is 1 1/2 feet below thebank and the entrance is about 10'below that in the water. There is a15% PROB. of seeing the entrancefrom the shore (+5% for characterswith exceptional eyesight). Asshown, the tunnel (4' diameter) leads25' due east before turning upwardsand emptying out in the well inroom #9, Level -1. c) this is the areathat is affected by the teleporter inroom #9, Level -1.

1) MURDER ROOM. The north andsouth walls of this room are piercedby arrow slits from the GUARDROOMS (#2-#3) at a height of 6'.There is a 30% PROB. 6 of Zorasis'sorcs will be on watch in the GUARDROOM (#2). They will always attackparties in room #1 smaller thanthemselves, firing through thearrow slits, to kill or drive thesurvivors off. If the party is larger,they will notify Zorasis by a crystalball (useful only for this purpose; itis useless outside the castle), andhide. On the floor in this room arethe skeletons of six fighters clad inleather armor, with swords andshields. All usable equipment haslong since been removed by the orcs.

2) GUARD ROOM. This outpost isnormally manned by a contingentof Zorasis's orcs, and there is a 30%PROB. they will be here at any time.Despite its being the worst dutyavailable, they are always on theirtoes because of Zorasis's occasionalvisits. Scattered throughout the

room are many weapons includingpikes, swords, and maces. Buriedand undiscovered among theseweapons is one particularly rustyand pitted broadsword, being in allways undistinguished. If drawn, itwill reveal itself to be a MAGICUNALIGNED BROADSWORD +1,HEALS 1-6 PTS. ONCE PER HOUR.The orcs are all outfitted with shortbows, pikes, short swords, andshields. (ORCS/2+/4-8-3-6-5-4/N/1ATTACK WITH WEAPON)

3) GUARD ROOM. This room wasmost recently the abode of a familyof Giant Rats that were killed by theorcs in GUARD ROOM (#2). Betweenthe rat feces and decaying bodies,the stench is overpowering. Afterthe first two minutes a character isin the room he must roll under hisCONSTITUTION (on the same dietype as the original roll) once eachminute or pass out, remainingunconscious until rescued or dead.Many weapons are lying about theroom and thoroughly buried inmanure is a MAGIC LEATHERSHIELD +3.

4) ENTRYWAY. This empty room hasa flagstone floor and bars allowingthe doors to the MURDER ROOM (#1)to be firmly locked. The doors to theGREAT HALL (#6) are made ofpolished mahogany and are still inexcellent condition.

5) LESSER HALL. This room is alsoempty but features an ornatestairway leading to Level 2.

6) GREAT HALL. Each wall of thisimmense room is covered by a huge,time-worn tapestry depicting localhistorical scenes, varying frompastoral to great battles. There areopenings around the doors to theKITCHEN (#34) and SOLDIERS'MESS (#33), and a slit in the foldsnear the secret door. The huge tableis scattered with 41 place settingsof pewter ware (basically worthless),broken urns, mugs, etc. Nearly allthe furniture is in usable condition.

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There are two statues (of the oldKing and Queen) flanking the maindoors. Seven goblins have taken upresidence in here and have built astrong point behind the table (a).They are aware of the secret doorand have amassed a treasure of 400SP and 4120 GP. (GOBLINS/4/3-5-6-4-7-8-6/N/1 ATTACK/ld4/MAYPICK UP WEAPON)

7) CONNECTING CORRIDOR. Thiscorridor is occupied by 8 Aliporand 2 Skeletons. (ALIPOR/4/12-11-5-13-8-6-9-7/1 TOUCH ORVAPOR/1d6/*); (SKELETONS/2/2-4/1 ATTACK/1d4/MAY PICK UPWEAPON)

8) FLETCHERY. Once the castlefletchery, various pieces ofequipment are strewn about thisroom, much of it still usable. Ofthe 300 arrows and 200 quarrelslying about and in drawers, 80arrows and 110 quarrels are stillusable. A group of poisonous vipershave taken up residence in thequarrel drawer and will instantlyattack whoever opens the drawer.(VIPERS/2/ 1 HTK EACH/1BITE/SAVE VS. VENOM)

9) ARMORY. The castle armory waslocated here and all the tools, forgesand other equipment are stillcompletely usable. Still lying aboutare 3 suits of chainmail (AR.4) andone suit of chain and plate (AR.6).All along the wall with the door is agreen algae-like substance whichwill splatter the door-opener 65% ofthe time. It is totally harmless butwill cause persistent itching on theaffected areas for the next 24 hoursregardless what normal measuresare taken.

10) FLETCHER AND ARMORERSQUARTERS. Still in goodconditions, this room has beentaken over by 3 Kobolds that havedeserted the group in Level -1. Ifoffered surrender terms, they willdisclose information on theteleportation area (c) outside thecastle walls. They have 600 SPbetween them but will not surrender

it. The kobolds are all armed withshort swords and shields, beltdaggers, and wear leather armor.(KOBOLDS/2+/2-4-3/S/1 ATTACKWITH WEAPON BY TYPE)

11) CAVALRY READY ROOM. Thisroom was used by the cavalry troopsin the BARRACKS (#13) or storinguniforms, weapons, spurs, etc. It islined with 30 "lockers" and 2 longbenches occupy the center. Withinthe lockers are 30 fancy uniformsin gold and black, 30 pairs of boots,spurs, baldrics, hats. The combinedvalue of the gold trim and coinsfound is 645 GP. A Weird hasrecently taken up residence in thisrelatively protected room.(WEIRD/1/4/N*/SPECIALATTACK*)

12) HALLWAY. empty, torch holdersevery 20'.

13) BARRACKS. This was thecavalry barracks for the Baron'ssmall sally force and patrols. Theroom is completely functional andcontains 30 bunks, each with a chestat its foot. Hidden in the chestsamong clothing are 250 GP, 1,100SP, 3x100 GP gems, two bottles ofexcellent wine, and a treasure map.The room will take about 20minutes to search and each fiveminutes spent within, or any loudnoise, has a 20% PROB. ofattracting the Wraith in theSTABLE MASTER ANDSTABLEHAND QUARTERS (#17).

14) SITTING ROOM. Once possessed ofa small couch and numerousoverstuffed chairs, the furniture inthis room has been essentiallydestroyed. The room is currentlyoccupied by a mated pair ofHortracs. They have no treasure.(HORTRACS/3/8-6/N/2CLAWS/1d6/LOOK LIKE LARGEWINGED APES/LIMITEDFLIGHT/ATTACK TO THE DEATH)

15) GUARDEROBE. empty

16) CAPTAIN'S CHAMBERS. This wasthe room of the Captain of the

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Guards, Harlick, and a few scattereditems indicate it was once richlyappointed. What little remains ofthe mattress contains 10~50 GPgems and 3 Goldmoths. The door tothe GUARDEROBE (#15) is slightlyopen and two skeletons lie near it.(GOLDMOTHS/1/4-7-11/S/SPECIAL~)

17) STABLEMASTER'S AND STABLEHANDS' QUARTERS. These poorquarters are now inhabited by aWraith (once the Stablemaster whowas killed during the initial sendingof undead). The bodies of 4 thieveslay within, one carrying a GEM TOSEE INVISIBLE. (WRAITH/6/30/U/1ATTACK/1d6 AND LEVELLOSS/WEAPONS: NORMAL-NODAMAGE; SILVER-1/2DAMAGE/MAGIC-NORMALDAMAGE)

18) GUARD ROOM. This room guardsthe entrance to the strong pointdownstairs and is currentlyoccupied by 2d6 Kobolds keepingan advanced watch for the partydownstairs. They are aware of theWraith in STABLEMASTER'S ANDSTABLE HAND'S QUARTERS (#17)and avoid that room and theBARRACKS (#13) because of it.Kobolds have shortswords, shields,and wear leather. (KOBOLDS/ 2+/2-4-3-2-1-3 (x2) /S/1 ATTACK WITHWEAPONS BY TYPE)

19) FEED ROOM. The stable feed waskept here and it is now the lair of afamily of 8 Giant Rats which willprotect their lair at +1 to attacks.They will not pursue into theSTABLES (#20) unless harried.Hidden in the now moldering hayare 2 doses of a POTION OFLEVITATION, a bottle of apricotbrandy, and a CLOAK OFSMOTHERING THE WEARER.(GIANT RATS/3/6-11-10-5-9-12/N/1 BITE/1d4/05%. PROB.EACH IS RABID)

20) STABLES. This room once heldthe Baron's 16 horses which wereused for patrols and sallying forthin time of siege. Now nothing

remains except fairly recent bodiesof 2 adventurers, one clad in scalearmor and the other in flowing greyrobes. They obviously died in greatpain and other than some smallpunctures on their necks, there isn'ta mark on them. The cloak wearerhas a DAGGER +1 in the folds of hisrobe.

21) TACK ROOM. This was the tackroom for the horses kept in theSTABLES (#20) and still contains12 saddles and 15 bridles, variousropes, saddle bags, pack frames,blankets, etc. In a small case buriedunder the pile of horse blankets is aBRIDLE OF CONTROL (instantlytaming any horse it is placed on, forthe duration of its use). Theblankets are infested with ticks andthere is an 85% PROB. thatcharacters handling the blanketswill be bitten 3d8 times. There is a5% (1 on d20) per bite (notcumulative) the victim will comedown with tick fever within 3 hours(1d6/2), resulting in a raging feverfor 2-12 (2d6) hours followed bycrisis (death if roll underCONSTITUTION is not made).While feverish, the character is -5 toattacks, too weak to carry anythingbut armor and weapons (nobackpack), and there is a 65%PROB. of hallucinations. Recoverytakes 3-18 (3d6) days after crisis.

22) SECRET PASSAGE. None of thecurrent castle residents exceptZorasis and the goblins in theGREAT HALL (#6) are aware of thispassage. Two of Zorasis's Ghoulskeep watch here, one running toinform his master if intrudersappear. The other will attack theintruders by throwing GLOBES OFCORRUPTION (See note 3, page 6).The Ghouls carry broadswords.(GHOULS/3/5-7/N/1 ATTACK WITHWEAPON BY TYPE)

23) GUARDEROBE. This large andlavishly appointed room was for theuse of visiting dignitaries andincludes such luxuries as a sinkwith running hot and cold water(magically produced), and silvered

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mirrors on two walls. All the goldfixtures are worth about 500 GP andthe mirrors are worth 1,000 GP each(they each weigh about 400 lbs.).

24) LADIES' POWDER ROOM. Twovanity tables and mirrors areagainst 2 walls, an several couchesand chairs are tastefully distributedaround the room. Other than afamily of mice living in the couch,the furniture is still in good shape.

25) WATCH ROOM. This roomcontains destroyed furniture andthe skeletons of 8 fighters. Theroom is currently inhabited by 6Giant Rats that will attack anyonebut the Orc guards in GUARD ROOM(#2) whom they fear. (GIANTRATS/4/6-11-9-12-10-13 /1BITE/1d4/ 5 % PROB. EACH ISRABID)

26) KITCHEN HELP QUARTERS.These were the quarters of thekitchen staff and are sparselyappointed. The remaining beds andchests contain a total of 120 SP and23 GP in addition to normalclothing and personal effects.

27) GUARDEROBE. empty.

28) MAIN CORRIDOR. empty, torchholder~ every 20'.

29) STORAGE ROOM. This roomcontains provisions for the castle incase of prolonged siege. Most areuntouched and 70% of the barrels ofale, packages of dried meat, andsacks of grain and flour still areusable.

30) LIEUTENANT OF THE GUARD.Hanging on the far corner of theopposite wall of this room is aMIRROR OF CREATING OPPOSINGIMAGES (6' high X 3' wide). When acharacter's image can be seen inthe mirror, an exact duplicate,excluding any magic abilities oritems, issues from the mirror. It willimmediately attack the characterwho created it and is impervious tonormal, non-magical attacks by allothers. The mirror is currently

hidden by a large cover of expensiveblue velvet.

31) ARMS ROOM. This roomcontains the equipment for the menonce stationed in the BARRACKS(#32) next door. There is an 85%PROB. any normal non-magicalweapon can be found in the wallracks or on the floor of the room. ADoppleganger has taken upresidence within. He has previouslyacquired the guise of a magician hehas seen before and possesses aREMOVABLE HOLE. If the partydoesn't open the door in the firstattempt, he will escape into theBARRACKS (#32) by means of thehole, evading the party if at allpossible.(DOPPLEGANGER/4/25/N/2ATTACKS/ 1d12 OR BY WEAPONTYPE (REGARDLESS OF WHATCREATURE COPIED))

32) BARRACKS. This large barracksarea was obviously the scene ofsome intense fighting as the roomis almost a total shambles withbroken beds and chests scatteredabout. The skeletons of 35 fighterscan be found throughout the room,most with still functional armorand weapons (all leather armor,maces or broadswords). It will take20 minutes to search the room andthe characters will find 500 GP, 200SP, and a treasure map.

33) MESS HALL. This was the messhall for the soldiers of theBARRACKS (#32). Basically stillintact, the room is still used by thegoblins in the GREAT HALL (#6)

34) KITCHEN. This lower kitchenserved both the MESS HALL (~33)and the nobility in the GREATHALL (#6). The large stoves andwork table are completely usableand the well stocked spice cabinetcontains spices worth close to 1,000GP in any city of size (not Tulan).

35) GUARDEROBE. The right wallcontained a secret door craftilyconcealed behind a linen cabinet.

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36) STORAGE. This storeroomcontains the bulk of provisions forimmediate consumption in thecastle. 30% of the contents of thecrates, boxes, and bags are still inusable condition.

37) SALLY PORT. This entrance wasnormally used by the castle garrisonto sally forth during sieges andforce the besiegers to guard morethan one side. The large doubledoors could be well barred but thebeam supports have long since been

broken off, making the doorunbarrable. The inner doors aremade of metal and set well into thecastle walls making them almostunbreachable under normalcircumstances. This is the entrancemost used by the currentinhabitants despite the Wraith inthe STABLEMASTER'S ANDSTABLE HANDS' QUARTERS (#17),and is never blocked or barred.

NOTES:

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CASTLE TULAN, SECOND FLOOR

1) ENTRY HALL. This hall, at the topof the main stairway, is lavishlypaneled in dark walnut and has aparquet floor, only slightlydamaged by the fighting that tookplace. The remains of two paintingsare still on the wall, and althoughmostly destroyed, they appear to belandscapes.

2) AUDIENCE CHAMBER. This wasthe Baronial Audience Chamberwhere justice was meted out by theBaron and later, the pirate Halcionwas beheaded by Zorasis. The roomis still in good condition. Lavish, ifage-worn, tapestries cover the walls.The twin thrones are made of teak(from the Sunken Lands) andembedded in each are lOxlOO GPRubies.

3) GRAND BALLROOM. The ballroomwas once richly decorated but nowlies covered with dust. The floor is apattern of finely inlaid teak,mahogany, and ebony. On the wallshang faded, once rich tapestriesdepicting court life. The one on thesouth wall shows the last baronand baroness on horseback. Above,one of four great crystal chandeliersis still intact. If lowered carefully(by spell or by skilled use of ropesand tackle) it is worth 5,000 Gp. Iflowered by the frayed rope holdingit aloft, the rope will part and itwill crash to the floor and bedestroyed. The shards of the otherthree chandeliers should be amplewarning. Around the room lie 43dust covered bodies, for it was herethat Zorasis first fell uponHalcion's ken while they were in adrunken stupor. Ten of the bodieshave limbs torn off and the restare viciously gnawed as if rats andghouls have gotten to them. It isimpossible to tell how the men died,but those few with recognizablefaces have features contorted interror. This room is now inhabitedby 14 Ghouls and there is a 35%PROB. of 1-6 of the Wraiths killedhere also hovering around.(GHOULS/2/4-8-5-12-9-l1-3-9-8-l0-

l1-l4-l3-5/N/l/1d4 OR BY WEAPON) Should the party take 20

minutes to examine all the bodies,they will discover one with hisstomach torn open. Inside are 5gems swallowed by the man to hidethem from his companions. Theyare worth 10, 50, 50, 100, and 500GP. Scattered among the bodies are436 Gp and 1lOO SP. On one body isan EVIL MAGIC ESTOC (Rapier) +2,+3 VS. GIANTS, with a 74%INTELLIGENCE and l5%WILLPOWER. It can JUDGEGOOD/EVIL, LOCATE METALS ANDDETERMINE KIND, and has ESP 90'.

4) HALL. Used by lower and middleclass citizens waiting for anaudience in the AUDIENCECHAMBER (#2), this room haschairs along the walls. On the wallopposite the door is a portrait of anancestor of the baron, battlingagainst the fabled Tsurani invaders.On the stairs sits a small pile ofbones.

5) LOUNGE. This was the waitingroom for the more importantmiddle class, minor officials, andthe petty nobility. There are severalcouches and two fine tables stillintact, and a small cabinet in onecorner. In the cabinet are two bottlesof fine wine (worth 200 GP each) andsix silver cups (worth 25 GP each).

6) MUSIC ROOM. This room waswhere friends of the baron's orimportant nobles were entertainedwhile waiting for an audience.There are several chairs andcouches in the room, and a large,gold inlaid harp (worth l,OOO GP,but takes two men to carry) in thecorner. In the northeast corner (infront of the secret door) there is acabinet containing music scrollsand a viola (valuable to collectors,worth l,200 Gp). If the cabinet ismoved, the secret door is revealed.There is a Hardluck Snager on theeast wall.(SNAGER/3/23/SPECIAL*)

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7) BEDROOM. This room is plainlydecorated, as it once belonged to aminor functionary. There is a bed,a desk, and a chair against theopposite wall. In the southwestcorner is a locked wooden chestcontaining clothing (worthless), 25SP and 5 GP. The secret door islocated behind the bed's headboard.

8) BEDROOM. From the rich, femininedecor this room obviously belongedto a woman. A dressing table with asmall detachable mirror (worth 50GP) rests against the west wall. Alarge wardrobe stands in thenorthwest corner, with a secret doorinside. A large canopy bed occupiesthe center of the east wall. Thecanopy is covered with tassels,which upon close inspection arereally 400 Thermosae.(THERMOSAE/SPECIAL*)

9) BEDROOM. This room contains asimple but comfortable bed, a chestwith old clothing, and a pedestalwith a bowl on top. In the bowl is theskeleton of a fish, which ifexamined closely will be found to bemade from white gold worth 200 GP.

10) CHAMBER OF THE ACOLYTES.This spartan cell was occupied bythe acolytes who served the HighPriest of Astalon (room #11). It isfurnished with 3 cots and 3 chestscontaining plain grey robes of littlevalue.

11 ) HIGH PRIEST'S QUARTERS. Thisroom was the residence of the lastbaron's priest and advisor, Atile, afollower of Astalon. While thefurnishings -- a bed, writing desk,empty armor tree, and chair -- aresimple, they are well made fromexpensive material by finecraftsmen. On the walls hang threepaintings, each depicting a religiousscene. One shows Astalon giving thebooks of law to man. The secondshows Kilian saving a ship full ofmen with one hand while sinkinganother with the other hand. Thethird shows Irv the Tigersaintbattling demons. In a large chest liesilks and furs worth 700 GP. Among

the furs a Fuzzy Pest waits. (FUZZYPEST/1/2/SPECIAL*)

12) SECRET PASSAGE. This passageis unknown to all in the castle saveZorasis and the 4 Shadowghoulswho guard it for him now. In thetime of the baron's court it washeavily used by those bent uponcourt intrigue. On the floor beforethe secret door to the AUDIENCECHAMBER (#12) lies the baronialscepter of gold and jewels worth5,000 GP. (SHADOWGHOULS/1 vs.MAGIC WPNS; 7 vs. NORMALWPNS/31-28-27-21 /N/2 CLAW, 1BITE/1d4, 1d6+ROTTING 1PT./HR.UNLESS REMOVE CURSE)

13) MUSIC STORAGE ROOM. In thisroom all manner of instrumentscan be found (all of normal value). If20 minutes is expended to examineeach instrument (5 if playerssimply break them) a gem worth3000 GP can be found inside a cello.

14) CHAPEL. The door to the chapel isWIZARD LOCKED by Zorasis, asthere are items of power insidewhich he fears. It was here Atilestood with his acolytes in the finalbattle with Olman One Eye's undead.Inside the chapel, a tapestry coversall the walls. Beginning at the rightof the door it depicts a large pastoralscene, then a series of battles withsome of the participants obviouslygods; behind the altar it showsAstalon receiving the Book of Lawfrom a gigantic four fingered hand,then continues along with scenes ofeveryday life until it again showsthe same pastoral scene as on theright. On the left is a tear in thefabric through which can be seen ascrawled message, 'There is one whowaits'. The altar is made of whitemarble and atop it is a fountcontaining 8 quarts of HOLYWATER. Behind the fount, under acloth, is a RING OF PROTECTION +1AR., and a SCROLL OF PROTECTIONFROM UNDEAD. If the fount ismoved (two characters togetherrolling under STRENGTH), a STAFFOF HEROIC ABILITIES will bediscovered in a recess.

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15) ARMORY. This was the armory forthe soldiers in the 2nd floorBARRACKS (#16). There is an 85%PROB. of finding any normalweapon (one roll per weapon type).Careful searching (10 minutes) willuncover a sword with 1,000 GP gemin the hilt. In reality the gem is aMind Crystal. MINDCRYSTAL/SPECIAL*

16) BARRACKS. The barracks arenow occupied by 20 Orcs who usesome of the 45 bunks filling thisroom. In the room are boxes ofstores, which after 30 minutessearching, will disclose 2 gems, oneworth 100 GP, the other worth 500GP. The Orcs are led by a guardcaptain, and two sergeants. ORCS:Captain (ORC, LVL 5, 33 HTK) usessword, shield, and wears chain mail(AR.4) The Sergeants (ORCS, LVL'3,21-18 HTKS) wear leather (AR. 3),and have swords and shields.(ORCS/ 2+/ 4-5-6-4-3-6-5-3-2-4-6-7-4-7-8-6-3 HTKS /N /1 ATTACK BYWEAPON) are outfitted like thesergeants, but the last four arebowmen.

17) LIEUTENANT OF THE GUARD'SQUARTERS. This room is now usedby the Orcs in the BARRACKS (#16)to house 16 of Zorasis's Zombies.(ZOMBIES/1/2-4-3-5-6-1 1-7-6-7-8-3-4-4-4-6/N/1 ATTACK/1d4/MAYPICK UP WEAPON)

18) BARBICAN. This room has beentaken over by a tribe of 11 Gorbles.Scattered around the room arespears, bows, arrows, and shields,all old and of dubious value, butusable. Four large caldrons,formerly used to pour boiling oilthrough the slots on the floor intothe MURDER ROOM (LVL 1, #1), sitnear the east and west walls at thenarrowest part of the room,hiding the Gorbles from sight byanyone standing at the south door.(GORBLES/2/2-3-4-2-3-4-1-2-1-3-3/S/2 CLAW, BITE/ld4, ld6/NOCLAW, NO BITE /LOOK LIKE FOURARMED CHIMPS)

19) HALL. This hall is empty, withtorch holders along the wall everytwenty feet.

20) SOUTHWEST TOWER. This roomis used as an outpost by the Koboldsfrom Level -1. From here they spyupon anyone entering the castle andupon Zorasis's minions (as much asthey dare). The 8 Kobold guards have115 SP among them. There is aladder near the door leading up tothe next level. There is a 50% PROB.the trap door between floors isbarred. The Kobolds are all armedwith shortswords, shields,shortbows, and wear leather armor.(KOBOLDS/2+ /1-2-4-2-3-4-3-2HTKS /S /1 ATTACK BY WEAPON)

21) SOUTHEAST TOWER. This towerroom is empty. There is a laddernear the door leading up to the nextlevel. There is a 50% PROB. thetrap door between floors is barred.

22) HALL. This hall is usually empty,but there is a 15% PROB. ofencountering either a patrol ofOrcs from the BARRACKS (#16) ora band of 4-16 Zombies from theLIEUTENANT OF THE GUARDS'QUARTERS (#17). Orc patrols willconsist of 5 orcs with sword andshield, 2 with heavy spear, 2bowmen, and one of the three higherlevel leaders. One will always fleeback to the BARRACKS (#16) tobring help.

23) NORTHEAST TOWER. Otherwiseempty, this room has become thelair of a Giant Spitting Cobra.There is a ladder near the doorleading up to the next level. There isa 50% PROB. the trap door betweenfloors is barred. (GIANT SPITTINGCOBRA/4/17/L/1 SPIT OR 1BITE/ld6/SPIT: AT 40 FEET 18+ ONd20 IS HIT IN EYES; 15+ AT 20FEET; 12+ AT 10 FEET/SAVE VS.POISON IF BITE/EYE HIT MEANSBLINDNESS)

24) HALL. This hall is usuallyempty, like the other HALL (#22),but the chance of encountering an

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Orc patrol or band of Zombies is30% PROB.

25) NORTHWEST TOWER. This roomhas been used by the Orcs in theBARRACKS (#16) as a refuse dump,and is filled with all sorts of wastes.Under all the muck, 800 GP lieburied, all loose, missed by the Orcsover the years of dumping. Twobound and gagged Kobold prisonerswill be found here, almost deadfrom thirst for having beenforgotten by the Orcs for nearlythree days. If freed, they will try toconvince the party to take them toLevel -1. If possible, they will try tosignal their companions below toready an ambush.

Notes:

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CASTLE TULAN, THIRD FLOOR

This level is the top of the castleproper. At this point, only the maintowers, corner towers and barbican areenclosed. The barbican and cornertowers extend up one more level.

1) BARBICAN. This room is empty.However if too much noise is made,the Gorbles from the floor below(#18, level 2) will come toinvestigate.

2) SOUTHWEST TOWER. This roomis empty, except for the bodies offour soldiers wearing the tabardsof the old kingdom. In their pursesare 100 GP and 200 SP. There is aladder near the door leading up anddown to the next levels. There is a50~ PROB. that each of the trapdoors between floors is barred.

3) WALL WALK. Empty, except for thesouth wall, where bodies, piles ofrocks, swords shields, spears,bows, and arrows, and other signsof siege are evident. Above theSALLY PORT (Level 1 room #37) aretwo caldrons for boiling oil. Torchholders line the walls every twentyfeet. Most of the weapons are badlydamaged. There is an 40% PROB. offinding a usable weapon.

4) SOUTHEAST TOWER. This roomis now empty except for the BlackTracker which has made its homehere. There is a ladder near the doorleading up and down to the nextlevels. There is a 50% PROB. thateach of the trap doors between floorsis barred. (BLACKTRACKER/5/25/L/2 bites/2d6each/*)

5) GREAT HALL. This connecting hallbetween the floors is decorated witha gigantic tapestry opposite thestairs, depicting a beautifullandscape. At the north and southwalls are statues of the baron andbaroness. While finely made, thestatues and tapestry are notparticularly valuable.

6) STORAGE ROOM. There are barrelsof dried meats, dried fruits, sacks offlour, and other foodstuff (35% ofwhich are still good). Against thesouth wall are floor to ceilingshelves containing linen, blankets,candles, torches, and other drygoods. In the southeast corner is astill functioning dumbwaiter,connected to the BARON'SKITCHEN (Level 4, room #4) above.Twelve Scroungers have taken upresidence here, amassing a horde ofbroken glass, jewels, crystal, bentcutlery, scraps of metal, and beads.All are valueless except the jewelswhich are worth 500 GP.(SCROUNGERS /2/3-2-6-8-5-4-4-5-1-8-7-5/S/1 BITE/1d4/WILL RUNIF POSSIBLE/LOOK LIKE FAT,LARGE RODENTS)

7) BARRACKS. This room contains 30beds and a number of chests. Thereare 400 GP scattered among thechests. 3 of Zorasis's Speedos arecurrently residinghere.(SPEEDOS/7/2-1-2/NOATTACK/WILL RELEASE GAS IFKILLED/SAVE VS. GAS ORUNCONSCIOUS ldlOMINUTES/LOOK LIKE ANIMATEDTHREE LEGGED EYES/CANTELEPORT/ARE INTELLIGENCEGATHERERS FORMAGICIANS/THEY DO NOT SPEAK)

8) SENESCHAL'S BEDROOM. This roomwas occupied by the baron' 9seneschal, Yaster. There is a finebed, a desk, and chair in the room.In the desk is a ledger and a note. Ifany in the party can read, the ledgeris the castle's accounts of goodspurchased in the last year before theNight of Terror, and the note reads,'Count P & C Bnps'. Behind thedrawer of the desk (30% PROB. offinding, + any bonus gained by athief in party) is a switch whichreleases a secret compartment,containing the Baronial Seal,valued at 1,500 GP. Hiding in thisroom are Shalaa, a female cleric ofthe Sea Goddess, and a mute templethief called Myfingers. They are on

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a mission for the temple in Tulan,seeking information on Zorasis,and are now recovering from a run-in with the Orcs on this floor. Thereis only a 10% PROB. they will joinwith any party, as they preferstealth to strength of numbers.Shalaa (CLERIC, LVL 2, 6 HTK) hasleather armor, a mace, and shield.She also has ELVEN BOOTS (OFSILENCE) belonging to the temple.Myfingers (TEMPLE THIEF, LVL 5,17 HTK) has a +2 DAGGER, alsobelonging to the temple. 9) ARMORY.As with the other armories, thereare all kinds of weapons availablehere (85,5~ PROB. of finding usableweapon of usual type). There arethree chests against the north wall.In chest one there are 241 arrows. Inchest two are 14 flasks of burningoil and 6 sealed flasks of Greek Fire(ignites on contact with air). Thethird chest contains the baron'sarmor, in a mostly unassembledstate, being +3 UNALIGNEDPARTIAL PLATE (INTELLIGENCE54%, WILLPOWER 89%) which canEMIT LIGHT 80', and HEAL 1 PT.DAMAGE ON WEARER PER HOUR.The third chest is trapped with aMATCHLESS SLEEP SPELL, whichwill last 1-2 days or until a DISPELLMAGIC is cast. 10) BEDROOM. Thisbedroom belonged to a court official.There is a cabinet containing goodquality clothes, a bed, and a tablewith a basin and pitcher on top. 11)BEDROOM. All the furniture in thisroom has been destroyed. Livinghere are 4Shadowghouls.(SHADOWGHOULS/1 vs. MAGIC WPNS, 2 vs. NORMALWPNS/ 31-28-22-19/N/ 2CLAWS, 1BITE/1d4, 1D6+ ROTTING 1 PT. PERHOUR/NO CLAW, NO BITE/~) 12)BEDROOM. Unoccupied, thisbedroom contains a bed, a dressingtable, an overstuffed chair, and awardrobe. There is a mirror worth100 GP on the wall above thedressing table. 13) BEDROOM. Thiswas the bedroom of a scribe. There isa bed, a writing desk, and a chairhere. Many sheaves of writing paperand parchment as well as pens andink horns can be seen cluttering upthe place. A large stick of sealing

wax is half melted on the desk. 14)BEDROOM. A lavishly decoratedroom, this was the bed chamber ofthe old baron's mistress. There is alarge canopy bed, a dressing table(mirror worth 100 GP), a divan andcoffee table, a wardrobe and a chest.On the dresser are 1200 GP worth ofperfume. The wardrobe containsfine clothes (the silk garments areworth 800 GP). The chest containstwo pieces of jewelry worth 700 GPand 800 GP. The lock of the chesthas a needle trap. The needle iscoated with Atropine (SAVE vs.Poison or death within 3 minutes).15) NORTHEAST TOWER. This roomis empty. There is a ladder near thedoor leading up to and down to thenext levels. There is a 50% PROB.that each of the trap doors betweenfloors is barred.

16) NORTHWEST TOWER. This roomis used as a storage area for Zorasis'undead. There are 5 Skeletons, 9Zombies, and 3 Screamers packedinto this little room. There is aladder near the door leading up anddown to the next levels. There is a50% PROB. that each of the trapdoors between floors isbarred.(SKELETONS/1/5-7-3-2-4/N/1/1d4) (ZOMBIES/1/4-6-2-8-4-4-6-5-2/ N/1/1d4 or by weapon)(SCREAMERS/3/63-47-56/U/1BITE/1d8+1/IF HIT, SAVE.VS. FEAR -2 (-10~) WHEN THEYSCREAM (EACHROUND)/EFFECTS OF FEAR (roll1d8):1-7 FLEE; 8 COLLAPSE INFEAR /UNDEAD, LOOK LIKEROTTING HUNKS OF FLESH/*)

17) ENTRANCE WAY. This hall isempty but the door is normallylocked, requiring magic orexceptional methods to open it.

18) ARBORETUM. This roomcontains a variety of plant life,bushes, flowers, shrubberies, anddwarf trees. Light comes from adevice in the ceiling (The object issimply a long box with anUNCEASING LIGHT spell cast intoit. DISPELL MAGIC will plunge theroom into darkness). Water is fed to

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the plants by a drip feed directlyinto the 90il which covers the floor.In this room is a party of 7 Llar-nafrom the Sunken Lands, searchingfor a party of Moredhel (black elves)who have stolen a kinswoman oftheirs (they're in LVL 4, #4 and #5).They have 10 gems (4 worth 50 GP,5 worth 100 GP, 1 worth 1000 GP).They will give them to anyone whocan aid their quest. Llar-na aresmall, shy, forest dwellinghumanoids. They suffer 1 pt.damage per minute they are incontact with iron, so they tend toavoid humans. They use bronzeweapons, and wear jack armor.They are very dexterous, andtherefore are -4 (-20%) to opponents'attacks. They are also +5 (+25%) toshortbows and javelins, their usualweapons, but due to weakness, theyare -1 to non-missle weapondamage. They avoid and mistrustDwarves, Clerics, and GreaterPath Magicians. (LLAR-NA/2/LVL1/3-5-3-4-5-3-6 HTKS/N/1ATTACK BY WEAPON)

19) AQUARIUM. Stairs go up sharplythen down gradually into the watertank. The tank is 8 feet deep and 4feet higher than the level of thefloor. The room is shrouded inthick mist and the walls are coveredby a harmless green algae. The tankis now occupied by a MarshMangler (which has disposed of allthe other room's inhabitants andis now very hungry). In the tank is asealed, waterproof bag containinga WAND TO DETECT THEPRESENCE OF MAGIC, a SCROLLwith the following spells:UNALTERABLE QUEST I,RESTORATION OF LOST ENERGIES.Another SCROLL(CURSED) isthere, inflicting upon the readerTHE CURSE OF THE BLOODYTRACKS (the reader leaves redfootprints where ever he or shewalks. The curse can not beremoved by a common REMOVECURSE -- this one needs theintercession of a very high levelcleric). There is also a vialcontaining a POTION OF GASEOUSFORM. (MARSH

MANGLER/7/67/L/4 TENTACLES/1d8/2d8 CONSTRICTION ON 19+ON d20/LURK BELOW THESURFACE OF BRACKISHWATER/LOOKS LIKE AN ARMOREDOCTOPUS)

20) SECRET ROOM. This is an emptyroom but the position of the doorcontrols the functioning of thetrap in room #21. To deactivate thetrap, leave the door open. When thedoor on the far end of #21 is closed,this door will close also. There's afalse door at the end.

21) HALL. This short hall is a trap forintruders. For each person passingthrough the center of this hallthere is a 33% PROB. of setting offthe trap. If the trap goes off, eachperson in the room must defendagainst 1D6 (random roll) attacksby heavy spears +2.

22) HOLDING ROOM. Here prisonerson their way to the PRISON ROOM(#25) were held under guard. Thereare six mummified bodies in theroom, four wearing the Tulan tabardwith the crest of Captain Harlick'scourt guards. In the purse of one ofthe soldiers there are 9 GP and 6Goldmoths. (GOLDMOTHS/1/7-3-6-10-5-5/S/*)

23) ENTRY HALL. This hall leads tothe DEMONIC TEMPLE (#24) and tothe stairs up to the next level.There are 100 bats hanging fromthe ceiling, and if they aredisturbed (10% PROB. each minuteparty is in room, cumulative), theywill attack (one will fly upstairsto inform Zorasis). For eachsuccessful bite by a bat, there is a5% PROB., non-cumulative, ofRABIES. (BATS/1/1 HTK EACH/S/1BITE/1 PT. DAMAGE)

24) DEMONIC TEMPLE. This templeis dedicated to GUIS-WA, the godknown as THE RED-JAWEDHUNTER, THE REVELER INFORBIDDEN KNOWLEDGE. Thereis a tapestry circling the room. Onthe right wall it shows past warsbetween Law and Chaos, demons

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and other creatures from the Pitbattling men, elves, and angels.Behind the altar is the symbol ofGuis-wa, the three moons ofMidkemia superimposed one uponthe other, with the shadow of ahowling wolf's head overhangingthem. On the left wall is depictedthe final victory of Chaos. The flooris inscribed by a huge pentagram.The altar was once pure whitemarble but it is now black with ashand caked dry blood. On the altar isa ebony LYRE OF DISCORD, whichwill cause discord among any whohear it, and a glass spherecontaining the WIND OF ATYPHOON. Behind the altar is asecret compartment containing aSTAFF OF AGING (adds 2d10 yearsof age per touch) and 4 golden idolsof the 4 gods of Evil. Anyoneattempting to open thecompartment without first makinga blood sacrifice must roll a save.If the save is not made the characteris treated as if being struck by thestaff 1-6 times (normal saving rollsare made for each strike), butregardless of any saves against thestrikes, the arm used to open thecompartment withers and fallsoff. If the save is not made a secondsave is rolled, and if this is notmade, the character withers awaycompletely from old age.

25) PRISON ROOM. Many of the cellscontain the bodies of prisonersabandoned after the pirates fell toZorasis's undead. The two posts inthe center of the room are hungwith iron manacles, and the one onthe right as you enter has a Cat o'Nine Tails (Whip weapon, 1-4 paindamage, 1 pt. normal). Themanacles are placed such that aprisoner can be hung from one postor between them. Along the emptywall is a shelf upon which rests afinely worked chain, in reality aCHAIN OF BINDING which willhold any person of creature boundby it (no Save). Below i~ a smalltable with a decanter of brandy anda fine crystal goblet (worth ~0 GP).

26) TORTURE ROOM. In this room isan Iron Maiden, a brazier with ironsand pincers in it, a small chestcontaining thumbscrews, iron boot,masks, etc. Against one wall aremanacles holding the body ofOLMAN ONE-EYE. This is whereZorasis brought Olman to torturebefore draining his life from him.Knowing Olman was a powerfulnecromancer and would riseagain, Zorasis drove Olman's ownsword (SEE SWORD BELOW) to pinOlman's soul to his body. The swordwill try to influence anyone in theroom to pull it free. Olman's identitymay not be clear, for in place of hismissing eye he has a fake one (aGEM OF SEEING ALL allowing theuser to see invisible, haveinfravision, etc.), which if removedplaces a powerful CURSE uponwhoever removes it. Anyonestaring deeply into the gem mustsave or become charmed by Olman.Should the sword be pulled, Olmanwill indeed come to life as aVAMPIRE-MAGICIAN. He will beweak at first, so there is a 60%PROB. + 5% for each person in theparty over four people that Olmanwill use deceit and guile to gain theaid of the party rather than force.All of Olman's Powders and Earthsare scattered on the floor and hewill try and collect them beforeleaving.

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Olman (VAMPIRE-MAGICIAN (L.P.),LVL 10, 39 HTK). He is EarthDedicated and he practices ArcaneDemonology. He can speakCommon, Tongue of Evil, Vampire,Dragon Lord (Valheru), and LowerDelk. He i~ able to CHANGE SHAPEinto his totem of jackal as well asthe common rat, bat, and wolf of thevampire. He can summon wolves,and demand aid from werewolves.

His other powers are:

See in Dark 150'; Exceptional Sight(perfect at any distance in line ofsight for brief periods); Control Self-- allows him to speak while intotem form (rat, bat, or wolf) andgives him control over bodyfunctions for limited period of time;Smell Magic -- he can detectmagic, tell its relative strength anddifferentiate between magicemanating from an object and aspell; Fire Flash; Read Past;Legerdemain; Call; Send Dreams;Control Zombies, Skeletons,Wights; Summon Wraith~,Specters, Vampires; CreateUndead; Battle of Wills; ExorciseDemons; Track Magic; and CastFire. ~ EVIL HAND AND A HALF(BASTARD) SWORD +3;INTELLIGENCE 78%, WILLPOWER57% and it has the followingabilities: Speaks Common, Demon,Dragon Lord (Valheru), and LowerDelk; DETECT THE PRESENCE OFMAGIC; DETECT HIDDEN; X-RAYSIGHT.

NOTES:

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CASTLE TULAN, FOURTH FLOOR

1) GREAT HALL. The floor is plushcarpeted. On the wall opposite thestairs is a tapestry depicting thebaron's ancestors.

2) STAIRS. These stairs lead up to thenext floor. There is a small closetunder the stairs which contains 6silver candelabra (worth 1000 GP).There are also buckets, mops, andother cleaning implements.

3) STAFF ROOM. In this room are 8sleeping pallets. There are also acouple of brooms and someclothing lying about. The six orcswho serve the Moredhel (Dark Elves)staying in the KITCHEN (#4) residehere. They are from a different tribethan Zorasis's Orcs. The orcs arearmed with scimitars, shields, andwear chainmail (AR.4). The last twoare also armed with light crossbows.Their leader is a third level fighter.(ORCS/2+ /14-4-5-7-3-8/N/ATTACKBY WEAPON)

4) KITCHEN. Dominated by a largeoven, this room has cabinets filledwith pots, pans, and other cookingutensils. In one locked drawer arespices (worth 6000 GP). There isalso a marble table and a massivewood chopping block. 4 Moredhel(Dark Elves) have taken upresidence here. They are a scoutingparty from the Sunken Lands andare dressed as forest elves, so onlythose who know elven-kind(Natalese Rangers, other elves,foresters, etc.) will know they areMoredhel. They know about thePralikon in the DINING HALL (#6),so they will flee to there if attackedfrom the STAFF ROOM (#3) or flee tothe STAFF ROOM if attacked fromthe DINING HALL. Moredhel are allin leather armor: Shalden(FIGHTER, LVL 7, 44 HTK) uses ashort sword, bow, and shield, andhas 5x50 GP gems, 2x100 GP gems,and 21 PP in his purse. Agris(FIGHTER, LVL 5, 35 HTK), equippedin the same manner, has 3x50 GPgems. Cilveina (PRIESTESS

(NEUTRAL CLERIC), LVL 4, 21 HTK),uses a mace and shield, and has2x50 GP gems and 2 PP. Lann(FIGHTER, LVL 3, 19 HTK) uses abroadsword and shield, and has1x10 GP gem, and 15 PP.

5) BUTTERY/STORAGE ROOM. Smallbarrels of milk and butter (all gonebad), spoiled cheese, rotten hams,bad eggs, and dried vegetables arestored here, and the smell canpermanently clear up cloggedsinuses. There are also bottles ofwine (12 dozen, very good, worth10 GP each). There is a Llar-naShamaness named Treegazer heldprisoner here. She is bound by ironmanacles which deprive her of herpowers as well as most of herstrength. Treegazer (LLAR-NA -- L.P.MAGICIAN, LVL 3, 14 HTK) isunarmed and unarmored. After 1hour away from metal, she willregain her powers at the rate of 1ability per hour. The Llar-na inLevel 3, room #18 are searching forher.

6) DINING HALL. At the far end of thehall is a large stained glass window,showing a battle against Keshiandog soldiers. There is one table withseven chairs in front of the windowand two tables with sixteen chairseach running the length of theroom. A Pralikon is hiding underthe main table, in the southeastcorner of the room.(PRALIKON/5/37/SPECIAL*) l

7) SMOKING ROOM. There are a halfdozen overstuffed chairs here, witha small table next to each. Fourlarge cabinets stand against thewalls. In one there are nine bottlesof fine brandy (eight worth 100 GPeach, one worth 500 GP). The secondholds pipes and tobacco (still freshin magically empowered humidors).The third is empty. The fourthcontains three decks of Tarot cards.There are several dead potted plantsin the room.

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8) STAFF ROOM. There are four bedsand four chests in the room. Thechests contain old clothing.

9) BATH. There is a large sunken tiletub in the southeast corner of theroom. Next to the door is a vanitytable upon which are soap and oilsworth 300 GP. A floor to ceilingmirror (valued at 1000 GP, weighing400 lbs.) is set against the east

10) GUEST ROOM. This room wasused by visiting dignitaries. Thefloor is covered by a brightlycolored carpet. The room alsocontains a large canopy bed, a chestof drawers, a wardrobe, and anoverstuffed chair. There are 400 SPin the wardrobe and 7000 GP in thechest of drawers. Four lamias havemade this room their home. Onehas a RING OF TELEKINESIS (100lbs.) and they also have 21 gems (12worth 50 GP, 9x100 GP).(LAMIAS/2 HUMAN HALF, 6SNAKE HALF/33-27-31-25/N/2HANDS, 1 BITE, 1COIL/1d3,1d6,2d4/WILL COILAROUND VICTIM BEFORE BITE ORCLAW/WHISTLING SOUND; SAVEVS. CHARM/LOOK LIKEBEAUTIFUL NUDE WOMAN FROMWAIST UP, GIANT SNAKE WAISTDOWN)

11) GUEST ROOM. Less richlyappointed than the other GUESTROOM (#10), this room was used byless important dignitaries. It isfurnished with a large bed, awardrobe, a writing desk, a chair,and a large chest filled with 8000GP. A pair of Weirds are living inthis room. (WEIRDS/1/12-14/SPECIAL*)

12) HALL. This is the entrance to theWizard's Tower. The door to thestairs is barred from the inside.The floor has a magical field andanyone crossing it will receive 1D4damage per turn upon it. Outside thedoor is a bell cord which rings abell in the GUARDROOM (#13).

13) GUARDROOM. Both doors arebarred from the inside. The wall

facing the HALL (#12) contains twoarrow loops. There are two Orcs atthe loops with heavy siegecrossbows (+2 to hit, 2d8 damage, 2rounds to reload), and 8 other Orcson guard. There is a switch on thewall which neutralizes all magic inthe HALL (#12) (including thefloor) while down. The Orcs havethe following treasure among them:2000 GP, 3000 SP, 1x5000 GP gem,1x500 GP gem, and 1x50 GP gem.Orcs: The leader has a +2WARHAMMER and +2 SCALEARMOR OF SILENCE (AR.5+2). Hissecond in command uses a hand-and-a-half sword (bastard sword)and wears chainmail (AR.4). Allothers wear leather armor, andthree use bows as well as sword andshield. One bowman has 11 +2ARROWS. One orc has a RING TOCONTROL HUMANS (ORC/2+ /39-28-14-12-4-6-5-7/N/ATTACK BYWEAPONS)

14) LIBRARY. This room housesZorasis' collection of histories andarcane lore. Such works as'Vivisectus demi Humane' bySatanicus Maximus, 'Exploration ofStars and Comets' by B. Drin,'Deamons and Demons' by VitroderLamut, and 'What You're MotherDidn't Tell You' by Spahlrick. Inone book written in the Tsuranilanguage, there is a map to atreasure horde from the Riftwar. Inone collection of Zorasis' notes,there is an account of a lost citylocated in the Sunken Lands.

15) HALL. Three Screamers guard thishall, and will not leave under anycircumstance. Five feet before thedoor to the MOSAIC ROOM (#21) is aphantasm of a solid wall. It is soeffective that it will have to beexplored (or a DETECT THEPRESENCE OF MAGIC, SEEHIDDEN, or ILLUSION TRUTH cast)in order to determine it is not real.(SCREAMERS/3/65-49-55/U/1BITE/1d8+1/IF HIT, SAVE.VS. FEAR -2 (-10~) WHEN THEYSCREAM (EACHROUND)/EFFECTS OF FEAR (roll1d8):1-7 FLEE; 8 COLLAPSE IN

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FEAR /UNDEAD, LOOK LIKEROTTING HUNKS OF FLESH)

16) BAFFLES. These doors are alllocked. There are small slots at thetop of each door to allow Zorasis topass by in gaseous form. If themiddle door is hit, the last roomwill fill with phosgene gas (smellslike rotting hay, 2 minutes exposureis maximum without save. If savevs. poison is not made, victim willturn beet red and die of heart failurewithin 5 minutes. Mere exposure tothe gas is sufficient, you needn'tbreath it). It will be re-absorbed intoa storage tank after 10 minutes.

17) TROPHY ROOM. The heads ofHalcion the Pirate, Harlick theGuard Captain, and Zintal, one ofZorasis' old rivals, are mounted onthe wall between the shutteredwindows. Opposite the door is a hugestuffed demon, with an uprighttiger's body and head, with snakesfor arms and tail. On an armor treeis an ancient suit of red lacqueredleather Tsurani armor speciallytreated to be as strong as partialplate. There is a glass casecontaining three vials. One containsthe ashes of the vampire who killedZorasis. The second contains an Orcin gaseous form. The third is aDECANTER OF EVER FLOWINGWATER taken from a defeatedenemy. Two broken lances hang onthe wall. There is a statue of abeautiful young woman on apedestal which if touched will drain1 life level (or damage points asappropriate to game system) and iftouched a second time by the sameperson, will restore it. There is astuffed, two-headed eagle with gemsfor eyes, worth 1000 GP each.Gaseous orc (FIGHTER, LVL 8, 54HTK) when set free appears with a +1UNALIGNED SWORD, wearing chainand carrying a shield.

18) HALL. 18a is an illusion trap.There appears to be a pit, 15'diameter., 10' deep, full ofpoisonous snakes here. Shouldsomeone try to jump the 'pit' theywill impale themselves on spikes

on the hidden wall at the end of thecorridor leading to the TRAP ROOM(#19). The illusion is so complete,anyone viewing a failed attempt tojump across will see the victim fallto their death in the 'pit'.

19) TRAP ROOM. In the far corner ofthe room there appears to be a pile ofgems and gold looking to be worth60,000 GP. In reality, this pile is aMalnegon who will wait until thegroup is close, then will depressed abutton causing a heavy ironportcullis to fall, blocking the doorwhile he attacks. Anyone caughtunder the portcullis will be treatedas if attacked by 1-3 heavy spears +3to hit (2d10 pts damage each). It willtake the combined strength equal to4x16+ strength characters (90%+each) to lift it, or the use of magic.(MALNEGON/6/55/G/1 BITE/2d10)

20) ZOO. This room is enchanted, 90that the 'exhibits' are given food andwater each day, and waste isremoved, without any need forattendants. Those in the caged cannot see anyone in the room unlessthey stand directly before the cage.Through the door in the southwestcorner is an empty storage area.From the entrance, clockwise, thecells contain:

a)DWARF (LVL 1, 11 HTK) -- he istotally insane and will attack anywho free him. He has a smallhandaxe.

b)WHIRLER/1-4/15/N/2ATTACKS/2d6/8 FOOT TALL,SLENDER CREATURE/ BEGINS TOWHIRL, ADDING +1 TO AR. EACHMINUTE OF WHIRLING FROM AR.1TO AR.4/WILL NOT ATTACKUNLESS ADDRESSED IN LAWFULOR CHAOTIC OR ATTACKED/IFADDRESSED IN NEUTRAL 80%PROB. THEY WILL LEAVE,OTHERWISE 85% PROB. OFATTACK.

c) CONJURED INVISIBLEATTACKER/6/60/L/1ATTACK/4d4/MAY BE DISPELLED.

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d) GIANT PORCUPINE/6/33/L/1-6QUILLS, 1 TAIL/1d6, 3d6/QUILLATTACK AS SHORTBOW.

e) MEDUSA/1/15/N/SIGHT, 1ATTACK BY WEAPON, IFANY/SAVE VS. STONE.

f) EMPTY -- Those entering willforget where they are and think theyare in comfortable surroundingsunless a save is made vs.ENCHANTMENT.

g) STONE TROLL/7+2/28/L/2ATTACKS/2d6/MAY USEWEAPONS/CAN NOT STANDSUNLIGHT (TURNS TO STONE).

h) SUCCUBUS/1/40/N/2CLAWS/1d4/IMPERVIOUS TONORMAL WPNS /WILL TRY CHARM/KISS DRAINS 1 LIFE LVL /IFDAMAGED OVER 1/2 HITS, 60%PROB. WILL BECOME ETHEREAL. --She will appear as a young woman,and will plead to be released. Shewill not use strength, except as alast resort, but instead will try andseduce any male in party.

i) AMORPHOUS GLUCK /1 /5 /N /1ATTACK /2d6/ LOOKS LIKE ALARGE JELLIED MASS. It has ahorde of 1400 GP, 6000 SP, and 3pieces of jewelry worth 30QO, 5000,and 7000 GP.

j) XALITOR/3/58/N/4 TENTACLES,+~ (+15%) ATTACK AGAINSTOPPONENTS IN METALARMOR/1D4 VS. NON-METAL,lD10 VS. METALARMOR/CYLINDRICALCREATURES WITH FOUR EYESEVENLY SPACED AROUNDBODY/HAVE ELECTRIC SHOCK/IFTWO ATTACKS SUCCESSFUL ONTHE SAME OPPONENT IN ONEROUND, ROLL UNDERCONSTITUTION OR DEATH BYELECTROCUTION/CAN NOT BEGROUNDED. The Xalitor has ahoard of 1000 GP, 2000 SP, 1x500 GPgem, and 2x100 GP gems.

21) MOSAIC ROOM. Otherwiseempty, this room is dominated by

the giant mosaic on the floor, partof an ancient artifact brought fromthe Sunken Lands. The other halfof the mosaic is located on the levelabove (#14 Level 5). Anyone steppingon the white tiles is untroubled,but anyone who steps upon one ofthe rays radiating from the centerand off again, will lose 2-20% fromCONSTITUTION. If the center istouched without first walking upthe rays, the character will becomegaseous and will lose the ability tohold weapons, cast spells, etc. butwill still be subject to magicalattacks, though normal weaponswill have no effect. If a characterwalks along any ray, he will lose1-20% off of one randomcharacteristic and will beteleported to the MOSAIC ROOM(#14) on the 5th level of the castleupon reaching the center. Acharacter appearing in the center byteleportation from the other mosaicis safe from any effects, though hemay still not touch the rays withimpunity once having left thecenter.

22) BARBICAN. This roof containsrocks, javelins, broken bows andarrows, and empty pots for boilingoil.

23) TOWERS. These roofs containrocks, javelins, broken bows andarrows, and empty pots for boilingoil. There is a trap door on eachleading down to the next level.There is a 50% PROB. that the trapdoor is barred. The northern pair oftowers have usable onegers(catapults) on the roof.

NOTES:

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CASTLE TULAN, FIFTH FLOORTHE BARON'S TOWER (Southern one).

1) HALL. There is a railing next tothe stairs. Next to the wall oppositethe stairs is a handsomely carvedwooden chest containing 50 torches.There are holders for the torchesevery 20 feet along the hall. In ahollow compartment under thetorches are 3 pieces of jewelry,worth 1800 GP, 4000 GP, and 4500GP.

2) STAFF ROOM. There are twobunks and two empty chests in thisroom. There are also 2 GiantSnakes. (GIANT SNAKES/4/22-19/L/1 BITE, CONSTRICTION ON18+ ON d20/ld6, 2d4/SAVE VS.POISON)

3) CLOSET. This closet contains ~brooms, 2 buckets, 2 mops, a box ofrags, a feather

duster, and a small shovel.

4) OBSERVATORY. There areseveral large cabinets containingstar charts and calculations.There is a drafting table with anastrolabe built into it. A compass-rose of winds is painted on thenorth wall and in the turret is anazimuth quadrant. Portions of theroof can be slid aside to reveal thenight sky. The inside of theturret is painted to represent starpositions. Hidden among thisrepresentation is a Life Star. (LIFESTAR /7+2/90/U/1 ATTACK/1 LVLDRAIN /WILL ATTACK MOSTPOWERFUL CHARACTER,HIGHEST LEVEL FIRST/LOOKSLIKE 5" DIA. STAR/ALL ATTACKSAGAINST IT ARE AT -5 (-25~) DUETO BRIGHTNESS/IF SUCCESSFULATTACK IS MADE, VICTIM MUSTSAVE VS. BLINDNESS/AFTERDRAINING 1 LVL, THE LIFE STARWILL MOVE ON TO THE NEXTVICTIM, ATTACKING EACHCHARACTER ONLY ONCE)

5) STORES. This store roomcontains dry goods for the castle.There are 30 bolts of variousgrades of fabrics, including 1 bolt of

green silk worth 2000 GP, a box oflace and trim, extra tapestries, andpaintings. There are also severaltrunks of rich but worn clothing,and a box of candles.

6) HALL. There are torch holdersevery 20 feet along the wall. Thereare a variety of paintings,showing members of the baron'sfamily, landscapes, etc. along thewalls. Six Romars wanderthrough this hall.(ROMARS/TONGUE AR.4, BODYAR.6/33-18-22-24-22-21/ N/1TONGUE, 2 TUSK/TONGUEENTANGLES ONLY, 1d6 TUSKS/NOTONGUE, EACH TUSK SEPARATEATTACK/LARGE BROWN RODENTWITH TUSKS/TONGUE ISPREHENSILE AND 15'LONG/AFTER FIRST KILL, THEROMAR WILL GUARD ITS VICTIMAND NOT ATTACK AGAINUNLESS ATTACKED)

7) STAIRS. This stairway leads tothe roof of the baron's tower. Theroof section is flat, withcrenelated walls, and there arerocks, javelins, bows, caldron, andother siege weapons laying abouton the roof. A small falcons' mews islocated near the center of thenorth wall.

8) MASTER BEDROOM. This isperhaps the most lavishly decoratedroom in the castle. The floor iscovered with a rich carpet, there is alarge canopy bed with the baronialcoat-of-arms carved in theheadboard, a couch, and a writingdesk with chair. There are alsotwo wardrobes and a large woodenchest, filled with expensive, butold clothing. Paintings of variousmembers of the baron's familyhang on the walls.

9) BATH. There is a large, sunkentub done in verde antique andmarble. All the fixtures of thisroom are gilt bronze. There is also adressing table laden with

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perfumes, oils, and soaps worth1200 GP, and a large gilt framemirror, worth 2000 GP(weight=500 lbs).

10) FALCONER'S ROOM. Here thebaron's falconer lived. There is aladder above to the small falcons'mews on the roof. Hanging from thewall are reins and tack for twogriffins, two quivers with 40arrows each, and two compositebows. There is a bed, a stool, and achest containing flying leathers.

11) GRIFFIN'S MEWS. Here thebaron's two trained griffins werehoused. They have long since died,but four of their descendants livehere now. There is a 40% PROB. themale is out hunting. The femalewill always be there guarding theirtwo eggs. (GRIFFINS--1 MALE, 3FEMALE/4/FEMALES 44-46-39,MALE 52/L/2 CLAWS, 1 BEAK/lD8CLAW, 1dlO BEAK/WILL FIGHT TODEATH IF EGGS PRESENT (30~PROB.))

12) BEDROOM. This room was theabode of the baron's daughter,Lauralie. It is now the residence of8 Harpies who have befouled it bytheir presence. Among the offal onthe floor are 6000 GP, 2 gems worth100 GP each, 2 pieces of jewelryworth 900 and 5000 GP, and on ahalf eaten body is a ROBE OF VISION(cannot be surprised whilewearing it). 4 Harpies(HARPIES/2/12-15-17-12-11-10-8-9/N/2 CLAW (OR BYWEAPON)/1d3/SAVE VS. CHARM)are armed with shortswords.

13) BARRACKS. This was thebarracks of the baron' R personalguard. There are 10 bunks and 10locked chests. Each chest containsa black dress uniform, a silvereddagger, and a black mace.

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CASTLE TULAN, FIFTH FLOORTHE WIZARD'S TOWER (Northern one)

All of the 5th level of the Wizard'sTower is protected by a permanentSHRIKE SPELL (no scrying spells, i.e.ESP, TELEPATHY, LEGEND LORE,WIZARD'S EYE, etc., can

Zorasis's location in the tower: (rolleach 20 minutes)

Roll (D10) Result

1-4 Master Bedroom (#19) 5 Mosaic Room (#14) 6 Alchemy Room (#15) 7 Laboratory (#16) 8 Workshop (#17) 9 Study (#18)

10 Other area of castle

14) MOSAIC ROOM. Like the roomon the floor below (#21 Level 4), thispattern is half of an artifact fromthe Sunken Lands. A characterappearing in the center byteleporting from the lower levelmosaic, will regain his lostcharacteristics if he walks down aray. Once off the pattern, or ifentering by the door, anycharacter who touches the rays ofthe pattern will shrink 1 foot.Armor and clothing will nolonger fit and will hindermovement. If the center is touchedwithout walking up a ray thecharacter will become gaseous,losing the ability to hold weapons,cast spells, etc. He may still beattacked by magic, but isunaffected by normal weapons.Should a character walk up a rayand touch the center he willshrink a foot, then grow a foot, thenbe teleported to the center of thepattern in room #21 below. Thereare 4 Wights and a Specter guardingthis room. All passages out of theroom are bricked over and containsmall sIits near thetop.(SPECTER/7/33/U/1TOUCH/1d6, DRAINS 2LVLS/SAVE VS. PARALYSIS)(WIGHTS/4/16-14-9-11/U/1TOUCH/1d4, DRAINS 1 LVL)

15) ALCHEMY ROOM. Passagesleading to and from this room havebeen bricked over, with only asmall slot (3" ~ 8") in each forgaseous passage by Zorasis. On theshelves of this room are severalrare poisons, as well as commonones and antidotes. There are also2 doses of POTION TO CONTROLPLANTS, 1 dose of POTION TOCONTROL FLYING, 3 doses ofPOTION OF HEROIC ABILITIES, and4 doses of POTION TO CONTROLANIMALS. There is a large table inthe room, as well as a storage casecontaining 2 glass measures(worth 100 GP each) and a cabinetcontaining worthless herbs.There is a ladder leading to a doorin the roof, from which Zorasisleaves to hunt outside the castleupon occasion.

16) LABORATORY. It is here Zorasispractices Arcane Vitrus, the scienceof creating new life forms. Thereis a large dissection table in thecenter of the room. A cabinetcontaining many precisionsurgical instruments sits againstthe wall. There is also a largechest with a permanent SPELL OFFREEZING on it used to storetissue samples. Skeletons of adwarf, an elf, an orc, a human, and atroll act as assistants for Zorasis,as well as providing anatomicalmodels. There is a stone cageagainst the wall, containing a ratwhich eats iron, and an iron cagecontaining a monkey who speaksand can cure 1-12 pts. damage bylaying on hands. There is a crackin the floor allowing Zorasis to goto the library below in gaseousform.

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17) WORKSHOP. This room containstools and equipment for metalwork, including a forge,woodworking tools, glass blowingequipment, and a potter's wheel andclay. There are 40 bars of copper(20 GP each), 40 bars of silver (200GP each), 20 bars of gold (2000 GPeach), 2 bars of platinum (10,000 GPeach), and 1 bar of mithril (15,000GP). There are stores of iron,lumber, clay, glazes, and silicasand in the room. There is a largeurn filled with FLUID OFCORRUPTION (touching it causes1d8 damage each round untilcompletely washed off with water;death from this fluid turns victiminto Zombie controlled by Zorasis)used by Zorasis in themanufacture of his globes ofcorruption. There is a small chestwhich contains 3 SILVER AURAS(each containing a captured soulwhich can be released by contactwith a soulless body, sword, armor,etc.). The chest is trapped so thatwhen opened, YELLOW SPORES OFSUFFOCATION, will be dispersedfrom several places around theroom (causing suffocation if no Savevs. poisons is made). There is avalve hidden in the ashes of theforge which deactivates the trap.

18) STUDY. The windows of the turretare shuttered. There is a singlearmchair in the center of theroom. The rest of the room contains2 couches, 2 tables, 3 chairs, and abookcase containing a SCROLL OFPROTECTION AGAINSTELEMENTALS hidden among themany scrolls and books. There is aBerserker guard who will changeinto a Werebear and attackanyone trying to enter theBEDROOM (#19). On one wall is alarge tapestry depicting a duelbetween two wizards. GUARD(BERSERKER/LVL 8/ 49 HTK) usesa Hand-and-a-half sword (Bastardsword) and wears partial plate(AR.6), and is +4 (+20%) to attackfor rage.

19) MASTER BEDROOM. There is ahuge four poster bed, two cabinets, a

bookcase, and a couch in theroom. In the cabinet is a map and aFLASK OF CURSES(3). In thebookcase in a MANUAL OF MAKINGGOLEMS. The head board of the bedcontains 12 gems worth 500 GPeach, surrounding a single gemworth 5000 GP.

20) SECRET ROOM. This roomcontains Lauralie, the baron'sdaughter, who tried to slay herselfrather than be captured by Olman'sundead. She lies on a bed with silksheets, a dagger protruding fromher chest. Zorasis enchanted theroom with a permanent STASISSPELL (time does not pass in theroom) rather than let her die, justbefore the vampire slew him. Hestill feels affection for his oldBaron's daughter and has left herin this state because he fears hecould not save her in the few (1d6)minutes of life left to her when thespell be lifted. Should anyoneremove the spell upon her, andsave her life, Zorasis will appear atonce, and let them leave theTower with whatever treasure theypossess. Should anyone removethe spell and cause her death,Zorasis will appear at once, andunleash his full fury upon those inthe room.

21) BEDROOM. This room is theresidence of Mercwynd, Zorasis'smistress. She is a Vampiresssubservient to Zorasis. The roomcontains a bed, a wardrobe withsilks and furs worth 4000 GP, adressing table with perfume worth200 GP. On the dresser there are 3pieces of jewelry worth 5000, 6000,and 9000 GP. The walls arecovered with erotic murals. Thereis a small guarderobe to the eastdoor (marked G). Mercwynd(VAMPIRE, LVL 10, 57 HTK) has beengiven the power to throw oneCREATE DUPLICATE IMAGE perday by Zorasis. She is incrediblybeautiful and all male humans are-2 to their saves vs. her CHARMSPELL.

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ZORASIS -- The master of the WizardsTower appears as a tall, handsomeman, somewhat pale in appearance,with dark hair and piercing blackeyes. If encountering a party inanother part of the castle, there is a30% PROB. of his hiding hisidentity, as he has a somewhatwarped sense of humor. He mayeven go 90 far as to aid a party ofadventurers, passing himself off asa magician, just as long as they donot attempt to enter his tower. Hewill always attempt to subdue anyparty in his tower.

He wears a black robe magicallyempowered so his own spells aremore effective. Saves VS. hisCHARM, CONTROL PERSON,CHANGE SELF, and MATCHLESSSLEEP SPELLS are -5 (-25%). ANEUTRALIZE MAGIC thrown athim negates this advantage only. Healso has a RING OF FIREPROTECTION and a ROD OFABSORBING MAGIC. The rodalready contains a DOOMBLAST(huge explosion), a FIREBALL, andan ICE STORM all of which will bereleased

Zorasis is 60% resistant to HOLYSYMBOLS, 80% when in his toweron the 5th level. He is able towithstand daylight for short periodsof time.

Besides the normal powers of aVampire, Zorasis is also a14th LEVEL GREATER PATHMAGICIAN*. His spells are asfollows (multiples are given as ~2,x3, etc.):

Level 1) Spiderwebs (x2), Cause Pain(x2), Mental Attack, UnderstandLanguages,Detect Hidden

Level 2) Hand of Death (x2) (hand turnswhite, anyone touched turns to dustif no save), Create Duplicate Images,Enchanted Missile, Magical Lock,Read Magical Runes, CauseBlindness.

Level 3) Matchless Sleep (x2), CauseConfusion, Control Person, DetectSpell Source.

Level 4) Control Monster (x2), HailStorm (x2), Telekinetic Ability,Clairvoyant.

Level 5) Throw Lightning, ChangeOthers (x2), Cause Fear, ThornyWall.

Level 6) Creeping Shadows (X2), SlowOthers, Cloud of Death, SearchingEye.

Level 7) Wall of Flaming Death,Instant Passage, Unalterable QuestI, Sonic Blast.

Level 8) Path of Disintegration,Teleport Elsewhere, Project SelfImage, Reshape Living Matter

Level 9) Cause Death, Instant Stun,Force Field.

Level 10) Charm Many (x2), UnalterableQuest II.

Level 11) Doomblast, Dispell MagicSelectively.

Level 12) Silver Aura (a silver aura fliesfrom caster's finger with the samehit probability as an arrow at shortrange. If the victim is touched (noSave) his soul is captured in theaura and can be stored for use bycaster), Instant Death.

*NOTE all the listed spells are basedon the Midkemian Rules set whichwill potentially be printed inSummer 1982. Most are self-explanatory or have parallel~ inother systems. Those that areunique have a short synopsis.

NOTES:

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CASTLE TULAN, UNDERGROUND

The Kobolds found this level of thecastle accidently. They know how to usethe 2 teleporters and use them to raidthe surface for goods and occasionalprisoners. They know little of theactual layout of the castle, but aretrying to spread their influence.Zorasis is aware of their activitiesand looks upon them with someamusement, preferring to leave themalone as long as they do not broach theWizard's Tower portion of the castle.

1) STORE ROOM. The stairsconnect with room #18 on the firstlevel of the castle. Goods used to bestored here in case of long siege, butnow the room is empty of anythingvaluable, as the Kobolds have cartedoff anything usable. There are manyboxes and barrels here, arrangedso the 12 Kobolds on duty canambush anyone getting past theguards upstairs. The Kobolds haveshort swords and shields, wearleather armor, and ld4 will bebowmen. (KOBOLDS/2+ /2-3-4-2-3-1-3-4-3-2-1 /S/ATTACK BYWEAPON)

2) BUTTERY. This room was usedto keep goods chilled. The Koboldshave long since eaten anythingworth while. Now they use it to storemiscellaneous goods. There are12000 SP in two large clay urns aswell as old furniture, brokenweapons, and six empty barrels.There is a 30~ PROB. of 1d6 Koboldsbeing here. Kobolds are as perroom #1.

3) WINE CELLAR. Most of the winecasks are still intact, as the Koboldchief, Blazedok, claims them ashis personal property.

4) RIVER. This natural cavernopens above a part of the riverrunning under the castle. Theriver is 30' deep here, and disappearsinto tunnels at either end of thecavern. There are many stalactitesand stalagmites dripping with

moisture and a bridge across theriver to the GUARD POST (#5).

5) WARD POST. There are threearrow loops covering the riverbridge and 10 Kobolds on dutyhere at all times. There is a leverhere which will cause the last fivefeet of the bridge to collapse into theriver. Kobolds as per room #1.

6) BARRACKS. Formerly used as areserve barracks by the baron's menand as a staging area for raidsagainst besiegers, this room is nowused by the Kobold Chief,Blazedok, as his Great Hall. Thereare three long tables with bencheshere containing casks of ale andplatters. There is a stone thronebetween the doors to the armory.Crouched on either side of thethrone are a pair of BlackTrackers, obedient to Blazedok.Blazedok's personal bodyguardconsists of 22 1st level Koboldsand Snori Allnose, a troll hired tokeep the boys in line. There willbe 3D12 ordinary Kobolds inthe room as well. Blazedok(KOBOLD/2+/11/S/ATTACKS BYWEAPON TYPE) wears chainmail,and has a +2 MACE, a RING OFRESISTANCE TO FIRE DAMAGE,and a RING TO CONTROL HUMANS.Snori Allnose (TROLL/4/24/N/2CLAW, 1 BITE OR BY WEAPONTYPE/ 1-4; 1-8/ NO CLAW, NO BITE)uses a spiked club (2d8 damage,blood loss on 20/d20). (BLACKTRACKERS/5/56-61/L/1BITE/2d8/*). The Kobolds all haveleather armor and short swords.40% will have a bow or onenearby.(KOBOLDS/2+/ 22 at1d4/S/ATTACK BY WEAPONSTYPE)

7) ARMORY. This armory is lesswell stocked than those above sincethe Kobolds constantly removeweapons either for their own use orto smelt them down. There is a40% PROB. of finding any common

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type weapon here. In one of theracks is a completelyunremarkable Flamberge (wavybladed Greatsword), which is inreality a GOOD FLAMBERGE OFCOLD +4, +5 VS- Demi-humanii(Kobolds, Orcs, Goblins, Gnomes,Dwarves, etc.), +6 vs. Fire users(fire elementals, Salamanders,firedrakes, firelizards, firebreathing dragons, etc.),INTELLIGENCE 89%, WILLPOWER52%. It can SEE SECRET DOORS,LOCATE METALS ANDDETERMINE TYPE, and DETECTTHE PRESENCE OF MAGIC. It canalso speak Tongue of Evil, Common,Demi-humanii and Tsurani and iswaiting for someone of good heartto come along and rescue it from theclutches of the Kobolds.

8) MURDER ROOM. This room wasto guard against infiltration fromthe WELL ROOM (#9) andTELEPORTER (#11). There are 12Kobolds on guard at all times. TheKobolds are all equipped withshort sword, shields, and shortbows, and wear leather armor.(KOBOLDS/ 2+/1-3-4-2-3-1-3-2-4-2-2-2/S/ATTACK BY WEAPONSTYPE)

9) WELL ROOM. This was an exit forraiders from the castle to attackbesiegers. The black square is ateleporter to the surface. It isactivated by a rod extendingthrough the length of the platform.When the rod extends out the southside of the platform it teleportsanyone STEPPING ONTO THEPLATFORM to the surface directlyabove. When extended out the north,it teleports anyone directly abovethe platform down. When centeredit teleports to the other platform(room #11). There is a stone chestcontaining twenty black uniforms(trousers, shirts, hooded cloaks),twenty black daggers, black shortswords, and six black compositebows and quivers. Each quivercontains 5 fire arrows, 5 whistlingarrows for signaling, and 10normal arrows. There are four blackbags, each containing flint and

steel, 2 flasks of oil and 1 flask ofGreek Fire (explodes on contact withair).

10) CORRIDOR. This corridor goes 350'to the teleporter in room #11.

11) TELEPORTER. As with the WELLROOM (#9) this room contains ateleporter to the surface andfunctions the same. A large pipeleads to a hollow tree on thesurface used as a listening post.There are 6 Kobolds here with 1Black Tracker which they use asa hunting beast in the forest and inthe caverns. The Kobold guardsare armed with short sword,shields, shortbows, and leatherarmor. (KOBOLDS/2+ /1-3-4-2-3-1-3-2-4-2-2-2 /S/ATTACK BYWEAPONS TYPE) (BLACK TRACKER/5/44/L /1 BITE /2d8/*)

NOTES:

It should be noted that to travelboth to the surface and back down, theteleporters in #9 and #11 require twopeople. One must remain in the room toreset the rod.

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OLD TULAN

Abandoned by the townspeople after the Night of Terror, Old Tulan sits near the mouthof the River Wyndermeer and the Endless Sea. Ships heading for Tulan and out to seakeep as far as possible to the opposite shore, for while the exact nature of the horrorswhich overtook the town are unknown, it is still common knowledge few who enterthe town ever return. The only human inhabitant of Old Tulan (exceptingoccasional brigands laying over in town for a day or two) is Breen Doomseeker. He wasa first mate to Captain Delac Reems (M29 IN TULAN OF THE ISLES by Feist andAbrams) and besides the captain the only man to survive an expedition to the castle.Having penetrated to the fifth level of the Wizard's Tower, they were attacked byZorasis's minions. After a fierce battle which destroyed all of Captain Reems' andBreen's companions, Reems and Breen escaped by leaping from the wall of the castleinto the moat below. Since then, Breen has been living alone in the abandonedtown, digging out trinkets and baubles from the rubbish and selling them in Tulan. Heis quite mad, as Olman One-eye has been regularly sending him dreams, and he hasn'thad a good night's sleep in seven years. He lives in one of the remaining middle classhouses of Old Tulan, where visitors can see a poem from one of Olman's sent dreamsscrawled across one wall. It reads:

REMOVE THE SWORDEND THE PAIN

RELEASE THE WIZARDWIZARD'S BANE

Breen is wary of travelers, as few but outlaws come to the old town. If seen,there is a 65% PROB. he will flee, if not he will try and sell them something. He will stopand talk to anyone mentioning Captain Reems though. If asked about the castle, hewill babble and take the visitors to see the poem on his house, but no otherinformation will be forthcoming. If asked to return to the castle, he will becomehysterical and flee, hiding in the ruins until the visitors leave. Breen Doomseeker(FIGHTER, LVL 6, 2~ HTK) wears leather armor and carries a boarding pike used to pokearound in the rubble. All other buildings in the town are abandoned, but there is achance of an encounter with others passing through each hour.

ENCOUNTERS WITHIN OLD TULAN

ROLL (D8) RESULT

1 Brigands (1-8)2 Pilgrims hiding on their way to Tulan.3 Adventurers (1-6)4 Breen Doomseeker5 Giant Rats (1-6)6 Wandering Hermit/Prophet7 Ghouls/Zombies (1-4)8 Breen Doomseeker

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MIDKEMIAN MONSTER ATTACK TABLE

Number given needs to be equaled or exceeded on d20 to successfully inflict damage.

TARGET'S MONSTER'S SIZE RATINGARMORRATING

SMALL NORMAL LARGE UNDEAD/GIANT

(AR) (S) (N) (L) (U or G)1 5 6 7 122 7 8 8 113 11 10 9 104 13 12 10 95 15 14 11 86 17 16 12 77 19 18 13 6

ARMOR RATINGS ARE AS FOLLOWS:1=NO ARMOR;2=JACK, GAMBESON, PANZER, or the equivalent;3=LEATHER, or the equivalent;4=CHAIN MAIL, or the equivalent;5=SCALE, or the equivalent;6=PLATE AND CHAIN, or the equivalent;7=FOOTMAN'S PLATE, or the equivalent. Note then that Magic Chain (AR.4+2) means

chain which requires +2 to the normal number to hit on d20, not AR. 6.

RATIONALE FOR MONSTER ATTACK SYSTEM

While no system can be called perfect, this system has been devised to avoid theartificiality of many other systems, where monster probability for hitting is basedupon questionable (and often arbitrary) criteria. The Midkemian system uses twovariables, 1) the chance a particular type of monster has of successfully hitting a target,and 2) what sort of damage it doe~. To answer the first problem, the above table wasdeveloped. We offer it for consideration. Our rationale for the numbers above is asfollows:

SMALL MONSTERS: Small monsters will usually be quick and/or nimble, but will beunable to penetrate heavier armor. Basically, armor will be much more importantthan speed, and an unarmored character will be at a greater disadvantage.

NORMAL MONSTERS: Essentially upgraded small monsters, normal sized monstersare more capable of penetrating armor but still quick enough that speed is notmuch of an advantage for the target.

LARGE MONSTERS: Here we begin to see a rough parity between armor protectionand speed. Strong armor will limit damage, but lightly armored individuals will beable to dodge almost as many blows as the heavier armored individual can absorb.

UNDEAD/GIANT MONSTERS: These monsters are effectively unconcerned by armor.Here speed and agility is more critical than any amount of armor, as undead onlyneed a brief touch to score damage, and dragons, balrogs, and other biggies scoredamage by grabbing opponents by the neck and tossing them around the room,stomping them into the floor, tearing off arms, etc.

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MONSTER SPECIAL NOTES

ALIPOR: Small, bulb shaped creatureswith sucker disk mouths on theirunderside, Alipor secrete an oilyacid, which burns 1d6 per turn incontact with flesh. It burns throughcloth and will destroy leather in1d10 melee rounds but has no effectupon metal. They also emit a vaporwhich will render those nearbyunconscious if a save vs. poison (+2or +10% to the roll) is not made.Unconsciousness lastsapproximately one hour. (Extract ofthe vapor is quite narcotic)

BLACK TRACKERS: Giant black wolfspiders, they have immenselystrong mandibles and venom. Theywill preferentially attack ELVES,against whom their poison causesinstant paralysis unless savedagainst. Against non-elves thepoison causes extreme nausea but isnot fatal. Their crushing mandiblesare so powerful that they cause 2d8damage on attacks and plate mail istreated as chain mail for protectionpurposes.

FUZZY PEST: A nuisance monster,Fuzzies attach themselves to thefirst human or elf they see, refusingto be parted from him. They getunderfoot and as a result, anyonewho has one attached will lose 20%(-4) to attacks, gain opponents +4(+20%) to their attacks, have alldexterity rolls halved, etc. FuzzyPests are near mindless and will dieif inflicted with any trauma, such asDrive Away, Fear, Pain, etc. Sleepspells do not work. When killed,they emit a lethal gas which quicklyexpands to occupy 20,000 cu. feet(20x20x50). The gas remains for 2hrs.

GOLDMOTHS: Small round creaturesindistinguishable from gold coinsby sight (needs magic), theGoldmoth will attack if touched(successful if 8+ on d20, -2 to roll iftarget is wearing gloves). If theattack is successful, the Goldmothwill burrow under the skin,traveling up the victim's arm, 3

inches per minute and doing 1 pt.damage, until the heart is reached(killing victim) where it will lay itseggs. There is a noticeable bulgeunder the skin as it travels and itcan be safely removed by aphysician, otherwise crudermeasures are required (cutting offthe arm, burning the lump, etc.). Ifremoved, it has a 60% PROB. ofattacking another victim, otherwiseflying off. After discovery,successful attacks require 15+ ond20. Anyone touching a Goldmothwhich doesn't burrow will know atonce it is not gold.

MIND CRYSTAL: Small crystallinecreatures indistinguishable fromnormal gems. If picked up, save vs.charm is necessary, or charmedindividual will fight to death to keepthe crystal. If the charm does notwork, the individual must rollunder Wisdom to notice theattempt. Once charmed, the MindCrystal will 'transfer' itself into thehost shrinking in size as it doesso. Once transfer is complete (1-4hrs.), the crystal disappears and istreated as a Magic Sword (Ego=100,Int.=100 (18/18)) for controlpurposes. A REMOVE CURSE andCURE POISON are needed at thispoint to free the host. Beforetransfer is complete, the MindCrystal can be destroyed with a 19 or20 on a d20 using a crushingweapon, however, the individualeffected has a PROB. equal to the ~of the gem remaining of survivingthe destruction of the gem. Oncetransfer is complete, the host isimmune to all known diseases andthe life draining effects of undead.However, should the host bethreatened with death, he will beforced by the Mind Crystal to runaway, perhaps abandoning hiscompanions.

PRALIKON (THE SOUL THIEF): A largeamoeboid creature which feasts onthe departing souls of its victims.It alters its shape and color toconform with any area. If

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encountered, it-will attack the mostpowerful creature (highest level),extending 1-10 pseudopods to alength of up to 10 feet, attackingas a LARGE MONSTER. If twosuccessful attacks are made on atarget, it is entangled and is coveredby the Pralikon. Once covered, thevictim remains conscious oneminute per 5 Constitution points(or Con/20 if %) then lives an equalnumber of minutes before death.Entrapped individuals can makeno attack. Once a victim isentrapped, the Pralikon will attackno other. Fire will not harm it, andoil, or petroleum, GAINS it 1d6 HitPoints per minute burning. Peoplekilled in this manner cannot beresurrected, for their souls havebeen eaten. It will not attack Elvesor Moredhel (Dark Elves) as theypossess no souls. As the soul iseaten, the PRALIKON gains levelsequal to the victim.

SCREAMERS: Undead creatures, theycan not be turned away but can bedispelled as Wights. They resemblea rotting hulk of flesh and can caused6+3 points damage. If hit, they willscream, causing all within earshotto Save vs. Spells or react in FEAR.(If in FEAR roll d8: 1-7 - run like...; 8 = collapse in fear). Saves mustbe made against EACH scream.Obviously, deaf characters need notsave.

SHADOWGHOULS: These are trueundead creatures, being thecreation of some crazed Lesser PathMagi, centuries ago. They have notrue substance and inflict damagethrough empathy. They appear asnormal Ghouls, but are 'turnedaway' like Spectres. Normalweapons do normal damage, butmerely pass through the body withno resistance, so on the first hit, aDexterity roll is required or theattacker falls to the ground. Holywater will do ld20 points damage tothe Shadowghouls or cure oneperson's wounds. Their claws causea rotting which does 1 point ofdamage each 2 hours and will causedeath unless a cure is given. AR. 1

vs magic weapons, AR. 7 vs. normalweapons. They get 2 claws and a bitedoing 1d4 and 1d6 respectively.

SNAGER (HARD LUCK SNAGER): Thiscreature resembles a door, and willenvelope anyone who blunders intoit. It starts to digest its victim atonce, doing damage equal to (8minus the victim's AR.) per round. Ittakes a combined strength of 200~+(36+) to pull the victim free. Whenthe victim is digested (dead + 10 pts.),the Snager will move away a few feetand take up a new position, leavingbehind a pile of bones.

THERMOSAE: Two inch long, blind,fuzzy, white insects, Thermosaehave large (3 inch) wings andsegmented bodies. They sense heatwithin 100 feet, and are attracted toit, making a whirring noise asthey fly towards the source. Theycover any character, monster, etc.nearby (300-400 are needed fornormal sized creature), interlockingthemselves and forming a thermalbarrier. They then cook their victimin his own body heat killing himin 1d6 minutes, and consumingthem. If victim is not covered by acomplete blanket of Thermosae,they do 1 pt. damage per 50 insectson the body each minute. They canbe cut away at 50 per minute, butburning does only 1/2 damage tothem (at 50/point) and theremainder to the victim. If victim istotally covered, damage from theinsects is doubled (to 2 pts/per50/minute) in addition to the heateffects above, and all damageinflicted on the insects istransmitted to victim x 1/2.

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WEIRDS: These evil, magic creatureshide in the shadows, nearlyinvisible. They hate humans, elves,and dwarves and fight whencornered only feebly, doing 1d2damage. Their strength is in magic,which they feed on. They can castillusions (-4 or -20% to save todetect), and will feed off spells castat such illusions by magicians andcleric~ (gaining 1 point per minutethe warped spell is in effect). Thisresults in the spell warping as

shown below. The Games Masterrolls all new spells indicated on thetable. The illusions cast by theWEIRD can cause damage as if real ifbelieved. They will normally onlybother parties with obvious magicusing members, hiding nearlyunseen if none are present.

Magicians ClericsROLL(d%)

Result ROLL(d%)

Result

01-15 NO EFFECT 01-20 NO EFFECT16-30 SPELL WEAK (DOES 1/2

DAMAGE, LAST 1/2 NORMAL,ETC.)

21 -35

SPELL WEAK

31 -50 DIFFERENT SPELL, SAMELEVEL

35-60 DIFFERENT SPELL, SAME LEVEL

51-70 NO SPELL 61 -75

NO SPELL

71 -80 DIFFERENT SPELL, +1 LVLHIGHER

76-85 DIFFERENT SPELL, +1 LVL HIGHER

81 -90 DIFFERENT SPELL, +2 LVL 86-go DIFFERENT SPELL, +2 LVL "91 -93 DIFFERENT SPELL, +3 LVL " 91 -

93DIFFERENT SPELL, +3 LVL "

94-95 DIFFERENT SPELL, +4 LVL " 94-95 DIFFERENT SPELL, +4 LVL "96-97 UNCONSCIOUS (1-4 HRS) 96-97 UNCONSCIOUS (1-4 HRS) 98 LOSE ALL SPELLS KNOWN 98 CURSED, MUST BE BLESSED BY TEMPLE99 MADNESS 99 MADNESS100 DEATH 100 DEATH

NOTE:CLERICS

SPELLS WARP TO LEVEL INDICATED REGARDLESS OF LEVEL OF SPELL CASTER,LIMITED TO THE HIGHEST LEVEL SPELL AVAILABLE TO THE CHARACTER TYPE.

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