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Adventurer Magazine - AD&D - The Black Tower LVL 1-4

Rolemaster 5 to 8 characters of level 1-3 or AD&D 5 to 8 characters of level 1-4. Parts 1 and 2 of the Black Tower found in Adventurer Magazines issues 1 and 2.

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100% found this document useful (1 vote)
311 views11 pages

Adventurer Magazine - AD&D - The Black Tower LVL 1-4

Rolemaster 5 to 8 characters of level 1-3 or AD&D 5 to 8 characters of level 1-4. Parts 1 and 2 of the Black Tower found in Adventurer Magazines issues 1 and 2.

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The Black Tower is an adventure designed for use with elther the Rolemaster books Arms Law, Claw Law, Spell Law and Character Law; or the Advanced DED PlayersHandbook, DMG and Monster Manual 1. Rolemaster parties should consist of 5 to8 characters, level 1-3, ADED parties should consist of 5 to 8 characters, level 1-4. The main part of this adventure is written in a form which makes it partially independent of the games system chosen. The details of NPC's, creatures and specificmagicitems are presented at the end of this episode. ‘This is the first part of the Black Tower adventure, though the tower itself does. rot appear in this issue. This scenario introduces the characters to the area, and to some of its inhabitants. Characters playing this episode should have both theequipment,andareason, to enterthe tower in the next issue. Magical weapons given in the adventure will havetwo plusses, one or the twenty:sided dice based’ ADED system, and one forthe percentile dice based ROLEMASTER system. eg. +1/+5meansa +1 ADEDweaponora 45 ROLEMASTER weapon. This will also apply to_magical_ armour and shields. The ROLEMASTER weapons will be ‘superior, not magical, except where specifically stated. This adventureis set aroundthearea between the town of Kavank, and the city of Coovrall; see map A. Coovrail is @ major trading centre. Caravans pass through there to many other towns and cities. Recently, caravans passing between Coovrail and Kavank have been repeatedly raided by a group of orcs and humans, Jed by a human thief called Thurgal Garvak. Among the items taken by his, group. is a holy relic that was being taken to Kavank, to be placed in the temple of Shayvere. Thurgal Garvak is really working for the high priest of Zyrgal, God of Darkness, whose objective was to ‘obtain the relic via the caravan raids. The raids on the caravans have been continued since the relic was seized,to disguise this fact. The party should start in Coovrail, where they can be fully equipped, and ‘where they hear rumours of the theft of the relicandthe frequentcaravan raids. They should then travel to Kavank, where they can obtain further information about therelicanditstheft. ‘The party may be attacked by the thieves, while on their way from Coovrail to Kavank. Alternatively, the pay can start in Kevanks though the lack of supplies reachingthistown, due to the raids, means that they ill not be the equipment they may Faracross the land, therearettalesto be told of the splendour of Coovrail, a bustling trading centre, inlandfrom the sea port of Halvar. its markets are the source of unusual, exotic, and intriguing items, and its back streets hold the Seeds of many a profitable adventure. Throngs of people come fromfarandwideto sampleits delights. You too have journeyed here, in search of adventure and excitement, drawn by tales of wealthy marchantsin need of protection, and fair men and women in search ‘of relief from the boredom of city life. You are also. seeking to increase the weight of your purse, Within the city, you have met like- minded adventurers, and together you seek for news that may lead to gain, in both money and power. Faracrossthe land, there are tales to be made in the splendour of Coovrail. Coovrail isalarge city. of bout5,000 inhabitants. itis a major trade centre, and is known for its markets and bazaars. Aparty can obtain any normal equipment at standard cost inthecty here is a thieves’ guild, from which thieves’ tools can be obtained by members, at standard rates, and by non-members at 25% above standard rates. There is also an assassins’ guild, but they will only deal with members. There ‘are mages guild buildings within the city, covering the various aspects of magic. There are plenty of high level spell-casters from whom. spells and magical. items may be ‘obtained for a high price. All sorts of magical items can be obtained from these guilds, but the more common. items are usually bought from shops around the city. The mages of the guilds will make tems to order, and will therefore take longer to supplyanitem, ‘whereas shops will have supplies ofthe more common items, readilyavailable. There are enough high-level NPC's living in the city, to provide training for any character who requires it, regardiess of character class. There is plenty ofaccommodationin the city. With the amount of national trade that Coovrail has, there is plenty of news from the rest of the country. ‘The most prominent news around the city is about the relic which has been. stolen recently, while on its way to the Temple of Shayvere, in Kavank. If the party listen to any taik around the city, they will hear about this. There is no temple of Shayvere in Coovrail, as her temples are few, and the temple at Kavank isthe major oneintheland. The party will discover that Shayere is the goddess of healing, and that she only accepts priestesses into her orde There are alternative temples in Coovrail the main onebeing dedicated to Alvair, goddess of trade and bargaining. However, further details ‘conceming the relic’ will have to be ‘obtained from the temple at Kavank. Due to the distribution of trade with Kavank, healing potions are in short supply in Coovrail, and are selling at five times their normal cost. Kavank is @ town of about 250 Inhabitants. Its major feature is the temple of Shayvere, goddess of healing, which is located to the northof the town on a small rise. Most of Kavank’s supplies come from trade with caravans from Coovrail, 50 the disruption of these caravans has restricted the availability of equipment. Standard equipment, ie. food, drink, Clothing, etc. is generally available, at 10% above standard rates, Metal, however, is in short supply, and although weapons and armour can be made in the town, they cost 100% to. 150% above standard prices. There is no thieves’ guildinthetown, nor is there an assassins’ guild. The town comes under the control of the ‘Coovrail thieves and assassins guilds. There is 2 small branch of the mages’ guild, which can produce some minor ‘Magic items, but this willtake time and cost atleast twice the standard rate. The only temple in the area is the temple of Shayvere. As Shayvere is the goddess of healing, and her temples are the major source of magical healing, potions of healing can be ‘obtained at standard prices. Such potions will havetobe obtained directly from the temple. Shayvere is a lawful good deity, as are her followers. The temple has 44 clericsin residence, plus the High Priestess, Sou-vaydan. Details of the priestesses are given at the end of this scenario, Thereisa shop inKavankwhichsells ‘magical items, but they are in short supply. There is a 20% chance of a+1/+5 sword being in stock. A 15% chance of a +1/+5 mace being in stock, and only a 5% chance of any ‘other type of common +1/+5weapon. There is a 1% chance of any other specific, minor magic item being available. ‘Any character requiring training will probably have to journey to Coovrail, though there are some low level fighters in town, and of course, there are the priestesses of Shayvere. The priestesses will usually only train other priestesses of Shayere. There are two inns in Kavank, the Singing Dragon and the Adventurer's Head. Both provide accommodation, but in the Adventurer's Head there is a 5% chance each night that a ist. level thief staying there, will attempt to steal something from the party. If the party has not already been to Coovrail, they will be able to hear the same about the theft of the relic as they would in Coovrail. ftheyaskaroundthe town, they will aso find out that there has been movementaround the ruin of Beasron Keep in the Shadowed Wood, IF the party approach the temple concerning the relic, the Priestesses ‘will be intially suspicious. Should they be able to prove their good intentions, the High Priestess Sou-vaydan will give them the following information: 1. The relic isa goblet, and hasgreat healing powers, but canonlybeused by apriestess of Shayvere. 2. Two of the members of the caravan party that was carrying the relic, survived the attack. They have been questioned, and told of an attack. by a group of orcs. They claim there were about fifty orcs, but Sou-vaydan is quite sure that this is a highly exaggerated figure 3. One of the priestesses who was travelling with the relic is unaccounted for. She was not with the survivors, and her body was not found with the others. the name of the priestess was Eliblan, Sou-vayden willalsotellthepartythat there have been recent reports of movement in the ruins of Beasron Keep. She willalsoinformthepartythat Beasron Keep hasbeen abondonedfor at least 400 years, and that it now lies, within the Shadowed Wood. She can supply the party with a sketch-map, showing the rough locationofthe Keep (Map C). She has recently communed with Shayere, and the answers she received point to the Keep, so she will turge the party to try that as their first step in retrieving the relic, and finding the missing priestess. ‘The Road: While travelling along the road, encounters should be checked for three times a day, and once per night. An encounter occurs on a 1 rolled on 2 d10. Roll a di0 for type of encounter. 15. A merchant and three or four ‘guards. They will be wary of the party, and will avoid contact if at all possible, reo SS aS 67. A lone traveller, going in the opposite direction to the party. He will talkto the party approached, andgive ‘news of where he has come from (see NPC statistics). He will appear quite confident, and will decline any offer of assistance or companionship from the party, firmly but politely. This encounter will only occuronce;ifrolled again, fet your imagination run free with your own encounter. 89. During the day, this will be an ) encounter with a pack of 25 wild dogs. ‘At night, this will be an encounter with 36 orcs from Thurgal Garvak sbandof thieves. The orcs, if captured, can be forced to reveal the location of the gana’ camp, inthe ruins of Beesron ‘eep. They could even be persuaded to lead the party there, though they wll try to lead them into a trap at the first ‘opportunity. 10. A small caravan, travelling from Coovrail to Kavank. This will consist of 3.5 merchants and 8-10 guards. If the rty wants to accompany them, the travellers will be very suspicious, and willalmost certainly decline. ftheparty does travel with them, or follows them closely, there is a65% chance thatthey will be attacked en route by 10-15 orcs, from the thieves’ band (see above for the reaction of captured orcs). The Shadowed Wood ‘The Shadowed Wood Is so named [because the trees form a very dense Covering, overhead, which cuts out 90% of the sunlight. This gives the | woods a gloomy aspect, and there is lite difference between dayand.night, within the wood. Encounters should be checked for every twolhours spentinthe woods. An encounter will occur on a rollof | on @ 410. Roll a d10 for type of encounter. 1. A human, herbalist. He is out gathering herbs in the wood. 2-4. A lone ofc from the band of thieves. If captured he can give information about the thieves’ camp, and can be forced to lead the party { there. Though he wil try to lead them into atrap, at the first opportunity. | 53. Aigroup of 35 oes, from the | thieves’ band See above fo reactions ) ofcaptured ores. ( 'o-Xsmatl ogre. } _ 10.Agroupof 1-4, lowlevelundead (These undead have been raised by a \, priest of Zyraal, god of darkness, atthe } Fequest of Thurgal Garvak the thieves’ |) eater, so asto frighten off unwelcome | vistors. $ Beasron Ki | Beasron Keep is in ruins. it was | abandoned 437 years ago, when an Outbreak of plaguehitthe peopleliving there. The place is generally shunned, butnobody now remembers why. “The Keep has now been taken over by Thurgal Garvak, and his band of thieves, The band consists of Thurgal 1 peice nena ta ial cesatncentsisesin sitet Garvak: himself, four human fighters, and about 50 ores. Most of the orcs spend their time in the Shadowed Wood, watching the road from Coovrail to Kavank, and making sure the woods remain unwelcoming. Within 2 miles. the Keep, encounters should be checked for every hour. An ‘encounter will occur ona 1 ond6, The encounter will be with a group of 7-9 ores. These orcs will bemorewarythan those encountered elsewhere in the woods, and are more likely to try and warn the main camp of intruders, All that remains of the Keep, above ground, isitsnorth-western tower. Ifthe area is checked, stones and rubble can be found, showing where the Keep once stood. The tower that remains is not complete, and only the lower two floors now exist. See map B. 1 Towe 1. This is a ladder which leads up to the second level. This level used to be reached by stairs, along the inside of the wall ofthe Keep. 2. The door into this area from the outside, as wellas the doorsto 3and4, are recent additions. The flooris clean (because of the passage of many orc feet). There is a hole in the northern comer of the area, in the floor. This leads to the orc’s rooms on the lower evel, by a set of stairs. 3. This room belongs tothe human fighters. There are four strawpalletson the floor. There is a table against the ‘wall, next to the door. Under the tableis, 2 box, containing various items of clothing, and four pouches. The pouches contain a total of 59 silver Coins, and three small gems, worth 5 idcoinseach. There willbe2-4 ofthe hters present at the tower, theothers visiting Coovrail, enjoying themselves while gathering information for Thurgal Garvak 4. This is Thurgal Garvak’s room. There is a straw pallet, a table with writing materials and a locked box under the table. Theboxistrappedwith ‘a needle, which will do 1 point of ‘damage, the poison having long since ‘worn off it. In the box there is clothing, three throwing daggers and a belt pouch which contains 124 silver coins, and 42 gold coins. Tucked in the pocket of a cloak, in the box, is a silver fing, worth 97° silver coins, and a parchment (Map ©). ‘There is a 60% chance that Thurgal Garvak will bein thetower. Inthesouth- western comer of the room, there isa shabby rug, which covers a trapdoor. ‘The trapdoor leads to a set of stairs, which descend to the main part of the lower level. 5. Thisisthecooking fire,used bythe humans and ores. 6. This camouflaged hole leads dowri'to the cistem on the lower level. “The second level of the tower has no Interior wallsleft, and only 1-2feet ofits outer wall. There are always three orcs on guard here. This level is 15° above the ground level, and provides a good view of the approaches to the tower. Thereisalsohorn, which the ores will sound if they see intruders approaching. One minute after the horn is sounded, the orcs from the Jower level will emerge from the tower, along with any humans who are present. The orcs on the second level are armed with bows,andwillstaythere to provide missile fire I Thurgal Garvak is in the tower, he will come out with the rest of the band, but he will attempt to retreat into the tower if the fight seems to be going against him. If possible, he will escape down to the lower level, and up again through the exit from the cistern. 1. This area usedto be the cells from the Keep. The doors have all rotted ‘away. This is where the orcs live. There is straw heaped in the cells, and the floor of the main corridorislittered with ‘a mixture of dirty old straw, bones and scraps of half eaten food. Ifthe strawin the cells is searched, atotal of 74 silver coins can be found. Therewill be 10-15 orcs here, 1-6 of which will be asleep. The rest'will be scrabbling about, playing dice, etc. AGS com Is being used by Thurgal Garvak to store things stolen from the raided caravans, before they are taken into Coovrail, where they are resold. This is also where the money from the sale of stolen goods is kept. ‘Stored in the room are: 400 silver coins worth of silk;twolargetapestries, worth 150 and’ 200 silver coins, respectively; a necklace worth 112 silver coins; and a locked box which contains 424 silver coins and 33 gold coins. Ina comer, wrapped up ina pieceof tattered cloth is a +1/+5 mace. As none of the thieves can use this, Thurgal Garvak is planning to sellitto Kell, the High Priest of Zyrgal who originally hired him to steal the relic. The relic itself is not here, having been passed on to Kell a short time ago, ‘long with Ellbian the priestess, 3. This is a large cistem. There is ‘water below the level of the entrance, and above the entrance, @ ladder has been fixed which leads up to the exit hole, in the woods. ‘4, The southern exit from this room has been blocked with rubble. Carved in the walls are pictures of men and women, dying and dead. Closer examination will show that the people are dying from some form of disease. Hanging on the rubble are two holy symbols, one of Shayvere, goddess of healing, and the other of Fegarch. god of defence. They were placed there to aid in containing the plague which hit the Keep, beyond the barrier of rubble. If the party want to open the passageway, they can do $0 in two days, working non-stop. 5. This room was used to dump those who had died of the plague, and. those who had definitely caughtit. The place is scattered with rotten rags, which were once clothing, and which vill turn to dust if disturbed. There are also three skeletons lying around the oom. These were people who had not died of plague, but whose bodies where thrown in here just in case. ‘While the party isin here, and in the cave system, there isa 1 in6 chance of encountering 1-4 plague Zombies, every third tum, The caves were found when this room was excavated, but the plague stopped any exploration of them. The caves are covered with mosses and lichens, and are very damp. Water drips down every wall, and collects in the numerous pools which have formed on the cave floors, The whole cave system, and room 5, emitanover- powering stench of putrifying flesh. ‘Anyonewalking throughthisareamust resist a Sth level poison, or save vs. poison at —2, or they will suffer from ausea, making them —2/10 on all combat rolls, until they get out. ‘The plague zombies which inhabit this place, wander around aimlessly, cri ou, 4 moo setae looking for a way out. They could not. get past the blockage while the holy symbols were present. Items carried by the zombies when their bodies were left in room 5, have found their way into some of the caves, usually because they have allen off the zombie that was carrying them. 6. Lying under some moss, which hhas grown over it, Is a short sword, +1/+5, +2/-10 against undead. The person’ who owned it, unfortunately never knew of its properties against undead. 7. Ina pool, in the middleofthiscave, there are the remains of a purse. Lying with these are 5 gold coins, and 15 silver coins. The purse will powderise if handled without extreme care. 8. In a comer of this cave, there is a leather bracer. The cords which once fastened it have rotted away. It is a racer of accuracy, andgivesits wearer a +1/+5 bonus on combat rolls when using a longbow. 9. This cave contains somethit which was here before the plague victims. Setinto the floorisametalbox, the lid lush with thefloor. fitisopened, itsets offatrap. ForROLEMASTERthis is a symbol of firebolt (fire law: tn magician base list), which will do 12 points of fire damage. For ADED this is a needle trap causing 10 points of damage ifthe trap is activated. ‘The box appears to be empty, butit actually contains an invisible dé The dagger is:- for ROLEMASTER, a +5 magical dagger, which is also a-+1 spell _adder for magicians, and for ADED, a +1 dagger, whichwillactlikea ring of spell storing, and will store one magic missile. This adventure continues next issue with Episode 2 of The Black Tower. If you wish to end the adventure here, there are many waysinwhich youcould do this. For example, Ellbian could be found gagged and bound in the Keep. Ignoreaall references to Kell, high priest of Zyrgal, and have Thurgal Garvak himself as the mastermind behind the caravan raids. The relic could be found ‘amongst his everyday tableware, sold at the ‘Black Market,’ or he may be tying to coerce Elibian the Priestessto show him the powers of healing. Ifyou wish to follow through to the awesome climax of The Black Tower, you must wait until May for issue #2 of ADVENTURER. The NPC's and creatures are presented here in standard format. Name (Level, Concussion hits, ‘Armour type, (defensive bonus), shield type, Attacks), followed by details of any special abilities. Attacks are given as: 1) Offensive bonus, Maximum size, Attack type or 2) Offensive bonus, weapon type. Spelllists are given as:Spelllist, level useableto, (level known to). TheNPC's are given fuller descriptions than the creatures, using the following abbreviations: Co - Constitution, Sd Self discipline, Ag - Agility, Me ‘Memory, Re- Reasoning, St-Strength, Qu - Quickness, Pr - Presence, in Intuition, Em-Empathy,OB-Offensive bonus, AT - Armour type (defensive bonus) Creatures and NPC's are presented using the following abbreviations: 5. Strength, -Inteligence, W-Wisdom,D = Dexterity, Co - Constitution, Ch « Charisma, HD - Hit dice, HP- hitpoints, AC: Armour class, d-damage/round, ‘AL- Alignment. ‘Ores. These are standard orcs, ROLEMASTER: (level: 3, hits: 45, AT: 1 (10), +35 broadsword).. ADED: HD: 1; AC: 6; d: 1-6; AL: LE. Wild dogs ROLEMASTER: (Level: 2, hits: 45, AT:3 (—50), +50 small bite. ADED: HD: 1+1;AC: 7:4:1-4;ALN. ‘Small ogre ROLEMASTER: (Level: 4; hits: 90; AT: 1 (20); +75 medium bash). Undead The low level undeadencounteredin the Shadowed Wood are Class |, created undeadin ROLEMASTER, and a mixture of skeletons (80%) and Zombies (20%) in ADED. Class 1, created undead (level: 1; hits: 25: AT: (—10); +25 small bash): ‘Skeleton HD: 1; AC: 7; d: 1-6; AL:N. Zombie HD: 2; AC: 8; d: 1-8; AL: N. ‘Always attack last in a round, Plague Zombies These are undead creatures, who resemble zombies, but who still carry the disease that killed them. ROLEMASTER: (level: 3; hits: 50; AT: 1 (20), +40 medium bash). ‘These are class Il undead. When a character is hit, he or she mustresista 5th level disease, or become infected, ADED: HD: 3; AC: 5;d: 2:9; ALIN These have the standard undead resistance to mind influencing and affecting spells, but they do not move slowly, unlike normal zombies, When hit, a character must save vs. disease (poison), or become infected, Characters infected with the disease will begin to feel weak after one day, and will be unable to perform any strenuous activity, like combat, after anotherthree days. Afterafurtherweek they will be bedridden, and will feel nauseous and disorientated. At this point they must make a further resistance roll/saving throw, at a penalty of —5/—1perdaytheysurvive, or they will die. If the body is not destroyed or cured of the disease, itwill fise up as a plague zombie after 3-6 days. Merchants. ‘These are ordinary humans. They will be carrying various trade items, with a range of values. Each will also have a purse with 20-+d10 gold coins. ROLEMASTER: (level: 0; hits: 15; AT: 1 (0); +10 dagger). ‘ADED: 0 level human; hp: 4; d: 14 (dagger) AL varies. They wil be rds. AT: (30); normal. shield: broadsword). ADED: Ist level fighter; AC: 6 (studded leather, shield); d: 1-8 (longsword). AL varies, but similartothe merchnt they are guarding. Guards Will have 1-20 silver coins each. LONE TRAVELLER: The lone traveller who may be encountered on the road, is @ ranger called Sivam. He likes to keep himself to himself, and will not volunteer any personal information. He travels ‘around the land, picking up lots of news. He will not join the party, though he could be used in lateradventuresto disseminate information to the players, Rolemaster: 10th. level human Rar nger. Co: 94;S4:33;AG:8 1; Me: 74;Re:88; ‘St: B9; Qu: 71; PR:45; In: 99; Em: 54, Hits: 92 AT: 9 (—25); Normal Shield, Weapons: Broadsword OB +75. Longbow OB +70. Skills: Climbing +35, Ride Horse 447. Stalk +57. Hide +55. Perception +45. Spells: Power points per day —40 (X2 channeling spell 1_ multiplier) Concussions's Ways 5; Nature's guises 10; Nature's ways 10; Inner Walls 10. ADED: 7th. level human Ranger. AL:CG.S:14;1:17;W:15;D: 13;Co:15; Ch: 10;H.P: 57; AC:4. Weapons: Sivarn uses longsword and longbow. Sivamn carries a +3/+15 longbow, which increases hisfiring speed, giving him one extra bow shot per round in ‘DED, and oneroundlesspreperation for the longbow in Rolemaster. In Rolemaster, he also carries @ ring which is X2 Channeling spell mubiplier. When encountered, heis5% Tikely to have one other magic item, of the GM's choice. He is very fond of the bow, and will not part with it, but might ‘well be persuaded to sellanyotheriter he has picked up. ‘The Human Herbalist encountered in the Shadowed Wood is searchingin the wood fot herbs. He will try to avoid attracting the partys attention if le. Rolemaster:- 9th. animist. (Hits: 55; AT: 9 (~20); normal shield; +50 quarterstaff Power points per day: 36. Allanimi base lists 9 (10), Spell defence 9 (10), Barrier Law9(10), Creations 9(10),He is carrying fourleaves which willheal 10 points if chewed. His staff is a x2 animist spel! multiplier. level, human ADED: 6th. level; human druid, AL: N:HP:33, "AC: 7 (leather (wooden)). ‘Weapons: He carries a quarterstaff and scimitar. Spell level 1. Animal friendship, Entangle, Faerie fie, pass without trace. level 2. Barkskin, Cure light wounds, Trip. level 3. Hold animal, Neutralise poison. level 4. Hallucinatory forest. Hels carrying two potions ofhealing, armour, shield The human fighters with Thurgal Garvak’s band are mercenaries hired ‘around Coovrail. They are simply init forthe money, and knownothing ofthe connections ‘with the followers of Zyrgal, god of darkness. Rolemaster:- Fighters (level: 3; hits: 45; AT: 9 (—20); normal shield; +50 broadsword). ADED:- 2nd. level fighters; AC: 5 (scale mail, hield);d: 1-8 (longsword); ALNE, Each fighter carries @ purse with him, containing 2 silver coins. Thurgal Garvak is a thief, now working in the employ of Kell, high Priest of Zyrgal. He is about 5° 7" tall with a ‘devious appearance’. He is slightly paranoid, and ina crowd willbe constantly alert, looking over his shoulder as though expecting to be followed. He has a distinctive scar, which runs down the left side of his face, into his unkempt beard. Being of an unscrupulous nature, he would have no second thoughts about escaping combat or of abandoning his companions, should he feelthe fight is going against him. Weapons: Thrown dagger +74 (+84 ‘with his magical” throwing dagger). Dagger: OB +62. Broadsword: OB +42. Skills: Climbing: +50; Stalk +20; Disarm trap +38; Hide +25; Pick lock +43; Perception +25. ADE! level. human thief. AL: NE.S:1551 18;Co:17;Ch:9; HP:37. AC: 4 (leather armour, dex. adjustment). ‘Weapons: longsword and dagger. Skills: Pick pockets: 60%; Open locks: 57%; Find/remove traps: 45%; Move silently: 50%: Hide In Shadows: 41%; Hear noise: 20%; Climb walls: 90%; Read languages: 25%, Thurgal Garvak carries with him a longsword/broadsword, three daggers, twelve throwing daggers, and amagical +2/+10 throwing dagger. In his left boot, he has a small pouch containing 2-20 silver coins. Sou-vaydan is akindly woman inher late fifties. As a Priestess of Shayere, goddess of healing, she is devoted to. helping the sick and injured. She is, however, well-versed in the ways of the world, and can notbeeasityfooled. She has been High Priestess at Kavank for three and a half years, and is well liked by the other priestesses Rolemaster: 17th. level, human cleric. Co: 93; Sd: 92; Ag: 80; Me: 79; Re: 59; St: 77; Qu: 60; PR: 43; In: 101; Em: 79. Hits: 97. At: I (—20). Weapons: Quarterstaff OB+78 (magical bonus included). Skills: Climbing +40; Ride Horse +40; Swim +35; disarm trap +1 Stalk +40; Hide +40; Perception +35; Runes +77; Staves and wands +77 Channeling +115. Spells: Power Points per day: 153. Channels 17 (20); Summons 17 (20): Communal ways 17 (20); Life master 17 (20); Protections 17 (20); Repulsions 17 (20); Concussion’s ways 17 (20); Putifications 17 (20); Bone law 10; Muscle law 10; Organ law 10; Creations 10; Lore 10. ADED: 12th. level, human cleric AL:LG}S: 1451: 12;W:18;D:15;Co:17; Ch: 13;HP:85, AC: 5 (dex, adjust ment, cloak). Weapons: Quarterstaff. Spells: level 1. Cure light wounds (x5); light; Remove fear: resist cold. level 2. Hold person (x3); Know alignment; resist fire; Slow poison (x2). level3. Continual light; Cure blindness Cure ‘disease; dispel magic (x2); Remove curse. level 4. Cure serious wounds; Exorcise; Neutralise poison (x2). level 5. Cure critical wounds; Raise dead. level 6. Heal (x2), Sou-vaydan has a +2/+10 magical quarterstaff, though she will never strike first, and willavoid combat where any other solution is possible. In Rolemaster, she wearsa piatinumring, set with a fire opel, which is a x3 channeling spell multiplier. She also wears cream coloured robes, which give +20 defence. In ADED, she wears. +4 cloak of protection, andhasastaff of healing, with 15 charges. She also ‘owns two scrolis: one with cure serious wounds (x3), and the other with prayer (2) and dispel evi. AT:5(—25). i@THE TOWER OF KELL This is the second episode of The Black Tower, designed for use with Role master or ADED. The first part of the scenario appeared in issue 1 of ADVENTURER. Characters who have played the first part, Beasron’s Keep. Should have one of two minor magic items each. GM's Background This partof the adventureissetinthe area to the south of Coovrail; see map A In episode 1, characters were led to Kavank, where they discovered the theft of arelicwhich wasonitsway rom. Coovrail, to the Temple of Shayvere in Kavank. They investigated a ruined keep, where the thief Thurgal Garvak had made his base. A crude map was found directing the playerstothe Black Tower in the south In this episode, players progress to the Black Tower, the home and temple of Kell, high priest of Zyrgal, God of darkness. The party can start either in Coovrail or Kavank. If they have not played through episode 1, they can be Introduced to the scenario via (a) Souvaydan High Priestess of ‘Shayvere can hire the players torescue the relic and the missing Priestess, Elbian. (b) Sources in Coovrail could point the party in the direction of the Black Tower. Coovrail has a small temple to the lesser god, Toovik, god of disease, who would be quite willing to hire a party to attack the Black Tower, owing Sy Jobin S. Davies : pact two to rivalry between the two cults. Their temple has seven lesser clerics. of levels | tod and a 7th. level priest. and they also employ members of the assassins guild The Plains Of Desolation The area south of the River Feoran, and north of the Kelviroy mountains is, a barren waste. The area around the tower itself is even more desolate. The vegetation is sickly and the area is constantly overcast. There is a 20% chance per day (cumulative) thatit will rain The area is inhabited by various creatures set as guards. Encounters will occur on a roll of 1 on d8. On the Plains of Desolation, encounters should be checked for every hour, and within 3 miles of the tower, every 20 minutes. Roll d8 to determine encounter on the plains, and d10 to determine encounter within 3 miles of the tower. 1-6. A group of 5-8 low/evel undead. 7-8. A group of 2:5 medium level undead. 9. A group of 1-2 Flaymes. 10. A guard from the tower; a monk of the order of nighstaikers. Note that the nightstalkers wear black, giving them a +15 bonus on hiding in dark. and shadows. The Black Tower Map B shows the tower, a black, seamless, stone-ike material. It rises 130 feet in total, the upper 50’ being narrower than the base. The walls are only broken by a door at ground level, and by arrow slits at various levels. There are always guards on the roof areas, though overcast conditions limit their View to 200” or 100’ in the rain. The ground level door is false; the only wayinis by rope ladder, which can be dropped from the lower roof level. The walls of the tower are smooth, making climbing more difficult than usual. Level 7 1, TW is an enclosed area surrounding the top of the central sii. To the left of the doorway are 4 buckets, used for collecting water from the roof tank. 2. Thisis the upper roof of the tower. tis surrounded bya 5’ high, slitted wall. The roof is patrolled by a nightstaker monk armed with a bow and a quiver of 20arrows, If he hears any commotion from the stairs, he wil investigate. 3. This isa 15’ square, 8 high, stone tank in which rainwater 's collected. Due to the Jocal weather conditions it's usually full A ladder leads up the side oft Level 6: The Cells All ceilings inside the tower are 15° high. All doors are made of wood and open outwards 1, The guard room. in here are abed, atable,twochairs.fivesetsof manacies anda ring of keys hangingonahookon the northern wall. There is always at least 1 guard in here. There is a 15% chance that another guard is here, hence a 35% chance that they will be drinking! The other rooms on this level are all cells. Each contain some dirty straw and 2 ring fixed to the wall for fixing manacles to. 2.A farmer was captured and put in this cell 2 days ago. 3. A woman, wearing a plain smock with dirty, scruffy hair. It is Ellbian, Priestess of Shayvere. She has been keptalive byKelltousethe relic. Ellbian will be very suspicious of anyone in the tower, but f the party can convince her they arehere to rescue therelic, shewil be inclined to help them. Elbian knows the powers of the relic, but will not disclose its secrets. She will only use the relic to heal @ party member if necessary 4. The door to this cell is obviously stronger than the othersinthe tower. In here is a large Ogre slave, used for heavy duty work and as a deterrent to intruders. he wears 2 gold bracelet worth 35 gold pieces. The bracelet is magical and acts a tranquiliser. if the ogre is released, he willaccompanythe party, obeying any direct commands, providing they are simple enough for him to understand. If the bracelet is removed, he will attack the nearest living thing. In rolemaster, the bracelet detects as channeling, Level 5: Dining Rooms, Kitchen 1 and 2. These are dining rooms. They have tables and chairs, though the table tops are scarred and stained. Room 1 is generally used bythe guards, room.2 by the priests 3. The kitchen, containing standard kitchen equipment (no micro-waves}) In the NW corner of the room is a fire- pit. if the western wall is examined, a Tow of fine slits will be seen along the top, acting as smoke vents. The room is, however, smokey most of the time. There is a 50% chance that the ‘cook’ will be present. 4, Storage room. Boxes of presenvéd meat and vegetables are kept here, AN along with 3 kegs of weak ale, Tucked away ina comers acaskof moderately good wine. Thereisa 15% chanceofthe ‘cook being here. 5, The cook's bedroom containing a bed with a chest underneath. Thechest is locked (Rolemaster: medium(+0)to pick) and the cook has the key. In the chest are clothing, personal items and an empty pouch. Level 4: Guards Quarters The latrine at the NW corner of the roof, and tho8e on the lower levels, are chutes leading out of the tower. They are washed out once or twice per day. The doors on this level are all stained black. 1. Lower roof area. This area is surrounded by a 5' high, slitted wall There are coiled rope ladders foruse in entering thetower. Theareaispatrolled by 4 nightstalker guards, armed with swords and bows. if they hear noises inside, they will investigate. 2 and 3. These are the guards barracks. in each there are 10 beds, each with a footlocker (Rolemaster: medium (+0)to pick) containing black clothing and d4-1 gold pieces. In room Bis an extra bed belongingtotheguard captain, The footiocker is locked (Rolemaster: hard (—10) to pick) and contains the same black clothing, and 15 gold pieces. 10 guards live in each room. At any time there will be 1-6 guards asleep in each room. Each isa light sleeper, and will take 30 seconds to fully awaken. During the night, the guard captain will also be asleep, in room 3 4. This is the guards’ combat practice room, At the westemn end of the room are 4 straw dummies and a selection of wooden practice swords, Againstthe easternwallaretwotargets, 0 Poovr A Coovrail. 6 the Plains of Desolation Kelviroy Mountains + ERAN, AOL and 3 quivers of arrows, with 30 arrows per quiver. In front of the durnmiesisa 20’ square straw mat, used for martial arts practice. Level 3: Priests’ Living Quarters 1. This passageway gives a view of the surrounding area, through a number of arrow slits. The passage is patrolled by 4 nightstalker guards. 2:6. These are the living rooms/bedrooms of the lesser priests. Each containsa table, onebedandone chair per occupant. There are writing materials on each table. Each room also contains a locked chest (Rolemaster: medium (+0) topick) per ‘occupant. Two lower level clerics live in each of rooms 2, 3, 4 and 5. One higher level cleric lives in room 6. The chests in rooms 2and 3contain clothing, personal effects and 330 silver pieces each. Thechestsin4and 5 contain 5-50 silver pieceseach, andthe chest in6 contains 97 silver pieces and 3 gold pieces, 7. ‘The study/library. Contains a medium sized table, awriting deskwith pens, ink and sheets of paper, 6 chairs, a large bookcase against the northern wall and a smaller, locked bookcase against the eastern wall. This is where the clerics come to study aspects of their religion, and to study the use of spells. If the writing materials on the desk are examined, some of the sheets of paper will have written notes concerning Zyrgal and their religion The larger, northern bookcase contains about 30 books. All of these Contain writingsabout Zyrgal, methods. of workmanship, lists of special cere monies and Zygal's interactions with other gods andgoddesses.Intotal,they aiken’ POWER could be worth 20:30 gold pieces toa collector of religious texts The eastern bookcase is locked (Rolemaster: very hard (—20) to pick). Rolemaster: in the bookcase are 39 books covering channeling spell lists. 10 books cover the opening channeling lists, to 10th level and another 10 cover the same lists from 1 Ith to 20th level. books cover closed channeling lists: one on locating ways to 10th level, one on creations to 10th level, one on symbolic ways to 10th level, one on calm spirits to 10th level. The fifth covers calm spirits from 11th to 20th level. There are 3 books covering the cleric base lists; summons, communal ways and life mastery, ¢ach to 10th level. Finally, there are 11 books covering the evil cleric base lists. one set for Istto 10th level, one set for 11 to 20th level, and ‘one smaller book covering the 25th level spell from the necromancy list, create undead V (worth 250 GPs). The books of open, closed and cleric base lists could be sold to most temples, but the evil base lists will haveaverylimited market. Theevilclericbaselistbooksare all cursed, such that any reader who is. nota worshipper of Zyrgal must resista 20th level chaneling attack, or be struck by excommunication (curses: evel cleric base list). The curses on the books will resist removal at 20th level. ‘Allbooks to 10th level are worth 70 GPs, each. All books to 20th level are worth 120 GPs each, providing a buyer may be found. For ADED: in the eastern bookcase are seven scrolls. The bookcase is protected by a glyph of warding which will do20 points of electrical damageto anybody opening it Scroll 1: Cause light wound (x3). Scroll 2: Animate dead (x3), speak with dead. Scroll 3: Putrify food and drink, Destroy water. ‘Scroll4:Blandness, Disease, Poison. Scroll 5: Harm (reverse Heal). Scroil 6: Protection from magic. Scroll 7: Protection from undead (all undead), Under the scrolls are 5 blocks of Incense of Meditation. Level 2 1. This is identicaltoarea 1 onlevel3. 2. Kell slivingroomandstudy. There is atable, 3 chairs and awriting desk in the eastern section of the room. On the desk are pen, ink and paper. ‘Around the room are tapestries in redonblack,depicting scenes of battle. Rolemaster: Behind tapestry A: inscribed on the wall, there is a symbol of curse of dake(curses:evilclericbase list), which will affect the first person ‘who sees it, at an attack level of 12. Behind tapestry B is a symbol of healing 3-30 (concussion's ways: open. channeling list), which will be charred unless Kell or Chassly have used it during the current day. Both symbols ‘work once per day. ADED: Cast on tapestry Aand Bare glyphs of warding. The one on willdo 20 points of fire damage if thetapestry is touched, and the one on B will cause blindness if touched, 3. This is Chassly's living room and bedroom containing a bed, a small table, a chair and a writing desk with pen, ink and paper. The bed is covered With an ornate, silk bedspread worth 15 {gold pieces. Under the bed isachest, I" Square x 6" deep. it is locked (Rolemaster: hard (—10) to pick), and is trapped with a vial of gas, which will break open unless disarmed before the chest is opened. The gas wil fill a 10" radious sphere. Rolemaster: This is a gaseous form potion imbedded with minor pain {mind attack: mentalist base list). The chest contains a set of books covering the astrologer base list, to 10th level ADED: The gas ‘is poisonous. causing d10 points of damage to anyone who fails a save vs. poison. In the chest is a scroll of cause serious wounds, which Chassly will use if she has the opportunity ‘On the eastern wall is a tapestry showing the constellations visible in the night sky form the tower. Itis 30°x 10° and worth 55 gold pieces, ‘4. Kell's bedroom. Inthe NE comerof the room is an ornate, 4-poster bed. Under the bed is a locked footlocker (Rolemaster: hard (—10) to pick). In the chest are clothing and @ pouch, which contains asmallemerald (6GPs) and a golden pin (10 GPs). Rolemaster: The pin is a +1 essence spell adder. Kell knows it is magical, butis unsure how. ADED: In the chest is @ book of Vile Darkness, and a scroll of flamestrike, which Keli will use if he has the chance. Dominating the western end of the room is a8' tallstone throne. Itis plain, made of a dark grey stone. Rolemaster: A worshipper of Zyrgal who sits in the throne can cast commune 1 (communal ways: cleric base fist), once per day. The first non: ‘worshipper of Zyrgalto sitin the throne trust reais a Both level channeling attack or be transported tothealtar(4) on level 1. This willonty happen oncea day. ‘ADED: Once per day, a worshipper of Zyrgal who sitsin the throne cancast commune. Anyone else who sits in it must save vs. magic at —6 or be teleported to the altar (4) on level 1 The teleport works once per day. ‘Anyone teleported to the altar will suffer the effects of touching it, as described later. ‘The secret door in the northern wall is well concealed (Rolemaster: extremely hard (—30) to detect). 5, Kell and Chassly’s bathroom. In the centre of the roomisalarge, bronze bath. in the NE comer of the room is a small stove, a pile of wood, and two bronze buckets used for heating water. Level 1: The Temple 1. Thisisthefalsedooronthe outside of the tower. Itis made of bronze, butis painted gold. It is carved with finely detailed scenes of battle. The door is. locked (Rolemaster: very hard (—20) to pick), but the hinges are accessible from the outside. Behind the door is a solid wall Rolemaster: On the wall is asymbol of hearing loss (disease:evilclericbase list), which isactivatedon sight. Itworks once per day, at attack level 12. ‘ADED: Cast on the wall behind the door is a giyph of warding which will cause deafness. 2. This passageway sina fithystate, and the smell from it permeates the ‘whole level. There is filth and old straw throughout, and the walls show many serateh marks. It is the home of the temple waichdogs. a pack of 8 dogs ‘which have been raised asundead. The bars over the entrance to this passageway and those on the entrance fo the stairwayinhibitthe mobility ofthe pack. Normally, the pack is left in this passageway, but if necessary, the Stairway can be sealed off, andthe pack ‘can be let loose in the temple area. The controls for the bars are at 5 There are? trapdoorsinthe ceiling of this passageway, which lead up toarea 1 on level 2. These are used to drop prisoners or small animals down tothe pack. When the pack has been let into the temple, this is how they are lured back. any watchdogs who stay in the temple can be herded backbyKel. The pack is usually only let loose in the femple when Kell is away from the tower. 3. Thisisthemaintemplearea,andis obviously different from any room in the tower. The flooris made of golden stone blocks. Thewallsareof the sane Black stone-like material as the rest of the tower, buthere theyare carved with epic battle scenes. The golden floor starts at the entrances from the Stairway and outer passageway, and ends at the dais. In each corner of the room stands a 7'6" talistatue of aman ‘wearing chainmail, armed with a 2. handed sword. If any living creature touches them, they will animate one at ‘atime until each one is defeated. They are mindless. When a statue is brought to Oits, it will fall and break into pieces. If the rubble from the SWstatueisexamined, a black +2/+10 bastard sword will be found 4. This is @ stepped dais made of black stone. On top is a rectangular biock of red stone. Anyone touching this block will be affected, and if they resist the effect, will gain a +1/+5 bonus on further resistance rollsto the block Rolemaster: Anybody touching the altar will be struck by absolution (dark channels: evil cleric base list) at 50th level ADED: Anyone touching the altar must save vs. magic at —8, or the offending limb will wither (reverse regeneration). 5. This is the bottom of the central stairway. Onthe southernwallisalever, Currently in the up position. fitis pulled down, the bars between here and the main temple will drop, while the bars between the temple and the outer passageway wil rise. Pulling the lever lip reverses the situation. The lever is ‘out of reach of someone reaching through the bars by at least 3” In the floor, under the stairs, is" concealed trapdoor (Rolemaster: ‘medium (+0)to spot), which leads toa spiral stair. This leads to the room below the tower. If Kell is in the lower room, he will hear the party in the temple, fighting the statues, and will attempt totraptheintrudersbygoingto the level and closing the temple off from the rest of the tower. This will also let loose the undead dogs. Level 1a This room is approximately 30° below ground level. The ceiling is 8° high. The room is used by Kell as a second study, and for storing ceremonial items. Inthe eastern areaof the room is a desk and a chair. There are2 chests in the northern area. Onthedeskarewriting materiaisand some notes about Zyrgal, and some books of ancient myths and legends. The books on myths and legends are mostly written in obscure languages, which will need expert transiation These could be used to introduce surviving characters to new adventures, ‘The larger of the chests measures 4” x3'x2’,andis locked (Rolemaster:hard (=10) io pick). Inside the chest are 3 ceremonial robes, and an ornate dagger worth 14 GPs. It is symbolic, and has no edge or point. There are also 6 silver candlesticks and 24 red ‘and biack banded candies, plus a timber box with flint and steel. The second chest is @ 2 cube. tis also locked (Rolemaster: very hard (—20)to pick). Inside isa 1 cubic box. This box is made of polished black wood, and has the symbol of Shayvere, a golden chalice, on the top, inlaid in silver. This boxis unlocked. Theinside of the boxis lined with white velvet, and contains the sacred chalice of Shayere The secret door in the northern part of the room (Rolemaster: hard (—10) to spot) leads to 2 tunnel which goes NE for 4 miles, andleadstothe surface, through a concealed exit NPCs and Creatures Large Ogre Rolemaster: (Level 8, hits 140; At 1(—20) +120 large bash). Use large creature critical table. DGD: HD 6, AC 4, d1—12, AL:CE. Undead ‘The low level undead encountered on the plains of desolation are class 1, created undead in rolemaster, and & mixture of skeletons (80%) and zombies (20%) in ADED. Medium level, undead and the undead dogs in the tower are class Ill, created undead in Rolemaster, and ghouls in ADED. Rolemaster: Class 1, created undead (level 1, hits 25, AT 1(—10) +25 small bash). lass ll created undead (level 7, hits 100, AT 1 (—30) +60 med. bash) Class Ill created undead dogs (as above except +60 medium bite) ADED: Skeleton: HD 1, AC 7, d16, ALN, Zombie: HD 2, AC 8, d1-8, AL: N. Always attack last in a round. Ghoul: HD 2,AC6,D1-3/1-3/1-6,AL: CE, plus paralization on hit. Ghoul dog, as above except: D1-4 plus paralization. Flaymes Flaymes are lesser elementals from the elementalplaneoffire. Theyappear s 3° tall dancing flames, but can change shape to 3 tall, red-skinned hairless humanoids. They can oniy use physical attacks in humanoid form. They areimmune tofire-based attacks, but take double damage from cold. They are also able to cast bolts of fire Rolemaster: Cast five +10 firebolts the BLACK ToweR_ MopB wes fe (fire law: magician base list) at 100 range per day, ‘ADED: Cast five magic missiles per day, one ata time Statues These are attacks. Rolemaster: (level 5, hits 100, AT 17(—0) +20 two-handed sword). ADED HD 3, AC 2, d1-10, AL:N Cook The cook in the tower apprentice cleric of Zyrgal Rolemaster: (level 0, hits 10, AT 1(=10), +1 5handaxe(meatcieaver)), ‘ADED 0 level human, hp 5, AC 10, 41-6 (meet cleaver) AL: LE. immune to mental is an Tower Guards These are all monks of the order of nightstalkers, an order associated with 2yrgal. Rolemaster: Warrior monk (level 3, hits 35, AT 1( 35), +45 rank I strikes, +45 rank | sweeps and throws, +20 falchion, +35 longbow). ADED: 2nd level monk, AC 9, d1-4 {open hand), 2:7 (bo stick), 25 (light grossbew).(NB:damageinciudestevel Captain of the Guards Rolemaster: Warrior monk (level 4, hits43,AT 1(—10), +55rank 1 strikes, +35 rank 2 strikes, +50 rank | sweeps and throws, +25 dagger). He uses dagger kata with his rank I strikes. he wears a fine gold necklace which gives a+5on martial arts strikes. ADED: 3rd level monk, AC 8, d2-7 (open-hand), 27 (bo stick), 2.5 (dagger). He has a fine gold necklace which gives +1 damage and to hit on open-hand attacks. fae gp { | -frapdoor tn Floor fy dating curtain Istrine statue Lesser Clerics There are 8 lower level clerics. Rolemaster: (level 2, hits 20, AT 1(—20), normal shield +20 mace). Spells known at 2(10): 1 and 2. Disease, Dark Lore, Necromancy. 2 power points. 3 and 4. Purifications, Curses, Dark Cannels. 2 power points. 5 and 6. Concussion’s Ways, Necromancy, Protections. 2 power points. 7 and 8. Necromancy 2(10), Dark Channels 2(10), Concussion’s’ Ways 2(10).4 power points. ADED: Ist. level cler (leather), d2-7 (mace) AL: LE. Spells: 1. Curse. 2-4, Cause light wounds. 5.6. Sanctuary, Cure Light Wounds. 7-8. Cause Light Wounds, curse Higher Level Cleric Rolemaster: (level 5, hits 37, AT {—20), normal shield, +30mace, +5 dan) Spelisknown at5(10): Disease, Dark Channels, Necromancy, Barrier Law, Cancussion’s Ways, Light's ways. 5 power points, ‘ADED: 3rd level cleric, AC 4 (chai mail, shield) d2-7 (mace),2-7 (lal) AL: LE. Spells: Level 1. Command, Cause light wounds. Level 2: Hold person. Chassly Rolemaster: 6th level_human, female astrologer. CoB7;Sd44;Ag64; Me 79; Re 53; St 56; Qu 83; Pr98;Em. AC 8 Weapons: Thrown dagger OB +23. Spells known at6( 10): Power points: 24. Way of the voice, Far Voice, Starlights, Starsense, ‘Concussion’s Ways, Attack avoidance, Mind's door. She wearsaring onthe second toeof her left foot, which is a x2 astrologer multiplier. She wears ight lothingand carries 5 throwing daggers. - ‘ADED: Ath level cleric. S11: 112:W16:D 15; Co 16;Ch 17; ALLE; HP: 23. ‘AC 6 (leather, shield, —1 dex. adjustment). ‘Weapons: Flail and quarterstaf. Spells: level | Command, Cure light wounds (x2), Cause list wounds, light. Level 2: Chant, Hold person, Know alignment, Resist fire She wears a soft hide glove on her fight hand, which allows her to cast cause light wounds once per day. Itis only usable by a cleric Kell Rolemaster: cleric. C065;Sd57; Ag 82;Me43:Re83;St 62; Qu83; Pr 77;In 99; Em 87. 12th level human Hits71 AT 9(—30) +5 magical, normal shield ‘Weapons: Mace OB +71 Spelis: Power points: 48. Disease 10; Dark Channels 12(20) Dark Lore 10; Curses 10;Necromancy 12 (20); Detection mastery 10; Lofty movements 10; Spell defense 10; concussion's Ways 10; Symbolic ways 12(20); Barrier law 10;Light's ways 10; Purification 10; Calm spirits 10. Kell is @ High Priest of Zyrgal. He carries an obsidian rod, which is @x3 channeling multiplier. He also wears a silver chain around his neck, underhis robes, which isa daily If iter. allows the wearer to cast healing 1-10 (Concussion’s ways: open chanelling list), 3 times per day. He doesnot carry money, but does have the keys to the chests'in his rooms. Kells Black Channel 1 (Dark channels: evil cleric base list), is Thrayn’s touch (Spell law page 22, Fatal Channeling Projections). ADED: 8th level cleric $ 12;115: W18:D 17: Co13:Ch 14 15;AL: LE: HP 52, ACO (chain mail, +1 shield, —3 dex adjustment) Weapons: Flail and +2 footman's Spells: Level 1: command (x2), Cause light wounds (x2), Sanctuary. level 2: Hold persons (x3), Know alignment, Silence 15" radius. Level 3: Animate dead, Blindness, Curse. Level 4: Cause serious wounds. Cure serious wounds, Protection from good 10° radius. Kell wears a ring of spell storing, containing 3 clerical spells; fear, ‘animate dead and glyph of warding. He wears 2 necklace of healing, which allows a cleric to cast two cure light wounds per day. If the tower is not alerted to the presence of intruders, Kell will be on mein enn level 2 60% of the time. so, there is a 70% chance that Chassly will be with him, 15% of the time he will be on level 1, 20% in his second study below the tower, and 5% hewill notbeinthetower. If he ise’'t in the tower, there is a 65% chance that Chassly won't be either. Kell will protect himself and Chassly before the tower, and will therefore try to exit via the underground tunnel if things are going desperately wrong for him, Elibian Rolemaster:(level4, hits31,AT l(—5) +10 mace). She is unarmed when found. Spells known at4(110):Power points: Concussion’s ways, Purification, Light's ways, Protections, Life mastery, Repulsions ADED: 3rd level cleric, HP 17, AC9 (= dex adjustment) AL:LG. Spells: Level 1: Cure light wounds (02): Level 2: Hold person. The Sacred Chalice of ‘Shayvere The chalice is a goblet, made of an almost unbreakable, golden glasstlike material (Rolemaster. treat as gold tinted Laen). It as four powers, which canbe used byPriestesses of Shayvere. 1. Any priestess within 100" up toa total of 30 Priestesses, can cast more spells. Rolemaster: For the Priestesses it acts as.a x5 channeling multiplier ‘ADED: The Priestesses cast double the number of Ist, 2nd, 3rd and 4th level spells 2.Uptod timesa day, aPriestesscan use ito totally heal one creature. 3. Once per day, aPriestesscanuseit to cure any disease in one creature. 4. Once per week, a Priestess can resurrectany dead body, irrespective of the creature's race, or of how long they have been dead. LOO LEED,

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