Atop the cliff, beyond the dizzying causeway stands the high tower. The door into the tower is on the south wall facing the cliff. It is not locked or barred. On the west face of the tower is a latrine shaft. The opening of the shaft is 20’ above the ground, from there it would be a sickening and slippery ascent.
The High Tower
1. Latrine Shaft
The foul shaft leads eventually to the garderobe in room 8 on the 3rd level. From here the wooden bench can be pushed aside allowing access into the room. A dung worm lurks near the top. Only small weapons may be used in the shaft
Dung worm: HD 2, AC 8, Mov 9, bite - save vs poison or a wasting disease will set in causing weakness and fever
2. Entry Hall
5 human guards huddle over their meager meals at a long table. They are fearful of the master’s undead minions and of the screams heard often from above. They are kept in line by Draga, a captain who dwells elsewhere in the tower. Each guard carries 2d6 silver pieces
Guards: HD 1, AC 7, Mov 12, swords and crossbows
3. Rear chamber
To the east is the spiral stairwell. These stairs lead all the way up the tower, allowing access to each level in turn. When entering this room roll a wandering monster check. If a monster is indicated roll on the following table
1d6
1-3: 4 guards
4-5: 1d4 ghouls
6: Captain Draga and 2 guards
4. Corridor
When entering this chamber, a scream is heard from further up the stairwell. Roll a wandering monster check.
1d6
1-3: Captain Draga and 2 guards
4-6: 1d4 ghouls
5. Draga’s room.
If not previously encountered, Draga and 2 men will be here pouring over a map. A large lock box contains 2,000 gp and a potion of flying. The map on the table leads to a treasure horde in the wilderness. The door to room 6 is locked (Draga’s key)
Draga: Fighter level 6, AC 3 (mail and magic shield +2), battle axe, key to room 6
6. Prisoners
Here are 3 prisoners kidnapped from the hinterlands by gnolls. There were once seven such prisoners but 4 have been taken above.
7. Corridor.
Roll a wandering monster check. If a monster is indicated, 1d4 ghouls attempt an ambush from the shadows
8. Locked Room.
This the room of Nilkar the vile sorcerer. The door is locked but may be picked, opened through magic means, or Nilkar’s key may be used. Two unspeakable tapestries hang on the walls: The one of the west conceals the garderobe. Another, behind the bed to the south conceals 2 ghouls that attempt an ambush. The door to the east has also been locked by Nilkar’s key.
Ghouls: HD 2, AC 6, Mov 9, paralyzing touch
9. Locked strong room.
This room is Nilkar workshop. Many strange tools and 2 bodies lie on a long table. Foul necromancy has been at work here. The Black Book of the Worm King is nearby. (See Nilkar’s spells below). For every turn spent in this room there is a 2 in 6 chance that one or both of the zombies on the table rise.
Zombies: HD 1, AC 8, Mov 6
10. Upper corridor.
Screams echo from beyond the large door to the south. In the northwest corner is a ladder that leads up to the unoccupied battlements of the tower. If for any reason Braga and his guards have not been encountered they will be stationed here.
11. Ritual Chamber
Red light blazes from a golden skull upon an altar near the south wall. 4 more unspeakable tapestries hang - each concealing 1-2 ghouls waiting to strike. A freshly slain sacrifice lies dead beneath the altar. Nilkar, grasping his wand, begins to weave spells.
Each round the skull will flash as it grows in power. In 2d4 rounds the demon called by Nilkar will be summoned by the skull.
Blood-soaked treasure upon the altar: 100 gp, gem-studded necklace worth 400 gp, 3 rubies each worth 300 gp
Nilkar: Magic User level 9, HD 6+1 , AC 7, serpent ring of protection +2, wand of missiles 60 charges, dagger +1, Nilkar’s key.
Spells: Magic Missle x2, Charm Person, Shield, Detect Invisible, Invisibility, Mirror Image, Hold Person, Fly, Dispel Magic, Polymorph Self, Wall of Ice, Feeblemind, Animate Dead
Type I Demon: HD 8, AC 0, Mov 12/18, Magic Resistance 50%, Cause Darkness 5’ radius, Teleport, Detect Invisible Objects, Telekinesis, Gate in another Type I Demon (10% chance of success),
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