Gnoefatall: The Tower of Terror
On the edge of the Alfdun mountains, amidst the grassy hills, stands an ancient tower. It looks like an unfinished pinnacle of stone, and is surrounded by five magical barriers: stone, ice, fire, booming thunder, and starlight. These form a ring of impenetrable force around the tower, sealing it inside. Nothing can penetrate the barriers, which can only be removed by the activation of the crystal globes found elsewhere in the land of the gods.
Inside the tower lies a relic of such power that Kings have waged war over it: the dia marfoir, the God-Slayer, a weapon so powerful that it can kill the very gods themselves.
Key:
- Entry Hall: this hallway has two locked steel doors, each Wizard Locked by a 9th-level magic-user. There are words engraved onto the surface, each a riddle. If correctly answered, the magical locks are dispelled for a single turn (although the doors are still mechanically locked):
- Riddle 1:
My tines are long
My tines are short
My tines end ere
My first reportANSWERLightning, or lightning bolt; - Riddle 2:It can be said:
To be gold is to be good;
To be stone is to be nothing;
To be glass is to be fragile;
To be cold is to be cruel.
Unmetaphored, what am I?ANSWERA heart . - The Chamber of Five: sitting on a old oak chair is an elderly man, dressed in an expensive suit. He leans on a staff of silver-birch and is a powerful magic-user who guards the relic. Five stone plinths stand around the room, topped by a spinning crystal, each a different colour. From top to bottom they are: (1) Grey, (2) Blue, (3) Red, (4) Clear, (5) Yellow. The magic-user can summon attacks from these crystals, once per round, one at a time, each having a different effect: (1) petrified, (2) frozen for 1d6 turns, (3) flames dealing 6d6 damage, (4) sonic boom knocks target to floor, deals 3d6 damage, (5) lightning strike for 6d6 damage; a saving throw versus magic negates or avoids the effect. The magic-user himself is called Heimhol and he is a 9th-level magic-user (AC as leather, HD 9d4, #ATs 1 staff (1d4), spells). His role is to prevent anyone from taking the relic from the tower.
- Bedroom: the living quarters of Heimhol, with a comfy bed, table and a chest full of old clothes, the magic-user's spell book, and a ebony & ivory chess set (500 gp value). A walk-in closet holds rations, spare blankets and miscellaneous items that a old man needs.
- Kitchen: a simple kitchen, with a log fire, cauldron and roasting spit, table, and cutlery in a box under the table.
- Library: accessed by a magical lift (a.) that levitates anyone entering, up to the next floor or higher if they linger, this floor holds a large library containing hundreds of books an all manner of subjects. It is lit by everlasting torches on the walls, and a reading desk is the old furniture.
- Trophy Room: Four glass cabinets, all sealed with Glyphs of Warding (Electricity, triggered by opening), contain trophies gathered by the magic-user. Each is a magic item connected with one of the 'elements' that form the barriers outside (a fifth is in the floor above); each is also guarded by a corresponding animated statue, all resembling the magic-user in his suit, but built of different materials:
- The Marble Mask: a mask of white marble, shaped into a monstrous visage. Anyone wearing it becomes imbued with the strength of an ogre (Strength 18), and with a yell can cause fear 3/day. The wearer is also immune to petrification.
- Stone Statue: (AC as chain, HD 4, #ATs 1 fist (1d8), immune to non-magical attacks);
- Icicle of Sharpness: a sharply pointed icicle that functions as a sword, dealing 1d6+1 damage and acting as a +1 weapon. If thrust into a fire it douses it, and deals double-damage against fiery monsters. It also protects the wielder from all cold-based attacks, magical or otherwise.
- Ice Statue: (AC as chain, HD 3, #ATs 2 fists (1d6/1d6) plus freeze opponent for 1d4 rounds, save allowed);
- Fire Charm: a red-steel broach with a burning ruby. It allows the wearer to command fire, be it a torch or an elemental. It can charm fire elementals or weirds (for a single task), feed or douse normal fires, and protects the wearer from all fire, be it magical or otherwise.
- Iron Statue (AC as plate, HD 4, #ATs 2 fists (1d6/1d6) plus burning touch, dealing 1d6 extra damage);
- Thunder Stick: a hollow iron tube, with a trigger and stock much like a crossbow. It fires a magical shot that deals 3d6 damage if it hits (as a ranged attack); it has 5 shots per day, recharging at dawn.
- Copper Statue (AC as plate, HD 5, #ATs 1 fist (2d6) plus sonic boom that knocks target prone, save allowed.
- Starlight Trophy: the fifth of the trophies is also guarded by a statue, and is the most powerful of the five:
- Starlight Wand: a slender clear crystal wand that appears to have stars glimmering inside. It has 10 charges, and fires a beam of light when squeezed: target is 'removed' from reality for 1d6 turns, returning in the same spot they vanished from as if nothing had happened, save allowed. The wand can be recharged if placed in the light of a full moon for the entire night.
- Solid-Light Statue: (AC as plate, HD 6, #ATs 1 fist (2d8), immune to non-magical attacks, flare every other round that blinds all in sight for 1d6 rounds, save allowed).
- Vault: in this double-locked and Wizard-Locked chamber are a pair of great oak/iron chests, locked, each trapped with more Glyphs of Warding (Fire). Inside the first are 3,639 gold pieces, a pair of fist-sized rubies (1,000 gp value each), and a silver dagger that has the ability to slice through any sort of binding (rope, chains and so on). The second has 3459 silver pieces and a clear crystal mask that allows anyone wearing it to disguise themselves as anyone they have ever met, for a turn only per disguise, once per day per disguise.
- The Relic: this chamber is where the relic is kept. The room is decorated with open eyes of all shapes and sizes. Anyone entering the room, other than the magic-user Heimhol, is gazed at by the eyes and must save versus magical fear or be unable to enter the room (new save once per day). The relic itself is a sword, embedded in a stone plinth. Anyone can lift it, but whoever pulls it free becomes bonded with the sword and only they can wield its power until the day they die. In anyone else's hands it is a simple sword.
- Dia Marfoir: a +3 long sword that has the power to inflict permanent wounds on anyone it injures, be it animal, man or god. It also adds its bonus to all saving throws, ability or skill checks (depending on the system); and it has whatever other powers the DM wants to give it.

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