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Part Eight - The Lost Isle
Off in the distance, the party will espy the object of their long, arduous quest - The Lost Isle. The Isle is rather large, with a tall range of several mountains rising to a peak that is obscured at its very tip by thick clouds. There is some indication, even from this distance, that the centre-most peak is a volcano this from the occasional red glow that seems to occasionally diffuse out of the cloudbank at its summit.
The base of the mountains appears forested, and the forests appear coniferous and very thick, especially at the base of the central mountains.
From the party's vantage to the south of the Isle, a small pinnacle topping a small islet can be seen off of the far east of the Isle. Specific details cannot be seen at this distance due to the perpetual twilight. The domed tower that Creele saw on the eastern tip of the Isle during his previous visit is not visible in this twilight and at this distance.
The Isle itself is fairly large, being over 50 miles in length from west to east and over 35 miles from north to south. The party has emerged from the Worm approximately 15 miles from the southern shore.
The short voyage to the Isle will be uneventful and as the party nears the Isle they will find a beach. According to Creele, the beach on the central part of the southern coast is the only suitable beach he could find, and he will recommend the party land there. Should the party divine or wish to scout, they will soon determine that the southern beach is, indeed, the only really safe location to anchor a ship close to shore.
The Isle:
The Lost Isle is not a natural land. It is the embodiment of much of Flupnir's divine powers, similar to the way Onlor is the embodiment of much of Onlora's powers. Flupnir had created the Isle long before the Slumber as his own personal refuge a place to lie low when his jests angered the other gods and a place where he could devise his next schemes in secret.
When the Slumber was proposed, Flupnir stole a Gem of Power and secreted it here, a place already well-guarded by his divine will, and he then invested even more of his essence and prowess to guard his great theft.
So it is today, that the Isle obeys more the chaotic, wild whims of its master than the laws of nature. This does not mean the place is given to complete absurdity and chaos, for such a place could not hide or contain the Gem of Power, but things do go strangely on the Isle, and often circumstances adjust themselves to follow the divine will of its creator.
One result of this is that the Isle cannot really be mapped or located. The Isle does not entirely rest on the Therran plane of existence, though it is not entirely off of the plane either. No ship could simply sail from Jerranq to the Isle without Flupnir granting access and without the intervention of some divine mediary like the White Worm. Because of this, no magical means will take a person to or from the Isle. Teleport and the like will work from one place on the Isle to another, and even to the small pinnacle nearby as well as to any place approximately 20 miles to sea in all directions. Anyone attempting to teleport or use other such magicks to get out of that area will be hit by a surge of wild magic and reappear in a flash of multi-coloured lights stunned for 1 round.
Anyone attempting to plane travel from the Isle will also meet the divine barrier and will experience a wild surge at the border and cannot leave the radius.
Likewise, the terrain of the Isle often changes. The southern beach might move, the mountains might rise or lower. Such changes generally occur out of sight of visitors to the Isle, but might occur over night as the party sleeps or might only occur between visits to the Isle.
Other Isle Effects:
The Isle is essentially the seat of Wild Magic and such power literally oozes from the Isle. As such, the entire Isle registers magic on a detect magic spell, with high degrees of Alteration magic.
Wild magic cast on the Isle (and by this is meant any spell with level variation cast by a Wild Mage) causes a +1 to the level variation die roll. If the result of this adjusted roll is greater than 20, a wild surge occurs in addition to the wild surge results indicated by the bold faced results on the Level Variation table in Tome of Magic (page 6).
In addition, actual wild magic spells (those of the School of Wild Magic) gain a +2 to the level variation die roll instead of a +1 above.
Also, wands of wonder (and related items) function at 12th level of effect while on the Isle.
Because of the saturation of wild magic on the Isle, every turn allow a 1% chance of a surge of wild magic. This means each hour would result in a 6% chance. DMs are encouraged, during long rests by the party, to roll every hour and if a surge occurs, then to roll again for that same hour and to keep rolling as long as the roll is 01-06. Thus the party could experience multiple wild surges during the hour. In no case should there ever be more than 6 surges in a single hour by this method.
The Isle Journey:
The topography of the Isle is much as Creele remembers it, though he will admit his crew did not take an extensive survey of the Isle nor does he remember many details anyways remarking that the whole has a rather dreamlike quality to it. By Flupnir's will, the Isle has settled into pretty much the same layout Creele remembers, and Flupnir will not alter the topography during the party's visit.
The south beach is a small shelf of sand harboured by a coral lagoon. Despite its possible northern latitude, the temperature is warm here, almost sub-tropical in fact (comparable to Southern California, the South of France, and/or Sydney Australia) but not oppressive. The water in the lagoon is crystal clear and the sandy bottom can be seen. On the whole the beach looks idyllic.
The folding boat can be brought to about 60 yards of shore in its ship form. From there, it is a 20 yard swim until the sea floor rises sharply and a human can wade chest deep from there along the rising sandy slope to the beach. Small fish can be seen in the lagoon, including crabs and anemone, all of which show a dazzling burst of colours never before seen by the party or the Captain.
The beach is approximately 200 yards in length and half that wide. It is surrounded entirely by the lagoon on the south and by thick forests everywhere else. The sand appears normal and there is no sign of habitation or previous landings at the beach.
Creele will remark that the tower he saw during his first visit was at the far east of the Isle, and he will clearly be a bit jumpy and nervous on the Isle. Any of his marines will also be nervous, both infectious from their Captain and because they have heard his tales of the Isle many times while in his service.
Should the party travel anywhere but towards the tower, they will encounter the strange flora and fauna of the Isle. DMs should roll on the below table, but for each mile or so in the wrong direction, the DM should double the chance of encounter and also the numbers encountered. The idea here is that Flupnir is actively trying to get the party to travel to the tower.
Even travel towards the tower will be subject to wandering encounters, but these will be at normal chances and in normal numbers as long as the party is actively heading towards the tower.
Chance of an encounter is 1 in 10 checked 4 times per day. If an encounter is indicated, then another D10 should be rolled and if that result is also a 1, a second encounter occurs during that portion of the day and another D10 is rolled and so forth until no more encounters are determined for that quarter of the day.
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Beast of Chaos |
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Bird, Piranha Bird (Lesser or Greater) |
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Bloodsipper |
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Cat, Winged (Greater or Tressym) |
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Disenchanter |
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Drake, Wood |
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Dusanu |
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Elemental, Composite (Tempest) |
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Elemental of Chaos, Earth (Erdeen) |
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Elemental, Wind Walker |
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Faerie, Petty (Squeakers or Stwingers) |
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Gambado |
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Gargantua (Carrion Crawler) |
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Gargantua, Insectoid (Larva) |
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Hakeashar |
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Mimic, House Hunter |
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Metal Master |
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Nishruu |
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Plant, Dangerous (Amber Lotus and/or Vampire Rose) |
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Plant, Vampire Moss |
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Sprite, Seelie Faerie |
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Squealer |
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Toad, Giant (Fire Toad) |
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Tree, Singing |
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Descriptions:
Beast of Chaos - twisted by the entropic vagaries of Flupnir, these fearsome beasts will always attack in a disorganized mob.
(AC 0, MV 18, HD 9, hp 45 ea, THAC0 11, #ATT 5, D 1-4 / 1-4 / 2-16 / 1-6 / 1-6, SA Rage (enraged by bright light +2 to initiative and attack rolls), SD Immune to hold, slow, haste, fear and magical confusion, superior smell and hearing, MR 30%, AL CN, XP 3000 ea, Source: Monstrous Compendium 4)
Bird, Piranha Bird - Allow a 75% chance of lesser, 25% of greater. Both will attack hungrily. Lesser wings will break off often if half their number is killed. Greater flocks will also do the same but might go into a blood frenzy. Lesser birds attack in wings, each wing attacking as a single creature.
Lesser (AC 7, MV fl 36 [A], HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-4, SA +2 to hit if a wing has more than half its number alive, AL CN, XP 15 ea, Source: Mystara Monstrous Compendium)
Greater Lesser (AC 6, MV fl 36 [A], HD 2, hp 11 ea, THAC0 19, #ATT 1, D 1-6, SA Blood Frenzy (if half their number are killed or incapacitated, must pass a moral check or flee, if they do not flee they go into a frenzy giving +2 to attack rolls), AL CN, XP 65 ea, Source: Mystara Monstrous Compendium)
Bloodsipper - This plant will have 2D6 mature pods. Its trigger vines will usually be situated in the centre of its pod mass, thereby allowing it to surround its victims with its pods.
(AC 1, MV 0 vine, 15 pod, HD 20 vine, 4 pod, hp 105 vine, 22 ea pod, THAC0 nil vine, 17 pod, #ATT 1 per pod, D 1-8, SA Blood Drain (pod drains 4 hp per round once attached), SD vulnerable to salt (2D4 damage per handful), AL CN, XP 1000 vine, 175 ea pod, Source: Monstrous Compendium 4)
Cat Winged - Allow a 50% chance of either. Greater cats will not generally attack the party, but may attack flying creatures (like party members polymorphed into birds or bats or flying familiars). They do have an instinctual hatred of dogs and may attack party canines (such as war dogs or pets). Tressym will act like normal cats and will go after small avians with relish.
Greater (AC 6, MV 12 fl 30 [B], HD 5+5, hp 27 ea, THAC0 15, #ATT 3, D 1-4 / 1-4 / 1-10, SA Rake with back claws if both front claws hit for 2-7 each, SD +2 to surprise rolls, AL CN, XP 650 ea, Source: Monstrous Compendium 1)
Tressym (AC 6, MV 6 fl 18 [A], HD 2, hp 10 ea, THAC0 19, #ATT 3, D 1-2 / 1-2 / 1-4, SD Immune to Poison, Detect Poison, MR 40%, AL CN, XP 175 ea, Source: Monstrous Compendium 1)
Disenchanter - These strange beasts will leap out at magic-carrying parties in an attempt to feed perniciously.
(AC 5, MV 12, HD 5, hp 26 ea, THAC0 15, #ATT 1, D nil, SA Drain magic, SD Hit by magical weapons only, AL N, XP 650 ea, Source: Monstrous Compendium 3)
Drake, Wood - These mischievous creatures are natural born thieves and will certainly attempt to pilfer from the party. They tend to be cowards otherwise. Their usual plan is to approach in the guise of elves and converse with the party, all the while gaining knowledge about their powers, abilities, and equipment. Then they return later as halflings to steal. If attacked, they will run away, change into drake form, and fly upward into the trees, hoping to lose pursuers. If seen in drake form, they will likely tell the party that they saw some halflings running fast in one direction or another and then chuckle as the party runs after them.
(AC 0, MV 12 fl 3[D], CL Ro, LV 5, HD 4, hp 20 ea, THAC0 17, #ATT 3, D 1-2 / 1-2 / 1-8, SD Immune to spells 4th level and below unless desired, AL CN, XP 420 ea, Source: Mystara Monstrous Compendium)
Thief Skills: PP 50%, OL 42%, F/RT 40%, MS 40%, HS 31%, HN 20%, CW 90%, RL 25%, backstab x3)
Dusanu - These horrid creatures will attack remorselessly in order to spread their spores.
(AC 4, MV 12, HD 9+2, hp 47 ea, THAC0 11, #ATT 2, D 1-8 / 1-8, SA Spores (save vs poison in 5' radius or take D8 damage and be infected [rash for D3+1 days wherein no cure spells will work, then mold erupts from skin and save vs death 1/day or die in 2 hours, cure disease cures, after D3 days from death a Dusanu arises], SD Soft bones due to fungus (non-magical weapons do 1 pt of damage, magical blunts do half damage, other magical weapons do full damage), AL CN, XP 3000 ea, Source: Mystara Monstrous Compendium)
Elemental, Composite Tempest - These rogue storm creatures will seek to harass the party and cause as much pain and discomfort as possible.
(AC 2, MV fl 24 [A], HD 10, hp 56 ea, THAC0 11, #ATT 1, D 2-16, SA All SA at 9th level unless indicated, Whirlwind (kill all under 2HD, 2D6 to others 10' - 30' cone by 50' high), Wind Wall, Gust of Wind, Batter flying creatures (save vs paralyze or fall), Lightning bolt (10D6), Chilling Wind (D4 damage and lose 1 strength unless save vs spells), SD +2 or better weapon to hit, Penalize missile attacks by -6 to hit, Immune to wind, gas and water attacks, Half damage from electrical or cold attacks, Produce 20 gallons of rain per round, AL CN, XP 7000 ea, Source: Monstrous Manual)
Earth Elemental of Chaos, Erdeen - A likely encounter with this creature will involve a strange looking stone structure that is actually carefully designed to collapse at the slightest touch (often causing a dexterity check or other save or take anywhere from 2D6 to 10D6 of damage). In such a case, the elemental will likely simply observe the happenings from a distance.
In addition, the Erdeen might lure the party into a cave, collapse the entrance, and then engage the party in discussion on the chaotic nature of stone and earth, not letting them leave until they are convinced of the correctness of his outlook.
(AC 0, MV 18, HD 10, hp 52 ea, THAC0 11, #ATT 2, D 1-12 / 1-12, SA Detect Magic 3/day, Dispel Magic 3/day, Earthquake 3/day, Transmute Rock to Mud at will, SD Immune to earth attacks, Take 3 damage per die extra from air attacks, AL CN, XP 7000 ea, Source: Mystara Monstrous Compendium)
Elemental, Wind Walkers - These beings of air will sweep down on the party in an effort to attack them and test their mettle.
(AC 7, MV fl 30[A], HD 6+3, hp 34 ea, THAC0 13, #ATT 1 per creature within 10', D 3-18, SA Attack in radius, Double damage to gaseous creatures, SD +1 or better weapon to hit, Immune to most spells (except control weather, slow, ice storm, haste, or magical barriers), Ride the Wind 4/day at 12th level, AL CN, XP 2000 ea, Source: Monstrous Compendium 1)
Faerie, Petty - Squeakers will be encountered half the time, stwingers the other half. Squeakers will rain stones and sticks on the party with reckless abandon. Stwingers will, of course, attempt to swing from beards or hair, and will gladly substitute a horse's mane or tail of need be.
Squeakers (AC 10, MV 12, HD 1/2, hp 2 ea, THAC0 20, #ATT 1, D 1-4, SA +2 to hit, AL CN, XP 15 ea, Source: Monstrous Compendium 1)
Stwingers (AC 7, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 2, D special, SA Charm (40' radius pheromone, save vs breath), Swing (1 pt of damage per 2 rounds, if hit points fall below 50% a second save vs breath at -4 is allowed to break the charm, at 0 hp the victim falls unconscious and the swinging stops), SD To attack a person must make a CON and CHA check, Mirror Image 3/day, AL CN, XP 15 ea, Source: Monstrous Compendium 1)
Gambado - These will appear as a ring of skulls and will spring to attack those getting within 4' or so.
(AC 6, MV 12 springing, 14' high jumping, HD 4, hp 21 ea, THAC0 17, #ATT 3, D 1-4 / 1-4 / 1-8, SA +2 to hit, AL CN, XP 175 ea, Source: Monstrous Compendium 1)
Gargantuan Carrion Crawler - This menace is mean, hungry, and will attack.
(AC 3 (head) / 7 (body), MV 24, HD 12+4, hp 84, THAC0 7, #ATT 8 or 1, D 4-8 (each tentacle) or 4-8 (bite), SA Swallow whole on a natural 20 bite attack, -4 to hit size M or smaller opponents, Paralyzation from tentacles, AL N, XP 9000 ea, Source: Mystara Monstrous Compendium)
Gargantuan Insectoid Larva - Basically a huge silkworm, these hungry aggressive creatures will attack.
(AC 6, MV 6, HD 20, hp 123, THAC0 5, #ATT 1, D 3-30, SA Shoot silk (60' entangle and immobilize victims, severed with 20 damage from edged weapons, bend bars, or 10HD monsters), SD Regenerate 4 hp per round, AL CN, XP 14000 ea, Source: Monstrous Manual)
Hakeashar - This strange creature will attack the party to absorb its magic. While this is often not damaging in and of itself, it can be a dangerous thing if, shortly thereafter, another encounter occurs. By itself the creature is not an effective hunter, but it will often (50%) be found near amber lotus in order to drain sleeping victims.
(AC 10, MV 3, HD 9, hp 50 ea, THAC0 11, #ATT 0, D nil, SA Absorbs magic, SD Absorbs magic, MR Absorbs magic, AL CN, XP 2000 ea, Source: Monstrous Compendium 2)
Mimic, House Hunter - Always including D4 young, and 50% including D3 adults and 15% including 1 ancient, these creatures will attack any coming within range. They are smart enough if led by an ancient to wait until the party is in the midst of them. Packs of only young are likely to attack at first opportunity. They will appear as a small settlement or village of varying shapes and sizes and material types.
Young (AC 0 (shell) / 6 (tentacles and tongue), MV 3, HD 10, hp 54 ea, THAC0 11, #ATT 3, D 2-12, SA Mimicry, Continual constriction damage, SD Camouflage, Resistant to heat and cold (-1 damage per die), AL N, XP 5000 ea, Source: Monstrous Compendium 1)
Adult (AC 0 (shell) / 6 (tentacles and tongue), MV 3, HD 15, hp 80 ea, THAC0 5, #ATT 3, D 3-18, SA Mimicry, Continual constriction damage, SD Camouflage, Resistant to heat and cold (-1 damage per die), AL N, XP 10000 ea, Source: Monstrous Compendium 1)
Ancient (AC 0 (shell) / 6 (tentacles and tongue), MV 3, HD 20, hp 115 ea, THAC0 1, #ATT D4+2, D 4-24, SA Mimicry, Continual constriction damage, SD Camouflage, Resistant to heat and cold (-1 damage per die), AL N, XP 20000 ea, Source: Monstrous Compendium 1)
Metal Master - Often already appearing with its metal whirring around it, these will be hungry and in search of prey and enjoy the taste of human flesh.
(AC 6, MV 12, HD 6+6, hp 37 ea, THAC0 13, #ATT 1, D 3-12, SA Attract metal, Repel Metal, Blade Barrier effect 10' - 30' radius for 4D6 damage per round [half damage with a DEX check], SD Magnetism, Climb, Detect Metal, Regenerate 1 hp per turn, AL CN, XP 1400 ea, Source: Monstrous Compendium 1)
Nishruu - Similar to the Hakeashar, these will also be found 50% of the time near amber lotus. However, they can also move more quickly than the Hakeashar, and so can hunt effectively at night.
(AC 10, MV 6, HD 9, hp 50 ea, THAC0 11, #ATT 0, D nil, SA Absorbs magic, SD Absorbs magic, MR Absorbs magic, AL CN, XP 2000 ea, Source: Monstrous Compendium 1)
Plant, Dangerous - Encounters will be 50% with amber lotus and 50% with vampire roses. In addition, whichever is encountered, allow a 50% chance that the other is present as well. Amber lotus is found in small pools and ponds or on vines growing up tree trunks.
Amber Lotus (AC 9, MV nil, HD 1/2, hp 3 ea, THAC0 nil, #ATT 0, D nil, SA Sleep pollen (when within 10' sends out a 40' diameter cloud save vs poison or sleep for 4D4 turns, pollen can spray every 3-12 rounds), AL N, XP 15 ea, Source: Mystara Monstrous Compendium)
Vampire Rose (AC 7, MV 3, HD 4, hp 14 ea, THAC0 17, #ATT 1, D 1-8, SA Drain Blood (D8 per round), Hypnotic Fragrance (save vs spell or lose all will to fight or flee), Open door roll frees from a vine but victim takes 1-8 damage, If draining vine is severed it shrieks and bleeds and causes fear to 5th level and under who first witness this unless a save vs poison is made, AL N, XP 175 ea, Source: Mystara Monstrous Compendium)
Plant, Vampire Moss - These are often assembled near a pit or deadfall dug by drakes or faeries (35% chance) or near amber lotuses (15% chance) or a singing tree (5%).
(AC 9, MV 0, HD 1/2, hp 4 ea, THAC0 special, #ATT 1, D 1 hp per round, SA Latch on to victim within 10 yards unless a CON check is made, AL N, XP 7 ea, Source: Monstrous Compendium 1)
Sprite, Seelie Faerie - These buggers live to annoy or play pranks on passersby. They will likely not attack physically unless threatened or pressed.
(AC 5, MV 6 fl 18[B], HD 1-1, hp 5 ea, THAC0 20, #ATT 1, D by weapon, Weapons tiny swords (D2), tiny bows (1 pt and save vs spell or sleep for 2D4 hours), SA One spell 1/day consisting of Shocking Grasp, Sleep, Dancing Lights, Fog Cloud, Irritation, Improved Phantasmal Force, Stinging Cloud, Slow, Tasha's Uncontrollable Hideous Laughter, Polymorph Other, Otto's Irresistible Dance, AL CN, XP 270 ea, Source: Monstrous Compendium 2)
Squealer - These ferocious creatures will attack, but might take captured prey to a lair to keep for good eating at a later date. They can imitate the voices of humans or human babies.
(AC 4, MV 9 cl 15, HD 10, hp 52 ea, THAC0 11, #ATT 4, D 7-12 / 2-5 / 2-5 / 2-5, SA Drop for 5-20 damage, Hug if 2 arms hit doing 2D4 damage per round and victim loses Dex bonuses and -2 to attack rolls and must make a bend bars to escape, Attack with rear claws if hug for D4+1 each, Hold if third claw hits with same penalties as hug but no extra damage, Opponents get -2 to surprise rolls, SD Camouflage, AL N, XP 8000 ea, Source: Monstrous Compendium 2)
Giant Toad, Fire - These beasts are always hungry and willing to attack (unlike normal fire toads, these are hybrids of giant toads and fire toads). They will usually leap from hiding to attack.
(AC 10, MV 6 hop 6, HD 4+1, hp 23 ea, THAC0 17, #ATT 1, D 2-8, SA Fireballs (30' with a 5' blast, 2-16 damage with half if save vs spell), -3 to opponent surprise rolls, SD -1 per die for fire based attacks, Cold or water attacks do +1 damage per die, Breathe twice and then flee if liquid is thrown at it, AL CN, XP 270 ea, Source: Monstrous Manual)
Tree, Singing - Sometimes found with vampire moss nearby (25%), these rare creatures will sing to attract victims. The party is likely to hear a beautiful angelic chorus on the wind. When victims come within 100 yards the tree will add a bass to the leafy chorus.
(AC 7, MV 0, HD 12+4, hp 76 ea, THAC0 7, #ATT 1D100, D 1, SA Singing (100 yards save vs spells or stop and rest in the shade of the tree), SD Leaves can obscure sight (-2 to attack rolls), MR 25%, AL N, XP 10000 ea, Source: Monstrous Compendium 1)
In addition to these, a very dangerous foe lurks on the Isle, and the party will certainly encounter these at least once on their journey to the tower. These are called the aobai, and they are feared soul-less denizens of Flupnir. They appear as stork-like birds approximately 7-8' tall with teeth-filled long beaks and human shaped arms and hands. They have no wings. Their feathers and skin are a blended blue and green and have an almost metallic sheen to them. They do not speak and have no souls, being somehow a construct of wild magic. Aobai are incredibly heavy and dense, having no internal organs but rather being a solid mass of muscle tissue. They cannot suffer critical damage, as they have no internal organs. Due to their density, blunt weapons do 1 point of damage to aobai (plus magical bonuses but no strength bonuses). Other weapons and attacks that cause physical damage do -1 damage per die. They cannot be knock down or knocked back.
Aobai are immune to charms or spells that affect the mind or soul, as they have neither. They are imbued with the cunning of Flupnir, but have no intellect.
Aobai fight with a strange and deadly weapon. It is an incredibly heavy and dense platinum disk with sharp edges. This strange and magical weapon can hit creatures hit by +3 or less weapons. It has a range of 5/10/20 and returns to its owner unerringly. The density is such that it will cleave through trees, stone, etc without slowing down. These weapons do 2-12 damage and act as a sword of sharpness. They are so heavy that, strangely, no creature other than an aobai can heft one much less throw it.
An aobai without a disk can attack with a punch (doing D3+12 damage) or a bite (doing D8 damage). Aobai have 25 strength.
(AC 0, MV 12, HD 9, hp 45 ea, THAC0 13, #ATT 1, D 2-12 or 13-15 or 1-8, SA Vorpal Discs, SD Damage Resistance, Spell Immunities, MR 50%, AL CN, SZ L, XP 10000 ea, Source: New Creature)
The aobai appear in bands of 1-12 and will attack intruders, as they have been imbued with a fierce territorialism. Their territory is generally a square mile or so per band, and they will rarely pursue beyond that range.
The Tower:
The tower of Flupnir is essentially a housing for the Gem of Power. It is designed also to be both a ward against intruders and a test for those seeking to take possession of the Gem, for surely any who are not strong enough and clever enough to find their way through the tower are not to be entrusted with the Gem!
The tower is, for all intents and purposes, Flupnir's brain. Yes that's right. Flupnir scooped out his brain, plopped it down on the island, and fashioned it into his tower. As such, the tower is shaped somewhat like a brain. It is hemispherical, with a crease down the centre from front to back dividing the brain into two halves (although, knowing Flupnir's proclivities, the passing resemblance to a human's bottomside is also likely to be anything but accidental). The tower is mauve in colour, but a close look at its outer walls shows strange wispy waves of colour swimming through the mauve. The tower feels metal, but is lukewarm to the touch and vibrates almost imperceptibly.
The tower cannot in any way be harmed by magic. Spells that attempt to affect the exterior or interior walls, floors, or ceilings of the tower have no effect and have a 25% chance of causing a wild magic surge. Teleportation, dimension door, plane travel, etc have no effect here. Divination spells of all sorts when cast merely evoke far off echoing laughter that can be heard by the divinatory spell caster. Similarly, spells that are designed to give hints or ideas to the party (such as the Idea Spell) evoke the same scornful laughter. Wish spells that attempt to duplicate any of the above spells get the same responses. Spells of the sphere of Law do not function here.
The layout of the tower is based upon the dungeon maps from the Role aids Adventure Module "Swordthrust", which adventure also uses a dungeon brain as its motif. I have included a copy of the relevant dungeon maps from that adventure. Many of the room descriptions and tricks and traps also come from the adventure module, though many have been altered.
All walls, floors, and ceilings of the tower are mauve in colour and similar in behaviour to the outer walls of the tower, though less thick. Unless noted, all rooms have 30' high ceilings. Halls have 20' high ceilings. Walls are smooth with no seams or joints. All doors in this tower are iris valves that can be opened by grasping a central knob and pushing up, down, left, or right. This will cause the iris to open slowly (10 seconds to open). Once open, it will stay open for 10 seconds and then begin to slowly close (taking another 10 seconds). If pressure is exerted on either side of a closing valve it will begin to open again; likewise if it encounters any obstacle to closing heavier than paper or a feather. Once shut it will remain closed until opened again.
Many of the creatures in the tower are supported by the magic of the tower itself. For example, the squealer in Room 4 on Level Two feeds on gibberlings that wander in, pears from the tree, sunflies that wander in, and, in a pinch, animals spontaneously generated from the chaos of the tower.
Fresh water is not a problem because, at odd intervals, the tower "sweats" fresh water that drips from the ceiling and sides and floors. This sweat can be gathered and is fresh, pure water.
Unless otherwise stated, all rooms are suffused with a soft dim yellow light that permeates the very air of the place. This light is enough to read or fight by, being equivalent to torchlight.
Note: It should be stressed that this tower is in no way representative of a normally sustainable ecosystem. It is far better to think of the place as a madman's private zoo and obstacle course.
Entry
The entryway into the tower can be found by approaching the base of the tower at its "front". There, set into the wall is a glowing blue block of crystal 15' square (it is also 15' deep, though this is not apparent from the outside). Etched into the face of the crystal, in Common tongue, is the word FAITH.
The crystal is actually set fairly high up on the "brain" of the tower, but most of the tower is buried beneath the ground, so to the party it will appear as if they are entering the bottom level of the tower.
The crystal is strangely magical. It will desolidify for any object that is not directly or indirectly connected to the ground. For example, a sword held in one's hand while standing on the ground will meet impervious crystal. However, a spear thrown at the crystal will pass right through.
What is required is, of course, a "leap of faith". The party can get a good running start and jump through the cube. Assuming they make it 15' (no small feat if encumbered or smaller than elf sized) they will pass through and into room 1. Should the person fall short, however, the crystal will materialize around them, forcing a save vs. death magic or die from the integration of crystals throughout the body. A successful save spares the victim for 1 round, after which another save vs death must be made. Such subsequent saves are made each round at -1 cumulative per round.
A caught victim may be saved easily, by simply introducing an object into the crystal that is free of the ground. This will desolidify the crystal and allow the victim a split second to leap off of the ground and try to make the end of the crystal. As long as an item not touching the ground is within the crystal, it remains unsolid. Thus, a person may also easily emerge by having a comrade levitate or fly into the cube and hover there while the victim extricates himself. Items that enter the crystal and touch the ground causing the cube to solidify on them must save vs disintegration or be destroyed.
For sticklers, the cube is only desolidified by objects larger than dust motes. Thus, random particles in the air and such do not desolidify the cube.
The cube cannot be opened from the inside. It is always completely solid and indestructible from the inside. Once in the party will not get out by that egress.
The entryway leads to Level Two.
Level One (no map is provided):
This level is the top of the tower, and represents Flupnir's more benevolent, joyful aspects. There is no map for this level. The roof rises 200' above the floor. A 20' wide crevasse separates the north and south sides of this level. In the middle of the cavern, on each side of the crevasse, are stairs leading down to the second level.
Interspersed throughout the level are thin concave pillars of crystal around which the inhabitants of this level build their nests, usually about 100' above the floor. The slick pillars are nearly impossible to climb.
Sunlight filters in (during the daytime, and less so due to the perpetual twilight now in effect) through what must be clear crystal panes set high on the top of the tower. However, anyone climbing or flying to the top of the tower from the outside will observe no such transparency (i.e. the transparency is only one-way).
Some 900 sunflies dwell here, for the most part flitting around in rapturous joy at being within the confines of their creator. They tend to sing and dance and weave and bob and generally act quite frivolously. They feed off of the sunlight and on small insects that somehow seem to find their way into this area. The sunflies breed rather prolifically, and wander down into the lower levels, providing food for many of the inhabitants here.
Sunflies [900] (AC 6, MV 3 fl 30[B], HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA Dazzle (blind those looking at the sunfly within 10', save vs spell or blind for 2D4 rounds), SD Sundance (12 or more may dance in a circle forming a double-strengthed protection from evil spell), know alignment, AL CG, XP 120 ea, Source: Planescape Monstrous Compendium 2)
The sunflies will generally ignore the party, though if they sense the party is of good heart they might dance and sing for them and perhaps buzz the party just to test their sense of humour and temper.
Level Two:

Room 1 - A Gruesome Sight
This room is bare except for a magical longsword (+2, +3 versus trolls - known as Trollbane) lying on the westernmost section of the floor. Protruding from the west wall 5 feet above the sword are the skeletal remains of a hand and upper arm. The arm is attached to a skeletal body that is propped against the northern wall of the entryway. This victim leapt into the entry cube but didn't quite make it far enough and was slain. His arm made it through, however, and he dropped the sword as he died. His body is now propped against the wall and so even when the cube desolidifies, the skeleton remains where it is. The party can desolidify the cube and pull the body out if they desire.
The portion of the body within the cube shows that the bones are half bone and half bluish crystal that integrated with the body. On the body is a damaged leather sack containing 30 gold coins dating from the early Antorian Empire. On the feet is a pair of Spider's Boots of Stealth (Encyclopedia Magica V1 pg 196). This body is of Spider, an ancient and very famous thief who is rumoured to have had truck with a strange demoness called Lolth. The boots act as slippers of spider climbing and if worn by a thief increase move silently and hide in shadows by 15%. In addition, a thief can move along natural webs at a rate of 6 and cannot be stuck in any kind of natural or magical web.
Room 2 - Dining Dolls
When approaching this room from either door, the party will hear high pitched laughter through the iris door.
In the middle of the room is a makeshift wooden table covered with the remains of a fairly fine dinner. Lining the north wall is a cabinet with fine china and utensils. Sitting around the table are 4 beings:
1. A cherubic female baby doll
carved of wood
2. A beat up stuffed teddy bear
3. A rag doll of a knight with a red beard
4. A wooden puppy dog figurine with a goofy face
Each of these is a doll golem. The first thing that will happen is the wooden dog will animate and run towards the party, barking. If it is attacked in any way it will be hostile. Otherwise, it will leap upon the party member with the best charisma and lick its face. Once done the golem is bonded to and under the control of that person forever.
The other three dolls will slowly turn their heads to observe what happens to the puppy dog. Once the dog has either licked or attacked, the other three dolls will attack.
The knight will grab the bear by the legs and whirl him around, flinging him at a party member. The cherub will simply pick up a fork and knife from the table and charge. The knight, after flinging the bear, will take its little metal sword, stick it through its own back so that the point protrudes from its stomach, and then leap at the party.
Doll Golems [4] (AC 4, MV 15, HD 10, hp 40 ea, THAC0 11, #ATT 1, D 3-18, SA Bite causes laughter (save vs spells or laugh on next round, unable to perform any action, victim takes 1D4 damage from spasms on the first round, 2D4 next and so on until death or dispel, on recovery victim suffers a -1 to attack and saves per round of laughter due to weakness which dissipates at +1 per round), Immune to most spells (warp wood act s as Slow spell, fire does half damage, Mending spell completely cures the golem), AL N, XP 6000 ea, Source: Monstrous Manual)
Room 3 - Supply Room
The iris door leading into this room has a black crystal set in the central door handle.
If anyone except a khaasta attempts to open the door, the crystal will do 2D6+2 of poison damage (save for half damage) from a strange, eerie black pulse from the crystal. A successful remove traps will avoid the trap. If the remove traps roll is made by more than 20%, the crystal is still functional and can be set in another door or chest. The crystal operates once per day and will function against anyone the attuner states. The attuner is he who holds and concentrates on the crystal for 1 turn before setting it.
Inside the room are 7 suits of khaasta bronze armour, 8 halberds, 6 battle axes, and food (strange meats) for 30 khaasta for 2 weeks. There is also a sack with 80gp in it. The gold pieces all have a smiling rabbit on one face and always land heads up, except for one coin which is actually a lock lurker.
Lock Lurker (AC 3, MV 9, HD 1+3, hp 7, THAC0 19, #ATT 1, D 1 (bite) or 6-9 (sting), SA Sting stuns less than man-sized creatures for 1-2 rounds, Venom (slow on first round, then a save vs poison which results in a single additional round of slow if successful, otherwise paralyzation for 1D6 hours, then 1D2 rounds of slow), AL N, XP 175, Source: Monstrous Compendium 1)
Room 4 - Surprise in a Pear Tree
Moss covers the entire floor of this room. A 30' tall pear tree grows from the centre of the room. Hidden within its branches is a squealer, which will attack anyone who approaches the tree. The party will likely hear the sound of a baby crying, voice mimicry by the squealer designed to draw the party into the room.
(AC 4, MV 9 cl 15, HD 10, hp 45, THAC0 11, #ATT 4, D 7-12 / 2-5 / 2-5 / 2-5, SA Drop for 5-20 damage, Hug if 2 arms hit doing 2D4 damage per round and victim loses Dex bonuses and -2 to attack rolls and must make a bend bars to escape, Attack with rear claws if hug for D4+1 each, Hold if third claw hits with same penalties as hug but no extra damage, Opponents get -2 to surprise rolls, SD Camouflage, AL N, XP 8000, Source: Monstrous Compendium 2)
Room 5 - Sunflies Don't Bother Me
A group of sunflies has made its way here inadvertently, by landing on iris valve centres opening them but then getting trapped inside.
The five sunflies will be grateful for being let out and escorted safely back to their level (Level One). Otherwise, they will follow the party hoping that they will lead them to safety.
Sunflies [5] (AC 6, MV 3 fl 30[B], HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA Dazzle (blind those looking at the sunfly within 10', save vs spell or blind for 2D4 rounds), SD Sundance (12 or more may dance in a circle forming a double-strengthed protection from evil spell), know alignment, AL CG, XP 120 ea, Source: Planescape Monstrous Compendium 2)
Room 6 - Glaurant's Hideaway
This room is usually empty, but there is a 30% chance that a deep glaurant is here munching on a sunfly.
Deep Glaurant (AC 4, MV 9 sw 9, glide 12 [E], HD 7, hp 32, THAC0 13, #ATT 3, D 2-8 / 2-8 / 1-4, SA Rake with rear claws for 2-8 each if all 3 of its normal attacks hit a victim, SD Darkness for one round every 3 rounds as the spell, AL CN, XP 2000, Source: Mystara Monstrous Compendium)
Room 7 - Slaadi Summoners
The walls of this chamber are scorched in vibrant reds, oranges, and muted yellows. A 20' x 30' crystal pillar stands in the western half of the room. In the eastern face of the pillar is a trapped a grey slaad. He is frozen in a posture of painful writhing. The slaad cannot be seen from any other side of the pillar, though the pillar itself appears completely translucent and empty from any other side besides the east.
Prone before the pillar are two chanting nagpa, which resemble dried, withered humans with the heads of vultures. They are dressed in magely robes and each carries a staff of strangely mixed wood and iron in its bony clutches. The nagpa can be seen through the pillar. They are presently engaged in a ritual to summon forth the slaad. They can be heard to be chanting for the slaad to come forth "to slay the human intruders who have entered their demesne". Obviously, this means the party.
Embedded in the southern side of the pillar, 1/2 inch deep, is a silver and ruby bracelet (worth 2100gp) which, upon close examination has strangely shaped edges almost as if they mimic the ends of jigsaw puzzle pieces. The bracelet is hinged at various intervals and can be opened at a clasp and rearranged into various configurations. The bracelet is one half of one piece of the Eternal Puzzle.
If the bracelet is removed (it takes 1D6 rounds of pulling), the slaad will burst from the pillar and attack for 2D12 rounds before fading away due to incomplete summoning.
Left alone, the nagpa will continue the summoning which will be completed in 2D4 turns. In such a case, the slaad will track the characters through the tower and attack then 1D12 turns after it is summoned.
If a person looks into the cavity left by the slaad, he will see the interiors of three other rooms. In the west is a view of room 25, in the east is room 17, and in the north is room 59. In fact, this pillar is a teleportation device to any of those rooms. The "window" can easily be chopped through to open a gateway to the corresponding room.
The nagpa will be immersed in their summoning and can be surprised by a careful party. Otherwise, they will attack fiercely, and then flee if things go badly. They are very embittered about their cursed status by Flupnir and their entrapment here.
Sounds of combat will draw the gibberlings from Room 8.
Nagpa 1 (AC 3, MV 12, HD 9, hp 39, THAC0 11, #ATT 1, D 1-8, SA Spells, Powers, SD Staff, MR 15%, AL CN, XP 3000, Source: Mystara Monstrous Compendium 2)
Powers (3/day):
Create Flames (flammable object within 60' bursts into flames and burns for 1D3 rounds, causing 2D6 damage per round to all within 5', save vs spell for half damage)
Paralysis (against lawful creatures for 1D4 rounds unless a save vs spell is made)
Corruption (nonliving object within 60' decay and rot after 1 round. Magical items are allowed a save vs acid to avoid the effect)
Darkness 15' radius (at spellcasting level)
Phantasmal Force (at spellcasting level)
Spells (at 9th level):
Chromatic Orb, Magic Missile, Shield, Grease, Levitate, Glitterdust, Melf's Acid Arrow, Dispel Magic, Lightning Bolt, Melf's Minute Meteors, Phantasmal Killer, Mordenkainen's Force Missiles, Tenser's Destructive Resonance
Staff (spell storing - 8th level of ability):
Wizard Lock, Reduce, Flaming Sphere
Nagpa 2 (AC 3, MV 12, HD 9, hp 39, THAC0 11, #ATT 1, D 1-8, SA Spells, Powers, SD Staff, MR 15%, AL CN, XP 3000, Source: Mystara Monstrous Compendium 2)
Powers (3/day):
Create Flames (flammable object within 60' bursts into flames and burns for 1D3 rounds, causing 2D6 damage per round to all within 5', save vs spell for half damage)
Paralysis (against lawful creatures for 1D4 rounds unless a save vs spell is made)
Corruption (nonliving object within 60' decay and rot after 1 round. Magical items are allowed a save vs acid to avoid the effect)
Darkness 15' radius (at spellcasting level)
Phantasmal Force (at spellcasting level)
Spells (at 11th level):
Magic Missile, Shield, Wall of Fog, Charm Person, Blur, Invisibility, Mirror Image, Blindness, Fireball, Minor Malison, Maximilian's Stony Grasp, Dispel Magic, Minor Spell Turning, Turn Pebble to Boulder, Wall of Fire, Feeblemind, Rusting Grasp
Staff (spell storing - 8th level of ability):
Detect Phase, Whispering Wind, Dispel Magic
Gray Slaad (AC -2, MV 12, HD 10+6, hp 53, THAC0 11, #ATT 3, D 4-10 / 4-10 / 2-16, SA Powers, SD Powers, +1 or better weapons to hit, MR 60%, AL CN, XP 15000, Source: Planescape Monstrous Compendium 1)
Powers (1/round):
Darkness 15' radius, Flame Strike, Infravision, Invisibility, Lightning Bolt, Power Word Blind (1/day), Symbol of Pain (1/day), Wind Walk
Room 8 - Summoners' Lair
This room is the Nagpa's lair. Broken furniture and tattered clothing form two large nests in which the nagpa sleep. Despite their power and intelligence, the nagpas' ancient curse forces them to live in bitter squalor. Each has his spellbook hidden within his nest. Assume each spellbook has the spells the nagpa normally carries plus Read Magic and Detect Magic. Wrapped in one of the nests in a wad of red rags are 3 potions of extra-healing.
Within the room are 12 captive gibberlings, charmed by the nagpa. These serve as servants or guards and will emerge to attack the party if they fight the nagpa in Room 7. They lair in a corner of the room on beds of sunfly wings and husks.
Gibberlings [12] (AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon bastard sword [Av 1D8/1D12 or 2D4/2D8 kd D8 or D10], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
The nagpa, as part of their curse, do not need to eat or drink. The gibberlings are fed by sunflies or the occasional khaasta, and at times they will brave the pear tree where the squealer lairs.
Room 9 - Statue of the Sages
A strange rumbling sound filters down the corridor. The noise seems to come from the mouth of a 12' tall statue standing in the centre of the room. The statue is of a robed sage and it is holding a real book.
The rumble is a form of speech so intense and concentrated that its vibrations can destroy anything in its direct path. The most intense area is 12' above the ground in the centre of the room. Any item thrust into the field of sound must save vs crushing blow or be destroyed.
The book held by the statue is real. To remove it requires a roll under Strength plus Dexterity on a D100. One attempt is allowed each round. 1D4 rounds after the first attempt or after the statue is in any way disturbed or threatened, the figure will move its head and speak directly at the intruders in a bizarre rumbling voice.
In the first round the victim must save vs paralysis or be stunned and unable to move for 1D4 round due to the bizarre concepts the statue is uttering. The statue will not move off of its pedestal or strike at the characters, but the vibrations of his voice can cause damage.
All persons still within the room after the statue has animated and spoken will be subjected to 1D4+1 points of damage from the sonic vibrations of the statue's voice per round.
Please note that these effects are generated by vibrations, and so even a deaf person is subject to this attack.
The statue can withstand 60 points of damage before it ceases speaking. A Silence spell will negate the vibration effects of the statue's speech as well. The statue has an AC of 5.
The cover of the book depicts many geometric shapes. The language is unfamiliar, but it appears to be a discourse on the various qualities of geometric shapes for use in magic. Anyone but a wizard reading the book will find it unintelligible, but a wizard will gain 10000 xp from studying it (which takes 3 weeks of generally undisturbed reading). If the wizard can understand the language (likely only with the help of magic the language is a long dead variant of Amorian spoken along the captured states of the Lost Kingdoms) then he gains double the xp. If the wizard is of the school of Geometry, he gains ten times the experience value(s).
10 - Cockatrice Lair
A dangerous bit of foolery from Flupnir's brain, this room is perpetually filled with floating feathers that reduce visibility to 2 feet. Two cockatrices will attack anyone who enters the room. These beasts are somehow not affected by the poor visibility. The feathers of these cockatrices have silver centers and the snake scales are pure platinum, belying the fact that these are actually creations of some sort. The full plucked feathers of each are worth 500 gp and the scales of each are worth 1000gp.
Fighting in the room is at -5 to hit due to the poor vision. If both cockatrices are killed, the feathers will stop swirling and a corridor behind the transparent southeast wall of the room can be seen. There is no door into the passage.
Unlike normal cockatrices, these do not turn their victims to stone they only appear to do so. Instead, when a victim is touched, he is paralyzed and an illusion is cast on him (a Spectral Force) so that the victim looks and feels like he has been turned to stone - his clothes, skin, and magic items all turn grey and hard. The paralyzation lasts 1D12 turns. A Dispel Magic will release the victim but a Stone to Flesh will not (much to the perverse pleasure of Flupnir).
Constructed Cockatrice [2](AC 3 (due to metallic feathers and scales), MV 6 fl18[C], HD 5, hp 23, 26, THAC0 15, #ATT 1, D 1-3, SA Faux petrifaction, AL N, XP 650 ea, Source: Monstrous Manual)
These cockatrices are magical beings and do not eat or drink or sleep.
11 - Stasis Field
A red crystal altar fits into an alcove in the west side of the room. The altar radiates a stasis field as marked on the map. The field is completely clear and without any shimmer or light distortion (though it does radiate magic and will show up on a Detect Invisibility spell but not a Detect Traps spell).
Trapped in the centre of the field, four feet above the ground and 5' inside the limit of the stasis effect is a silver sphere about 3" in diameter whose surface is pockmarked with strange, geometric indentations and rises.
If a person tries to place anything in the field (including a body part), he must save vs spell or it is held in stasis.
The victim must make another save to move something stuck in the field. If the save is made, the object will move 1 foot in the direction pushed, then another save must be made to continue moving. Moving through the field causes some stress and strain. A person moving through will suffer 1 point of damage each time he moves within the field. An object must save vs crushing blow at +5. If a person wearing objects is moving through, then assume the objects are safe unless they protrude out from the person wearing or carrying them, in which case they would need to save vs crushing blow at +5.
A character may continue to move an object until he fails a save. Then he must wait until the next round. If a Dispel Magic is cast at the altar it saves as a 15th level mage's spell. A dispelled field will return in 1 hour.
The deep glaurant (see room 6) often comes by here to see if any sunflies or other beings have trapped themselves within the field. Allow a 20% chance every 5 rounds that he pokes his head in if he has not already been slain
The floating sphere is actually a piece of the Eternal Puzzle. No amount of fiddling will fit it to any other piece until all the pieces are present. The sphere on close examination is seen to be comprised of 4 quarter spheres joined by some ingenious hinging mechanisms to the other quarter spheres, allowing the quarters to be swung around and shifted in some rather mind-bending ways.
12 - The Druid
This room and the areas 13-15 are the abode of an ancient kobold druid. He angered Flupnir by declaring that all faerie-folk who did not immediately embrace the druidic cause were anathema and must be driven from the forest. When some ingenious faeries got together they decided this druid must be removed, so they quested for many years and finally found a Wish stone. They maneuvered the druid into finding the stone and then, by guile, convinced him to make a very greedy very badly worded wish. For his troubles the druid was transported to the Isle. After a run-in with the aobai, the druid fled to the tower and passed the entry cube. Unfortunately for him, that meant no way out.
So he has holed himself up in this room, embittered and very very angry with Flupnir and the world. All he ever had to do to leave was change his demented views on faerie-kind, but he has not yet become enlightened.
The door to this room is secured by an 8th level wizard lock (from the staff of one of the nagpa from room 7). The nagpa do not like the druid and they occasionally fight, after which the nagpa punish the druid by locking him in his lair.
The room looks like a huge hanging garden with 13 flagstones ringing the centre. In the centre of the stones, beneath a large oak tree, is an ancient 6' tall kobold. He wears long robes of the druid sect and is talking to 13 gibberlings who are sitting on the stones. These gibberlings and the others in rooms 13, 14, and 16 are under the effects of the druid's Charm Person or Mammal spell.
The ground between the door and the circle of flagstones is covered by weeds that attack the party as 1 HD monsters, but ignoring AC (except for magical or dexterity based bonuses). A hit successfully ensnares the victim's feet.
Each square foot of weeds has 3 hp and is AC 9. It is easy to chop a way out but new sets of weeds will attack each time a person takes a step.
The weeds will serve to keep the party fairly occupied as the gibberlings prepare for attack. Before the gibberlings leave the flagstones, they will smear the soles of their feet with belladonna oil which they carry in pouches at their waist. The weeds recoil from the belladonna oil. While the gibberlings do this, the druid will welcome the party into the room, hoping to get as many ensnared in the grass as possible. He will then yell out in Common "It's a trick! It's a trick! He sent you to kill me!" and the druid and gibberlings will begin their attacks.
Garazon the druid is somewhat insane from his confinement and removal from the forces of nature, and he believes the party has been sent by Flupnir or the faeries to assassinate him or kill him. It might just be possible for the party to calm him down and convince him otherwise, but this is not very likely, as he will be attacking the party furiously and is not in a right frame of mind.
Garazon will throw Fire Seed pellets at the trapped characters (these are special permanent fire seeds and he cannot replace them once used, they can be thrown up to 40 yards and burst in a 10' radius, igniting combustible materials and causing 2D8 damage, anyone hit directly gets no save, others in the blast save vs spell for half damage). He has 20 such seeds in his pouch.
If Garazon is attacked, he will turn himself into an insect and hide in the tree. If he must he will fight with spells and his staff.
Any fighting in here will bring the other gibberlings from rooms 13 and 14 in 3 rounds. Those in room 16 will arrive in 6 rounds. All such will have smeared belladonna oil on their feet. It will also eventually bring the shambling mound from room 15 who will arrive in 9 rounds.
Garazon, Kobold Druid (AC 7, MV 13, CL Dr, LV 7, hp 37, THAC0 16, #ATT 1, D by weapon, Weapons quarterstaff [Fa 1D6/1D6 kd D10], Armour leather armour, 15 Dexterity, SD +2 save vs fire or electricity, ID plants, animals, and pure water, Pass through overgrown areas without a trace and at normal movement rate, Immune to woodland charms, Shapechange into a reptile, bird, or mammal 3/day curing 1D6x10% of his wounds, AL N, XP 3000)
Spells:
Obscurement, Bless, Cure Light Wounds, Strength of Stone, Darkness, Faerie Fire, Charm Person or Mammal (5% chance it has already been cast on a gibberling), Heat Metal, Barkskin, Warp Wood, Flame Blade, Protection from Fire, Dispel Magic, Meld into Stone, Protection from Lightning
Magic:
Staff of Plant Control (as Charm
Monster spell but only works on plants) with 16 charges left
2 healing potions
A scroll of Plant Control (as the potion)
Dust of Appearance in a beaker (4 uses)
A Potion of Delusion labelled in Kobold "Potion of Invulnerability"
Gibberlings [13](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1d8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
13 - Charmed Gibberling Lairs
In each of these small rooms are 10 gibberlings that are under the effect of the kobold druid's Charm Person or Mammal spell. These gibberlings generally remain under the sway of the spell for 2 months before gaining another save, though exceptionally bright ones might be able to attempt to break out after 1 month. As such, the average gibberling is under the druid's charm for a good 3.5 years or so.
There are crude sleeping pallets made of fur, feathers, and sunfly wings along with scraps of food and other junk strewn around the place. The gibberlings live off of fruit produced by the druid from the plants in room 12 and by sunflies they catch.
These gibberlings have belladonna oil in pouches to rub on their feet in case they need to enter room 12.
Gibberlings [10](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1d8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
14 - Walkway
Three mounted heavy crossbows are aimed at the crevasse through a hole in the north wall that overlooks the 20' wide crevasse between the two halves of Flupnir's brain. A 25' plank lies across the floor, which can be used to cross the crevasse in a pinch if not too much weight is placed upon it.
There are 4 charmed gibberlings here, guarding the passage between the two halves of the tower. These gibberlings have been trained to fire the 3 mounted heavy crossbows in times of need, though they only fire out over the crevasse.
There are 20 bolts for each crossbow.
Gibberlings [3](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
15 - Shambling Mound
This is the lair of a shambling mound, which is under the effects of the druid's staff in room 12. There is a pile of damp rotting weeds here to allow the mound to heal in 12 hours. It also means the mound might surprise intruders who find it in this room.
Shambling Mound (AC 0, MV 6, HD 11, hp 56, THAC0 9, #ATT 2, D 2-16 / 2-16, SA Silent (-3 to surprise in natural surroundings), Suffocate in 2D4 rounds if both arms hit (break free with a bend bars roll), SD Immune to blunt weapons, Half damage from other weapons, Immune to fire, Half or no damage from Cold, Lightning adds 1' and 1 HD for each attack, AL N, XP 9000, Source: Monstrous Compendium)
16 - Charmed Gibberling Lair
There are 16 charmed gibberling here in lairs similar to room 13, except that there are also 20 gibberling children here, whom the druid is breeding in the hopes of building an army to help him penetrate the other levels of the tower and one day find a way out.
Gibberlings [16](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
The children are all very young and do not fight.
17 - Lillendi
This room is a large dining hall outfitted in regal elven style. Four elegant elven tapestries hang from the wall (worth 200gp each). The table is set with cut crystal cups, plates and vases worth 900gp. The tiny, delicate utensils are made of mithril and are worth 6500gp.
A fancy cabinet stands against one wall, and within are 4 vials that contain Oil of Enchantment. These oils are only effective when rubbed upon a weapon. The oil lasts for 2D3 hours and gives any weapon an extra +1 for determining what creatures can be affected. A normal weapon becomes a +1 weapon, a +2 becomes a +3 and so forth. One vial can coat a single man-sized weapon, 2 daggers or darts, or 4 smaller weapons such as arrows and bolts.
In the room are 4 lillendi, two males and two females. They are in elvish form (which means they have used their polymorph self ability for the day).
These lillendi are honouring their service to Flupnir. In exchange for their immortality and magical powers, the lillendi agree that when their Silent Hour is approaching (the time when they agree to die), they must first serve a year in this place, guarding the tower from evil and testing prospective seekers of the Gem of Power.
When the party enters, they will see the lillendi engaged in a rather festive repast, enjoying each other's company and the good food and wine at their table. However, they will turn and look at the party with surprise. A female will say, "The Silent Hour is upon us". The other will nod and of a sudden their faces will change from expressions of merriment to a strange focused fury the likes of which the part has never before witnessed.
A male will turn to the party and say, "We have awaited thee. Defend thyself, for thou art to be tested" At that they will attack, turning into their true forms.
Lillend [4] (AC 3, MV 9 fl 27[C] sw 15, HD 7+14, hp 56, 57, 48, 44, THAC0 13, #ATT 2, D 2-12 and by weapon type, Weapons bastard sword +1/+3 vs humans (only works in the hands of lillendi) [Av 1D8/1D12 or 2D4/2D8 kd D8 or D10], Spells, Powers, Constriction (2D6 per round and weapon attacks at +1 to hit and damage against someone caught in the coils), SD Spells, Powers, +1 or better weapon to hit, Immune to poison, gases, normal fire, positive or negative energy, energy drain, musically based attacks, and all enchantment/charm spells, MR 25%, AL CN, XP 9000)
Powers:
Darkness 3/day
Hallucinatory Terrain 3/day
Knock 3/day
Light 3/day
Fire Charm 1/day
Otto's Irresistible Dance 1/day
Pass Plant 1/day
Polymorph Self (into humanlike form) 1/day
Speak with Animals 1/day
Speak with Plants 1/day
Transport via Plants 1/day
Influence reactions as a 7th level bard
Inspire allies (+1 to hit or +1 to saves or +2 to morale if 3
rounds of inspiring is done before the battle starts)
Determine history of item as 7th level bard
Spells (sung, have no somatic or material components):
Lillend 1 - Charm Person, Taunt, Spook, Tasha's Uncontrollable Hideous Laughter, Ray of Enfeeblement, Hold Person
Lillend 2 - Sleep, Taunt, Hypnotism, Scare, Forget, Monster Summoning I
Lillend 3 - Audible Glamer, Grease, Reduce, Mirror Image, Irritation, Gust of Wind
Lillend 4 - Charm Person, Shield, Colour Spray, Displace Self, Stinking Cloud, Lance of Disruption
The lillendi, if pressed, will retreat en masse to the revolving door (see below) in the hopes of emerging in a room other than room 17.
Rooms 17-20 are connected by a revolving chamber of crystal. It is entered through a crystal door and will not move until the door is closed again. A total of four man-sized people can fit within the chamber at one time.
When the door is closed, the revolving room will spin clockwise and open randomly after 3 revolutions. Roll 1D00:
01-12 = Room 19
13-30 = Room 20
31-60 = Room 18
61-00 = Room 17
When the chamber stops spinning, those within who are not used to the revolutions (the lillendi and bralani are used to it) must save vs poison or be queasy (adding 5 to initiative for the next 5 rounds).
Room 18 - Kitchen
This room is full of expensive food, most of it never before seen by mortal man, for it is provender of the Astral Plane and of the divine. A bralani eladrin is at work here, hacking up a side of meat. He appears as a stocky elf with broad shoulders and bright, silvery-white hair. His eyes are a rainbow of flickering colours.
This bralani was indebted to the lillendi on the Astral Plane and as payment has indentured himself to them as warrior and cook. He rails at his servitude, but is willing to honour his bargain, since it was a fair trade, though he has long forgotten what it was he got in the trade. The bralani is even more upset because the lillendi did not much like his previous meal of baked basilisk.
The bralani will not come into room 17 if a fight breaks out there. He will, however, attack any non-lillendi who enters his kitchen, especially while in his current foul mood. He is likely to start with a whirlwind which sends knives and forks, and pots and pans hurtling through the air and around the room.
Bralani Eladrin (AC 2[-2], MV 15 fl 30[A], HD 6+9, hp 45, THAC0 15, #ATT 1 or 2, D by weapon +4 or 1-10 / 1-10, Weapons scimitar [Av 1D8/1D8 kd D8], long composite bow with sheaf arrows [Av 2/r 8/16/34 1D8/1D8 kd D6], SA Whirlwind, Powers, +4 to hit with bows, SD hit by +1 or better weapons or cold-wrought iron weapons, Eladrin immunities, MR 35%, AL CG, XP 9000, Source: Planescape Monstrous Compendium 2)
Powers (at will unless stated otherwise):
Alter Self
Comprehend Languages
Cure Light Wounds
Detect Evil
Phantasmal Force
Blur
Charm Person
Control Weather
Cure Disease
Gust of Wind
Mirror Image
Wind Wall
Lightning Bolt (8D8 2/day)
Cure Serious Wounds (2/day)
Neutralize Poison (2/day)
Heal another person (1/week)
Whirlwind (AC -2 and 2 attacks for 1D10 each for 20' range in
5' diameter cone. Anyone within 20' of the whirlwind must save
vs paralyzation or attack at -2 due to stinging eyes. Any man-sized
or smaller creature that approaches within 5' must save vs paralyzation
or be swept off its feet and thrown 10-30 feet)
Immunities:
Cold (half)
Electricity (none)
Fire (half)
Gas (half)
Iron Weapon (double if cold iron)
Magic Missile (none)
The cupboards and larders in the room contain a bizarre plethora of exotic meats and vegetables, and these larders are connected to the Astral Plane and somehow restocked by entities unseen. Within the provender are three magical loaves of bread that heal 1D12 damage each, and four doses of a strange carbonated brew that tastes sweet and looks like syrup and will neutralize poison.
19 - Chained Centaur
This room is loaded with wooden debris - old planks, timbers, logs, etc. If the party examines the pieces, they can deduce that the room was once a stable. Piled up against the east wall is a thrown-together hut made from wooden boards and pieces. Inside is a centaur huddled on the ground. He will not attack unless threatened.
The centaur's name is Calaris, and at one time he was a powerful resident of this tower. However, his savage nature angered the lillendi, who locked him into this room (he cannot fit through the revolving door - he was brought in with a Reduce spell).
Calaris' savage nature comes from the fact that he has a curse laid upon his soul by Aghorrit and Flupnir for cowardice on an ancient field of battle when fighting against the Deceiver. In fact, Calaris was fairly instrumental in losing one of the key battles the elves fought in the Blanthil Forest.
Calaris loses his existence unless he is attacked. This is what caused him to act so savagely, for he needed to engage in fights to stay whole. The exact rate of Calaris' loss of existence is not really relevant to the scenario, but in general he must be attacked by a foe in anger at least once per week or he loses about 10% of his soul. If he loses all of his soul he perishes and winks out of existence forever.
Calaris is currently 80% gone and at times the edges of his body flicker and waver uncertainly. Each time Calaris is hit in combat he regains 10% of his soul.
Calaris will at first insult the party, hoping to goad them on. If that does not work, he will threaten them, and then finally he will simply attack. However, he will pull his punches, causing half damage, and the party will be able to tell this after a round or two. The centaur will become ecstatic as he fights, laughing each time he takes a blow and commending his attackers on a well-placed assault.
Once Calaris has been attacked for 8 rounds in physical combat, he will be whole again. Of a sudden he will stop and ask the party to stop and will then gladly explain his predicament. He hates the lillendi and will gladly join the party to attack them. He hates the eladrin as well.
If the party can help him escape past the revolving door (best way is with a Reduce spell or potion of diminution) and if the lillendi are defeated, Calaris will offer the party his 4 silver horseshoes. Each is worth 10gp and allows an equine to attack lycanthropes and other creatures affected by silver. In addition one of the horseshoes acts as a Luck Stone.
In reality Calaris is a Bariaur, a race of "high centaurs" that is extremely rare in present times, most having been slain by the Deceiver in the wars for Blanthil.
Bariaur (AC 6, MV 15, HD 7, hp 31, THAC0 13, #ATT 3, D 1-8 / 1-4 / 1-4, SA Charge (3-24 damage and 50% knockdown of opponent L or smaller), SD +1 to save vs spells, +2 on surprise rolls, MR 10%, AL CG, XP 2000, Source: Planescape Monstrous Compendium 1)
If befriended, Calaris will tell the party of the secret door behind his hut which is also too small for him.
20 - Bedroom
This is the bedroom of the lillendi and is appointed with furs and rare woods. Two beds dominate the place, and tapestries showing the creation of the world adorn the north wall. In the centre of the room are four divans surrounding a brazier.
The gold brazier is studded with precious stones and worth at least 5000gp. However, the brazier is magically trapped such that if lifted off of the floor it will turn into a huge giant snake which will attempt to attack first the person(s) lifting the brazier, and then anyone else it can reach.
Giant Snake (AC 5, MV 9, HD 10, hp 78, THAC0 11, #ATT 2, D 3-18 / 3-24, SA Constricts for 3-24 damage after a successful tail attack, AL N, XP 2000)
If killed the snake does not turn back into the bejeweled brazier.
21 - Lilliputian's Revenge
All along the floor of this room is a 8 inch thick layer of very finely powdered dust covered with what appears to be moss, small coloured blocks, and low shrubbery. There are wisps of white mist hovering about 8' above the ground.
When a person steps into the room, he will sink several inches into the powder. If someone examining the room makes a roll under his Intelligence, he will notice that the area is a miniature village with people barely 1/4 inch tall.
While walking through the room, the little villagers will feel an earthquake and will load catapults and siege engines to shoot the "giants". The hail of rocks and needles will do 1D4 damage to anyone in the room during the second round (save vs wands to avoid damage).
The entire village will fight as a level 1 Warrior for the first round of combat, a level 2 Warrior the second round, and as a level 3 Warrior thereafter.
By the third round the villagers will do 1D6 damage to any person in the room. On the fourth round they do 1D8. The village can fire volleys for 10 rounds before they exhaust their ammunition.
If the party does not walk on the ground, the villagers will not attack them, as they are used to the lillendi or sunflies flying over them on occasion.
The village was the victim of a reprisal by Flupnir against them when they decided to hunt down and kill all the Flupnir priests they could find in a 200-mile radius. They were very successful, urged on by a leader who had been the butt of a very humiliating prank and sought revenge upon the cult.
22 - Lair of the Eels
This room is home to a dharculus. The being hunts throughout the tower and sometimes the Isle. It arrived on the Isle by fluke chance through the Ether and now, due to the magics surrounding the Isle, cannot escape. The creature has chosen this place as its lair when it is not actively hunting, but it keeps its tentacles materialized in here just in case any passing prey should happen along.
The party will enter a seemingly empty room. The 6 tentacles will creep down from their starting position above the entryway from room 21 and when a few party members have passed into the room they will drop down, attacking with a -2 to the party's surprise roll. The tentacles will all attack a single person, hoping to draw prey into the Ether to face the body.
Those drawn into the Ether who slay the dharculus can use any of its flaccid tentacles as a lifeline to pull themselves back into the material plane. They must do this in 6 rounds before the tentacles fade.
Dharculus (AC 2, MV 9, HD 10, hp 59, THAC0 11, #ATT 6 or 1, D 1-4 x6 or 2-20, SD Ethereal Attack, AL CN, XP 3000, Source: Monstrous Compendium 4)
23 - Vacuum Packed Room
When the door to this room is opened, everything within 20' of the door must save vs wands or be sucked into the room and bounced against the far wall (suffering 3-18 damage). Otherwise he room is empty. The vacuum takes 2 hours with the doors closed to reform.
24 - Eternal Struggle Room
This room is magically darkened except for a single spotlight that comes from the ceiling and shines severely down to the centre of the floor of this room. Within the spotlight is a 5' diameter sphere of utter blackness. Two figures can be seen standing in the north and the south corners of the room.
The object in the centre is a Blackball, a free form of a sphere of annihilation. The two figures are khaasta wise ones. Both appear to be concentrating intently upon the blackball, even gesturing with their hands at it. Each is trying to move the globe towards his end of the room.
When they notice the party, one of the khaasta will cry, "He is destroying the world!" pointing to his opponent "Stop him before it is too late!"
The other khaasta will retort, "Leave, save yourselves before he has taken complete control!"
If the party attacks one of the khaasta, it will defend itself and, so distracted, the blackball will move towards the other khaasta.
Should the blackball reach either of the khaasta (which will happen in 6 rounds if one of the Khaasta is not concentrating on it) it will disintegrate him and then be free to roam the tower. The blackball can travel through the walls of the tower, though it leaves no hole or sign of its passing. The DM is then free to present the blackball as a wandering threat. It will follow any living beings within 60'.
Blackball (AC 10, MV 3, HD none, hp nil, THAC0 nil, #ATT 0, D nil, SA Disintegration, SD Disintegration, Immune to almost everything, AL N, XP 8000, Source: Mystara Monstrous Compendium)
Khaasta Wise One #1 (AC 5, MV 9, HD 3+3, hp 19, THAC0 17, #ATT 1 and 1, D by weapon +1 / 1-6, Weapons battle axe [Av 1D8/1D8 kd D10], SA Power, AL CN, XP 350, Source: Planescape Monstrous Compendium 2)
Power:
Create a globe of magical energy which explodes when it hits something doing 1D10 damage in a 10' diameter sphere. Range is 30' with no range penalties.
Khaasta Wise One #1 (AC 5, MV 9, HD 3+3, hp 18, THAC0 17, #ATT 1 and 1, D by weapon +1 / 1-6, Weapons heavy mace [Av 1D6+1/1D6 kd D10], SA Power, AL CN, XP 350, Source: Planescape Monstrous Compendium 2)
Power:
Split into 3 selves, each of which has full hit points.
25 - Self Portrait
When the door is opened, a hearty laugh will be heard. Within, sitting on a crystal throne in the northwest corner is a man made completely of flickering mauve skin. He has a long beard, long hair, and is somewhat bald. His eyes are slightly wall-eyed and seem to move each of their own accord. The man is idly tracing geometric figures into the dust on the arm of his throne.
The man will freely identify himself as Flupnir, but he will refuse to leave the room. He will attempt to discuss the inherent chaos and disorder in even the most perfect geometric shapes but will often stop his discourse, reach to his lap as if about to get something, notice there is nothing on his lap, mutter "I wonder where that went" and then continue his lecture.
If asked what he seeks, he will simply say, "oh merely an aid to my theories". If pressed he might reveal that this aid is a visual aid that would help him immensely.
Flupnir refers, of course, to the book of geometrics found in room 9, though he will never come right out and say so. If he is given the book he will whoop for joy, take the book, and begin to tear up the pages, muttering at how much rubbish geometry really is as he destroys this priceless work.
Should the party humour him, he will finish with the book, tossing the empty cover to the floor, and then say to the party:
The end is the beginning of the end of the beginning of the end and so forth. Because there is no definable anything to anything, all is chaos, and that, of course, makes for a perfectly ordered universe.
But your end, which is just beginning, or your beginning, which is about to end, shall resolve when you have gathered to you the five pieces of the Eternal Puzzle and then, with those pieces, created order from chaos so that you may unleash chaos upon the current order.
That is your task, and there is no escape from here until it be completed.
This figure is not actually Flupnir, or at least not any significant portion of him. It is merely a sliver of an avatar of the god.
In combat, the avatar can form his left hand into a pitchfork or trident-like shape.
Flupnir's Avatar (AC 6 (18 dexterity), MV 15, CL Ro, LV 8, hp 45, THAC0 17, #ATT 1, D 2-12, SD Immune to illusions, enchantments and charms, MR 50%, AL CN, XP 1400, Source: special)
26 - Guardroom
10 gibberlings are holding this area for the khaasta. One is under a curse from a khaasta wise man and is in the process of rotting away. Within three days he will be too far-gone to survive. He is currently incapable of fighting and will beg to be spared.
If the curse is removed (via a Remove Curse spell or a Cure Disease spell) he will tell the party that the khaasta fear a silver statue of a sunfly.
Gibberlings [9](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
27 - Isle of Steel
Murky marsh water fills the room to a 10-foot depth (and shallow pools extend into the corridor as well). Huge cypress trees draped in Spanish moss rest on floating islands. Along the west wall, a water-filled corridor winds to the north.
Characters may attempt to leap between the islands. Any roll on a D20 below dexterity means a successful leap between islands. Subtract from dexterity every armor-based armour class below AC 10. Also subtract 1 for each encumbrance category below lightly encumbered.
If a leap roll is missed, the character splashes into the water and must spend 1D4 rounds struggling back out of the water. The splashings will attract 3 gibbering mouthers hidden in the murky depths.
These horrors will gibber and spit and bite, and will seek to use their alter earth powers to melt the edges of islands (except for the central island) in order to deny the party platforms from which to fight.
Gibbering Mouthers [3] (AC 1, MV 3 sw6, HD 4+3, hp 23, 28, 27, THAC0 17, #ATT 6+, D 1 plus special, SA Gibbering (save vs spell within 60' or be confused [D8, 1 = wander for 1 round, 2-5 = stunned for 1 round, 6-7 = attack nearest living creature for 1 round, 8 = run in fear for 2 rounds]), Spit (bursts in a flare blinding for 1D3 rounds if a fail vs petrifaction is failed, blinded opponents may then be bit at +2 to hit and attack at a -4 penalty), Bite (each bite that hits by 2 or more means the mouth attaches, doing 1 point per round, when 3 mouths are attached victim must make a dexterity check each round or slip and fall, resulting in the mouther flowing over the victim and biting with 12 mouths at +4 to hit), Absorption (victim reaching -10 hit points is absorbed, giving the mouther another mouth and eyes and 1 hit point), Liquefy (liquefy ground and stone into quicksand in 5''radius which takes 30 seconds), AL N, XP 975 ea, Source: Monstrous Compendium 1)
The mouthers, should they hit with 3 mouths, will drag victims under, possibly causing drowning. Those who fail to break free of the mouths for a number of rounds equal to constitution will lose consciousness for 1D12 turns and those held under for another 6 rounds will die (swimming or endurance proficiencies can add D3 rounds each if successful).
Sitting on a large central island is a large cypress tree. Hanging from the tree is a large wind chime and a large silvery gong.
The wind chime is actually a single hollow cylinder about 1" in diameter and 2' long. Close examination reveals grooves winding around its length, and various sections of the cylinder can be turned. Since the grooves are not parallel to the ends of the cylinder, turning the sections alters the shape of the cylinder, bending it into all sorts of directions. The sections click when they turn like a ratchet, and each click marks where that section can be set into place. This is one of the pieces of the Eternal Puzzle.
The gong is not a gong. It is actually a living steel set here to guard the puzzle piece. The steel will not morph until a character comes onto the central island. It will then change shape (being AC 5 and subject to normal weapons during that round) into a metallic old man who resembles in shape the Flupnir avatar in room 25. This form will emit ringing metallic laughter and sing short, silly songs like:
Hack! Hack! Hack!
Here, you have a whack!
If it is skill you lack
I'll put you on your back!
All the while it will attack furiously. The living steel will not leave the island, and if attacked from range, it will morph into small cracks in the tree and wait for someone to come back into melee range. The tree itself is a normal tree except that it is immune to fire. All fire that contacts the tree changes into purple lilies.
Living Steel (AC -2[5], MV 12 sw in metal 36, HD 10, hp 68, THAC0 11, #ATT 2, D 1-10 / 1-10, SD Immune to fire and electricity attacks below 56 hit points (such fire attacks allow it to change form and attack in the same round), Lightning and fire that causes more than 55 hit points causes full damage and the steel must spend 2 rounds regaining pieces of itself blown apart by the attack, Cold slow movement and attacks in half and enable opponents to hit with normal weapons and cause double damage on attacks, Normally immune to weapons of under +2 enchantment, MR 20%, AL N, XP 5000, Source: Monstrous Compendium 1)
28 - Ant Wars
This room is filled with a sand dune that extends 20 feet below ground level. Competing for space in the room are three giant anthills spaced equally apart and each containing a different colour of giant ant. The lairs of these ants extend into the walls of the tower, but they are only 5' wide and 3' high.
The red and black colonies are engaged in a heated battle between their workers. The warrior ants merely stand around the mouth of the anthills and rebuff any attacks. If a given coloured ant is attacked by the party, then that colour's warriors will rush to attack the party.
The yellow ants are hauling the carcasses away into their lair, where their queen will gold plate them and bring them back to life as yellow ants. Her ability to resurrect dead ants can be extended to dead party members as well (as a Raise Dead spell cast by a 9th level priest), though they will have to break out of a golden cocoon. If a party member is killed in battle with the ants, he will also be carried away by the yellow ants.
There is no treasure in any of the lairs, but the gold queen can gold plate any object at the rate of 1 square foot per half hour (10gp per half hour).
If the queen is taken by greedy party members, all of the ants will break off their fighting and chores and attack the person carrying the queen ant. The queen ant weighs 7 pounds and must eat 5 pounds of suitable food (i.e. carrion, meant, etc.) per day to survive.
Black Ants: 30 workers, 15 warriors,
1 queen
Red Ants: 40 workers, 14 warriors, 1 queen
Yellow Ants: 20 workers, 18 warriors, 1 queen
Giant Worker Ants (AC 3, MV 18, HD 2, hp 10 ea, THAC0 16, #ATT 1, D 1-6, AL N, XP 35 ea, Source Monstrous Manual)
Giant Warrior Ants (AC 3, MV 18, HD 3, hp 17 each, THAC0 16, #ATT 2, D 2-8 / 3-12 (sting), AL N, XP 175 ea, Source: Monstrous Manual)
Giant Queen Ants (AC 3, MV 1, HD 10, hp 52 each, THAC0 nil, #ATT 0, D 0, SD Yellow queen may gold plate and raise dead, Al N, XP 175 ea, Source: Monstrous Manual)
29 - Silver Sunfly
Posed at the junction of four corridors is a seven foot long and 3 foot tall statue of a sunfly. It has no wings.
A close examination reveals that the wings have been broken off (they are on level 4). If the wings are returned to it and put in place, the statue will animate. The statue is impervious to all forms of attack by khaasta while animated.
The sunfly will sweep through this level, clearing out the khaasta and dropping them down the stairways - but not killing them. When the level is cleared (1D20 turns from animation), the statue will return to its post. The act of returning the wings is worth 1500 XP. The statue is worth 1000gp in silver.
Silver Sunfly Statue (AC 0, MV 12 fl 24[A], HD 10, hp 50, THAC0 11, #ATT 1, D 1-10, SD Immune to all attacks by Khaasta, MR 75%, AL N, XP 3000, Source: Special)
30 - Grab Bag (note, this room is erroneously not numbered on the map, it is halfway between areas 29 and 31)
Halfway up the corridor to room 31, the boggles have set up a little trap. Their slippery oil coats the floor here in a fairly large patch (each boggle contributes and replenishes it). Set near the patch, in the walls and floor, are small holes about 6' in diameter and about 3 inches deep.
Anyone treading on the oily area must make a dexterity check or slip and fall. A boggle watching from the turn in the passageway will signal to his fellows, who will then reach into small holes in their lair and use their dimensional portal ability to have their hands emerge from the holes near the party and grab items. Each boggle must make an attack versus AC 1 (instead of the normal AC 5 because the reaching boggles cannot directly see the party and must rely on directions from the single observing boggle). Items snatched will tend to be random, and will tend towards smaller items like pouches or wands and such, though sheathed swords are certainly possible.
To the party, it will appear as if slimy thin hands suddenly reach out of holes in the walls and floor and grasp at the fallen victim(s). Each victim will be subject to D3 grabs per round, with a limit of 6 grabs per round in total (one for each boggle making such an attempt).
31 - Boggle Barracks
This room is empty except for seven boggles playing diamond back (an obscure card game) around a table near the northern wall. They have a total of 15gp. The cards are ivory and beautifully illuminated and worth 300gp. All items are slick with boggle juices.
The boggles, assuming they are alerted to the party's approach by someone slipping and falling in area 30, are ready for an attack. Two of them will be seated at the table playing cards while the remainder use their spider climb ability to hang from the ceiling and leap down on the party.
If things go badly, the boggles will use their oil to stop pursuit and then hound the party using their dimensional portal ability.
These boggles are guards for the khaasta.
Boggles [7] (AC 5, MV 9, HD 4+3, hp 19, 24, 19, 21, 23, 20, 21, THAC0 17, #ATT 3, D 1-4 / 1-4 / 1-4, SA Rake with hind claws if both front claws hit, SD Resist fire (save at +3 and take half or quarter damage), Dimensional Portal (jump or reach through a frame and appear from another frame within 30 yards, -1 per die of damage from weapons due to resilient hides, Slippery oil (difficult to grab, make a dexterity roll or fall for one round), AL CN, XP 270 ea, Source: Monstrous Manual 2)
32 - Specimen Chamber
The corridor between rooms 33 and 34 is festooned with hundreds of razor sharp, needle pointed spikes that protrude from both walls and ceiling. The floor is covered with a slippery film of boggle oil.
Each round a person is in the area, he must make a dexterity check or he will stumble and one of the spikes will pierce his armour, causing a small scratch. When a spike draws that small tissue and blood sample, it retracts into the wall.
33 - Vikerra's Class
Every stool, table, and bench in this chamber is filled with scrolls pertaining to necromantic knowledge (worth 5000gp and 3000 XP to a wizard who studies them for several weeks, a necromancer gains ten times that amount of experience). There are 3 partly dissected gibberlings on a table against the wall. Around them, an eight-foot tall khaasta wearing necromantic robes is teaching two smaller khaasta the necromantic arts. The large khaasta is the necromancer Vikerra, and he will attack immediately in the midst of his lecture once the party appears (with such speed and fury that he gains a +1 bonus to his initiative roll).
Any player who was nicked while walking down the corridor (see room 32) can be fully affected by Vikerra's voodoo magic. Otherwise, his magic is treated as a Phantasmal Force spell.
In the ensuing fight, if he takes more than half of his hit points as damage, Vikerra will try to flee into the rear passageway hidden behind a cabinet (the cabinet has a sliding back panel). The other khaasta will cover his retreat and the three partially dissected gibberlings will come to life as zombies when he flees.
Zombies [3] (AC 8, MV 6, HD 2, hp 8, 9, 12, THAC0 19, #ATT 1, D 1-8, SD Undead Immunities, Strike last in the round, AL N, XP 65 ea, Source: Monstrous Manual)
Khaasta [2] (AC 5, MV 9, HD 3+3, hp 20, 19, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon halberd [Sl 1D10/2D6 kd D12], AL CN(E), XP 175 ea, Source: Planescape Compendium 2)
Vikerra [Khaasta Wise One] (AC 5, MV 9, HD 7, hp 32, THAC0 13, #ATT 2, D by weapon [+1 to hit and damage for strength] and 1-8, SA Magic, Spells, AL CN(E), XP 420, Source: Planescape Compendium 2)
Spells: Chill Touch, Corpse Visage, Ray of Fatigue, Shield, Choke, Ghoul Touch, Spectral Hand, Pain Touch, Vampiric Touch
Magic:
Voodoo Doll - a small Khaasta shaped doll that casts the following spells up to 360' away. Each spell can be cast only once per day and with the following charge costs: Curse (1), Cause Blindness (3), Cause Critical Wounds (5), Sanctuary (1). The doll has 30 charges and must have a sample from the body of the victim within it before it will cast the spell (otherwise, the spell is actually cast as a Phantasmal Force and still uses the charges).
Vikerra gets samples by way of the magic needles in area 32. Samples are drawn into the needles and then magically appear inside the doll as long as the doll is within 500 yards of the needles.
Vikerra's spellbook is small, and holds only the spells he knows plus Read Magic and Detect Magic.
34 - Barbed Devil
The walls, floor, and ceiling of this room are streaked with vibrant reds, oranges, and muted yellows concentrated around a 20' diameter square pillar of crystal. Imbedded in the south face of the pillar is a jewelled necklace worth 1500gp.
Seemingly trapped within the pillar is a cornugon baatezu. The baatezu can only be seen in the north face of the pillar. The interior of this pillar functions as a teleport device exactly as room 7 except that this room's teleport mechanism opens to rooms 25, 11, and 5.
Prostrate on the ground are 5 khaasta warriors and 1 khaasta wise one. They will fight the party on sight.
The khaasta are worshipping the being in the pillar, but they are not attempting to summon it forth as the nagpa were doing with the slaad in room 7. The khaasta fear the baatezu and periodically worship it on the off chance that should it be released it will not kill them.
The baatezu will emerge from the crystal if the necklace is taken (this takes 1D6 rounds to remove from the pillar). It will fight for 1D12 rounds before fading back to the Astral plane.
Cornugon Baatezu (AC -2, MV 9 fl18[C], HD 10, hp 56, THAC0 11, #ATT 4 or 1 plus weapon, D 1-4 / 1-4 / 1-4+1 / 1-3 or 1-3 plus weapon +6 for strength, Weapon barbed whip [Sl 1D6/1D6 save vs paralyzation or be stunned for 1D4 rounds], SA Powers, Fear (5' radius, save vs wand or flee for 1D6 rounds), SD +2 weapons to hit, regenerate 2 hp per round, MR 50%, AL LE, XP 10000; Source Planescape Compendium 1)
Powers:
Advanced Illusion
Animate Dead
Charm Person
Infravision
Know Alignment
Suggestion
Teleport without Error (1/day)
Detect Magic
ESP
Lightning Bolt (3/day)
Produce Flame
Pyrotechnics
Wall of Fire (1/day)
Khaasta [5] (AC 2, MV 9, HD 3+3, hp 20, 19, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon halberd [Sl 1D10/2D6 kd D12], AL CN(E), XP 175 ea, Source: Planescape Compendium 2)
Khaasta Wise One (AC 5, MV 9, HD 7, hp 32, THAC0 13, #ATT 2, D by weapon [+1 to hit and damage for strength] and 1-8, SA Power, AL CN(E), XP 420, Source: Planescape Compendium 2)
Power:
Spiritual Hammer (as a 10th level priest) 3 times per day without having to concentrate
Magic:
Scroll with Remove Curse on it at 12th level of ability
35 - Large Slug
When the party opens the door here they will see a landscape as if they had opened a door to another world. A sky above them will be gloomy and filled with rain clouds. Lightning can be seen flashing amongst the thunderheads.
A four inch layer of mud covers the floor, cutting movement in half. Across the room, against the west wall, is a sturdy wooden shelter containing a metal table.
Tied to the table is a sunfly who is being cruelly tortured by 3 khaasta. The khaasta are evidently enjoying the sunfly's agonized piping screams.
Spread along the floor of the table are various instruments of torture.
Hanging from a hook is a large slug (not the standard sized giant slug, this one is about 4 feet long) which is likewise being tortured with liberal doses of salt. The slug (whose name is unpronounceable in Common) is very intelligent and, if freed, will tell the party that one of the Eternal Puzzle pieces is held by a being of metal in a room with islands amidst water (room 27). He will also warn the party to flee the gibberlings until they find the black stools that will preserve them.
The slug's magical brain is exposed to the outside and is clearly made of gold. The solid gold brain is worth 1000gp. If taken from the Slug (which kills him) it allows the holder to Speak with Animals (per the spell as an 8th level priest) 2/day.
Khaasta Torturers [5] (AC 5, MV 9, HD 3+3, hp 18, 16, 17, 19, 22, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon sickle [Fa 1D4+1/1D4 kd D4], AL CN(E), XP 175 ea, Source: Planescape Compendium 2)
Sunfly [1] (AC 6, MV 3 fl 30[B], HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA Dazzle (blind those looking at the sunfly within 10', save vs spell or blind for 2D4 rounds), SD Sundance (12 or more may dance in a circle forming a double-strengthed protection from evil spell), know alignment, AL CG, XP 120 ea, Source: Planescape Monstrous Compendium 2)
Giant Slug (AC 8, MV 6, HD 2+2, hp 17, THAC0 17, #ATT 1, D 1-4, SA Drain blood for 1D12 per round once a victim is bitten, SD Cure light wounds 2/day, Speak with Animals 2/day, AL CG, XP 65; Source: Special)
36 - Chained Statue
In the centre of this room is a statue covered in cobwebs. The 12' tall marble statue is of a man in a smock surrounded with marble paintbrushes, a palette, and canvas. He is bound head to foot in chains of blackish crystal. Next to him is a book entitled 'The One True Path to Understanding Aesthetics". If the crystal chains are broken (it isn't that difficult to do), the statue will slowly animate and begin to paint (though nothing will appear on the canvas). Runes will appear at the base of the statue which read "Do as you will" in Common.
The book is non-magical and not worth experience points but it is a fascinating and well-written study of chaos in art.
37 - Gibberling Coven
Within this mess of a room, which is littered with gibberling husks and bones and piles of furs and sunfly wings dwell the progenitors of all of the gibberlings in the tower, three brood gibberlings.
These nasty creatures will leap to attack any party members who enter the room. In addition, if there is a fight outside the door (in room 38), they will open their door and spit at party members, then closing the door and waiting 4 rounds to spit again. They will time the opening and closing of the door to coincide exactly with their spits.
18 gibberlings also lair here, guards and playthings of their brood masters.
Gibberlings [18](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
Brood Gibberlings [3] (AC 8, MV 12, HD 4+2, hp 26, 23, 24, THAC0 16, #ATT 1 + special, SA Gibberslug (bite has a 50% chance of injecting a slug, or a slug may be spit once per 4 rounds as a thrown dagger at the start of the melee round in addition to performing other actions, victim must save vs death or the slug penetrates the skin, flame applied within 1 round kills the slug and causes 1D4 damage, ingestion of a special mushroom known as darkscape kills a slug, otherwise victim suffers 1D4 damage per round from burrowing toward the brain, reaching the brain in 1D6+5 rounds, at which time victim drops into a sleep and emerges as a gibberling in 1D20+4 hours), AL CN, XP 950 ea; Source: Monstrous Compendium 4)
38 - Gibberling Hallway
A mass of 28 gibberlings dwells here, awaiting command from their brood masters in room 37. They will attack anyone entering the hallway. The hallway is littered with husks and bedding and debris from these creatures.
Gibberlings [28](AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
39 - Black Stools
Outside this room, two sunflies are brushing away footprints of blood from the floor with their wings.
Within the room is a flight of stairs going down and to the north and south are alcoves strewn with bat guano and containing mushrooms.
To the north are red caps with white speckles. These are changestools, and there are 24 of them in the alcove. Eating a changestool alters characteristics. The first time a person eats a changestool, a random characteristic is affected. The affected characteristic will increase by 1 point half the time and decrease by 1 point half the time. Fighters with exceptional strength lose or gain 10 percentiles. Racial maximums do not apply to these mushrooms, though no characteristic may increase beyond 25. Any reduced to zero results in death to the character (and requires a Wish to restore life). The next time that person eats a changestool, a random characteristic is either added or subtracted by a measure of 2 points. The third time, by 3 points, and so forth. There is no limit to this, other than the eventual death that is likely to come over a person who consumes too many such mushrooms.
To the south are 12 inky black toadstools. These are darkscapes, and they have one use to kill burrowing gibberslugs (see room 37). Anyone ingesting one who is not infected with gibberslugs merely feels a thrill of tingling energy surging through his body.
40 - Soul Gem
The walls of this room are painted bright colours that twist and swirl, depicting scenes from gnomish life. At the centre of the room is a gnome wearing chainmail. He is standing on his backpack holding a five-inch diameter glowing diamond.
The gnome will pay no attention to anyone who touches him or attempts to speak to him. If he is jostled, there is a 20% chance he will fall over, leaving the gem suspended 5' in the air. If the gnome falls, the patterns on the walls will fade to the normal mauve colours in 2D10 rounds and the gnome will become conscious after that time.
The gnome, once he has been removed from contact with the gem, will complain of feeling "empty". He cannot remember his name or anything else. All his memories have been wiped clean. He is also slowly dying. He will ask to be allowed to hold the gem again. If not reattached to the gem he will die in 10 rounds after he wakes up.
Anyone touching the gem must save vs spells at -3 or become stuck to the gem. His soul will be sucked into the gem, whereupon his life will be abstractly depicted upon the walls.
If contact with the gem is broken, the victim's memories will fade away into nothingness and he will die.
Only a Remove Curse or Limited Wish or a Wish spell will retrieve a victim's soul. The victim can be awakened without magical aid, but he must remain in contact with the gem or die in 5 hours. The gem can be moved from the room (though it will lose its ability to float in the air). If destroyed while containing a character's soul, that person will suffer an agonizing and irretrievable death.
The gnome does not know if the gem can be safely removed from the room and does not want to even try it. If the curse is removed and the gnome's soul is returned, the gnome will gladly serve the party in gratitude.
The gnome still has no memory of his prior existence, and so has no way to know how he got here. His abilities seem to be intact though, and he obviously knows how to speak.
Gnome (AC 4[3] (15 dexterity), MV 6, CL Wa/Ro, LV 4/5, hp 40 (16 constitution), THAC0 17, #ATT 3/2, D by weapon, Weapon war hammer [Fa 1/r 2/4/6 1D4+1/1D4 kd D8], Armour chainmail, SA Backstab for x3 damage, Specialized in war hammer [+1 to hit +2 damage], SD Specialized in 1H fighting style, Thief Abilities PP35 OL45 FRT45 MS45 HS40 DN45 CW45 RL20, AL CG)
He has all of the racial abilities of gnomes.
His backpack contains thieves' tools, rations, a water skin, a lantern, 3 vials of oil, a silver mirror, 4 iron spikes, a 50' coil of silk rope, a heavy lead ball 2" in diameter, a potion of healing, a potion of hill giant control and a pouch with 65gp.
His war hammer is a war hammer +1.
41 - Boggle Den
This room and all other boggle dens in this part of the tower can only be entered through tunnels 3' wide by 4' high. The rooms themselves are only 5' high. Man-sized or larger beings in these tunnels will suffer -5 to hit, increase their AC by 2, and suffer a 2 penalty to their initiative rolls. They may also only move at half speed.
Within this den, coated with boggle oil and crude pallets and messy debris are 6 boggles.
Boggles [6] (AC 5, MV 9, HD 4+3, hp 19, 24, 19, 21, 23, 20, THAC0 17, #ATT 3, D 1-4 / 1-4 / 1-4, SA Rake with hind claws if both front claws hit, SD Resist fire (save at +3 and take half or quarter damage), Dimensional Portal (jump or reach through a frame and appear from another frame within 30 yards, -1 per die of damage from weapons due to resilient hides, Slippery oil (difficult to grab, make a dexterity roll or fall for one round), AL CN, XP 270 ea, Source: Monstrous Manual 2)
These boggles serve the necromancer and the other khaasta and are often used to raid enemies.
42 - Boggle Chapel
There are 5 boggles here sitting in a circle with a censor in the centre which is burning Incense of Meditation. The boggles cannot actually benefit from the magic of the incense, but that does not seem to bother them much. The censor in which the incense is burning is magical. It is attached to the floor and cannot be removed without destroying its magic. All of the boggles are under the effects of a Sanctuary spell while within the haze of incense burned by this censor. Anyone who successfully attacks one of the boggles will cause the incense inside the censor to explode in flame and attack the attacker like a Flame Strike spell.
This will burn up the incense within the censor. As the incense snuffs out and the flames clear, the boggles will spring to their feet, irritated and ready to fight.
If the party instead simply extinguishes the incense, then the censor cannot flame and the boggles will not awaken from their meditations for 1D12 turns unless attacked (all will awake if any one of them is attacked). There will be no Sanctuary effect once the incense is snuffed.
Amid the boggles are 5 other blocks of Incense of Meditation.
Boggles [5] (AC 5, MV 9, HD 4+3, hp 19, 24, 19, 21, 23, THAC0 17, #ATT 3, D 1-4 / 1-4 / 1-4, SA Rake with hind claws if both front claws hit, SD Resist fire (save at +3 and take half or quarter damage), Dimensional Portal (jump or reach through a frame and appear from another frame within 30 yards, -1 per die of damage from weapons due to resilient hides, Slippery oil (difficult to grab, make a dexterity roll or fall for one round), AL CN, XP 270 ea, Source: Monstrous Manual 2)
43 - Boggle Crossing
This room has a 25' plank on the ground, which can be used to cross the central crevasse. A single boggle dwells here, and if he detects trouble coming, he will almost certainly oil up the plank so that anyone using it to cross will hit a slippery spot in the centre and have a chance to plummet into the crevasse.
Boggle (AC 5, MV 9, HD 4+3, hp 19, THAC0 17, #ATT 3, D 1-4 / 1-4 / 1-4, SA Rake with hind claws if both front claws hit, SD Resist fire (save at +3 and take half or quarter damage), Dimensional Portal (jump or reach through a frame and appear from another frame within 30 yards, -1 per die of damage from weapons due to resilient hides, Slippery oil (difficult to grab, make a dexterity roll or fall for one round), AL CN, XP 270, Source: Monstrous Manual 2)
44 - Spider God
Flupnir has designed this room to foreshadow the path the party must eventually take once they retrieve the Gem of Power (i.e. to gain victory by confronting the minions of Lolth).
As the party attempts to touch the knob to the door to this room, a soft voice will say:
Herein shall you gain a taste of your destiny to come. In the heart of blackest danger is the key to salvation and redemption.
In this room, a 10' stone statue of a spider hangs from a thin rope in the center of the room. The spider's mouth is open and hidden within is a Rod of Resurrection with 4 charges left. If a hand is stuck into the mouth or if the rod is disturbed in any way, the statue will come to life and attack. The statue, once animated, changes form into a Bebilith.
Bebilith (AC -5, MV 9 wb 18, HD 12, hp 71, THAC0 9, #ATT 3, D 2-8 / 2-8 / 2-12, SA Armor destruction (1D6, 1-2 = shield, 3-6 = armour, items are ruined 40% of the time, -10% for each plus of magic, Poison bite (save vs poison at -2 or die in 1D4 rounds, if a poisoned body is not Blessed within 1 turn of death the corpse bursts into flames and turns to ashes and may only be raised by a Resurrection spell.), SD +2 or better weapon to hit, Permanent protection from good or evil, Webs (20' cube in volume emanating from the bebilith, no more than 60' away from the bebilith, acts like a Web spell but is permanent and fire has only a 25% chance per round to burn the web, MR 50%, AL CE, XP 13000, Source: Planescape Compendium 1)
Note: The bebilith cannot use its Plane Shift ability on this Isle.
Of course, the party is under no compulsion to try and get the rod. This is merely a bit of fore shadowing by Flupnir and another test.
45 - White Apes
This cavernous area is illuminated by a sun high above the crystal roof (this is a permanent illusion). Five foot tall grass covers the ground, waving in the warm dry breeze that seems to emanate from nowhere and everywhere. Interspersed throughout are berry bushes, edible roots, and grasses.
Those listening carefully will hear the sound of stone grinding on stone emanating form the centre of the room. The noise is caused by white apes grinding primitive stone knives. Three females are foraging nearby for roots and berries. Upon noticing the party, the apes will give shrill screams and charge to the attack, wielding their axes.
Carnivorous Apes [8] (AC 6, MV 12 [9 in trees], HD 5, hp 14, 16, 19, 14, 27, THAC0 15, #ATT 3, D 1-4+2 / 1-4+2 / 1-8, SA +2 to initiative on first round of melee, +1 to hit, SD see below, AL N, XP 175 ea)
The berries that grow here are suffused with wild magic, and the apes have eaten these berries for some time. This has resulted in their white colour, their increased intelligence, and the annoying ability to emit a wild surge every time they are hit for damage in combat or by spell.
Anyone else eating of the berries will simply notice a strange tickling in his hand as he holds the berry and in his throat as he swallows the berry and in his stomach as he digests the berry. Should the Maug Child of Orcus (from The Final Tower scenario) eat a berry, he may very well grow a bit.
46 - Wizshade
A wizshade haunts this room. This wizshade considers itself to be the foremost magician in the world, and will seek to prove it to the party. It will form as the party enters the room, its phlogiston vortex opening up to reveal a wizardly male form. The form will state:
Ah so, you have certainly proven yourselves to be great warriors yes, having come so far into the maw of Flupnir, but now you must prove your worth in magicks. I challenge thee to a duel of spells!
And with that it will attack.
The wizshade, once summoned, will pursue the party all along the hallway and into room 45. It will not enter room 47, but will wait for the party, hovering just out of sight of the door to room 47 (and the same with the door to room 44).
The wizshade, if attacked physically, will complain incessantly:
No! No! This is a duel of spellcraft, not weapons you lunkheads! How gouache! How trollish! Step back if you are too dumb to weave real magicks! Let the geniuses duel will you?
If attacked seriously in physical combat, the wizshade will begin to turn its spells towards the melee-er instead of other spellcasters.
Wizshade (AC 0, MV 12 fl 24[C], HD 10, hp 53, THAC0 nil, #ATT special, D nil, SA Random spellcasting, SD Immune to normal weapons, Successful spells have a special effect, Retreats from the material plane if more than 70 damage is taken from a single spell, Save as a 10th level wizard, MR 25% (plus special if successful), AL: CN, XP 13000, Source: Monstrous Compendium 2)
Powers:
Cast wizard spells as instantaneous effect magicks requiring only the final somatic gestures for casting. Each round roll a D10 to determine the level of the spell the shade may cast (reroll on a 10). Then roll a D 20 and refer to the schools of magic charts in the back of Players Option: Spells & Magic. Randomly choose one of the spells from that school of that level. The shade casts this spell. It cannot cast spells at itself.
Any spell or magical attack successfully cast on the shade does no damage, but eliminates the equivalent spell level from its use. The shade checks morale at each loss of a spell level [morale is 15] and vanishes back into the vortex and departs if failed.
If the shade's magic resistance succeeds against any magical attack, it captures the attack's energy and suffers no spell level loss. Instead, roll 1D10. If the result is a spell level previously closed to the shade, it regains the use of that spell level in future rounds.
47 - Self Portrait 2
Like room 25, this room is contains an avatar of Flupnir (see room 25 for description and statistics). This avatar is idly sketching abstract artistic forms in the dust. If the party befriends him, he will attempt to discuss the aesthetics of the forms he has drawn. If the party gives him the art book from room 36, he will begin to read it, then snort and fling it away in disgust, saying "Bah! Can one true path be the secret to art?"
If the party tells him the saying on the Runes on the statue's base in room 36 (i.e. "Do as you will"), he will cheer up considerably, nodding in understanding. He will be extremely grateful, as if this simple saying was of profound consequence, and will reveal that there is a throne room on the level below that spans the division in the middle of the tower and that this throne gives insight into the solving of puzzles.
Level Three:

Before the party enters this level (while they are on the stairs) they can hear the clash of arms and the cry of hurt creatures. A trumpet and a charge call in some unknown language will be heard.
The entire third level is used to play out the conflict between good and evil, law and chaos occurring in the mind of Flupnir. These warring ideals meet in an ongoing battle in room 48.
Good creatures and evil creatures constantly stalk each other in labyrinths on either side of the central battle room seeking to kill one creature from the opposite side. Once a kill is made, the creature has won the right to enter the central battle area. In a sense, this level is Flupnir's perception of the Eternal Battle, a mythic concept. It also represents the conflicting impulses inherent in the Trickster, doer of evil and good, causer of laughter and grief, harasser and healer, etc. The god works out his conflicts here.
Encountering creatures on this level can be problematic because everyone is jumpy and on the hunt and even the most good or cautious or shy creature is likely to shoot first and ask questions later.
48 - The Arena
This room is a huge battlefield filled with an undispellable fog. The mauve fog reduces visibility to 50'. The room is lit by a light from overhead not strong enough to adversely affect creatures used to darkness.
Many dead bodies will be encountered, while sunflies and khaasta toil to drag away the fallen creatures. None of the creatures has any treasure.
Every warrior in the room will be uninterested in fighting the party, as they are obviously not constructs of memory from the mind of Flupnir. If any of the party attack any of them, they will fight back. This is a quick and foolish way for someone to die. The total number of creatures fighting here is endless and nothing the party does will affect the general quality of the place for longer than 1D12 rounds.
For every round spent in this room, roll on the chart below with a D20:
1 = A 6D6 Fireball hits the party
2 = A 5D6 Lightning Bolt hits the party
3 = A Hold Person hits the party as if from a 9th level wizard
4-12 = Nothing happens
13 = A unicorn races past the group with a nixie on its back (or some other strange creature of good races by)
14 = The party hears a trumpet call and the clash of arms, but when they reach that spot, only three dead humans lay on the ground
15 = 1D6 gargoyles attack the party (AC 5, MV 9 fl 15[C], HD 4+4, hp 22 ea, THAC0 15, #ATT 4, D 1-3 / 1-3 / 1-6 / 1-4, SD +1 or better weapon to hit, AL CE, XP 420 ea, Source: Monstrous Manual)
16 = A random party member is attacked by a wyvern. If struck, the character is swept up and above the group. There is a 25% chance the wyvern will crash into a wall and drop the character (3D6 damage from the fall). The wyvern will not sting (AC 3, MV 6 fl 24[E], HD 7+7, hp 35, THAC0 13, #ATT 2, D 2-16 / 1-6, SA Poison (save vs poison or die, if save suffer 1D6 damage), AL N(E), XP 1400, Source: Monstrous Manual)
17 = The party sees a pair of red glowing eyes in the fog. All characters must save vs paralyzation or be struck stunned with fright for 3D4 rounds.
18 = 1D10 Sunflies clearing bodies away (they tug in a group at the body or lone ones pick up body parts) (AC 6, MV 3 fl 30[B], HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA Dazzle (blind those looking at the sunfly within 10', save vs spell or blind for 2D4 rounds), SD Sundance (12 or more may dance in a circle forming a double-strengthed protection from evil spell), know alignment, AL CG, XP 120 ea, Source: Planescape Monstrous Compendium 2)
19 = 1D10 Khaasta clearing bodies away (AC 5, MV 9, HD 3+3, hp 18, 16, 17, 19, 22, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon sickle [Fa 1D4+1/1D4 kd D4], AL CN(E), XP 175 ea, Source: Planescape Compendium 2)
20 = The party hears the clash and screech of arms but sees nothing. Then, from above, drops the body of a dead ogre. The ogre is wearing a cursed Ring of Flying (fly over 50' and it fails and it fails after 6 rounds in any event after which it will never work for that person again).
49 - Bringing Out The Dead
A group of mutilated kobold bodies lies in a wheelbarrow while 2 khaasta pick up bits and pieces. Another khaasta is munching on an arm in the corner. If the khaasta are attacked, they will flee.
Khaasta [3] (AC 5, MV 9, HD 3+3, hp 18, 16, 17, 19, 22, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon sickle [Fa 1D4+1/1D4 kd D4], AL CN, XP 175 ea, Source: Planescape Compendium 2)
50 - The Next Piece of the Puzzle
Within this room is a curst. He appears as a human warrior with a white pallor and eyes of deepest complete ebony. A longsword in his hand glows a brilliant blue.
As it encounters the party, it will say softly:
Ah, good, perhaps it is time now. Finish me and take from me that which I did not use.
While it fights the party, it will whisper such things like:
Finish me I said!
Please, have done with it.
Release me.
I am trapped.
Take what I have.
It will also occasionally stop fighting and begin to sing hymns of Meredros and recount ancient battles that it took part in.
This curst was a paladin who betrayed his liege lord in battle. This betrayal was brought about by a scheme of a Flupnir priest. Meredros' priests cursed him, but Flupnir took him and placed him here to guard one of the Pieces of the Eternal Puzzle.
The curst can only be defeated permanently in two ways. First, a Remove Curse will destroy it and free its soul. Second, if it is reduced to below zero hit points, it will begin to regenerate very slowly (1 hp per day). However, if the head is cut off, the skin of the head will turn to ash and flake away, revealing a skull that is cunningly hinged together and which bones can be moved and manipulated in the manner of a puzzle piece. If the curst is defeated by Remove Curse, then the skin will flake away revealing the true nature of the skull.
Curst (AC 4, MV 12, CL Wa, LV 12, hp 68, THAC0 9, #ATT 2, D by weapon, Weapons longsword [Av 1D8/1D12 kd D8], SA Specialized in longsword [+1 to hit, +2 damage], Rotgrubs, SD Immune to mind affecting spells, Immune to fire, cold, and energy drain, MR 85%, AL CN, XP 4000; Source: Monstrous Compendium 2)
Rotgrubs infest this curst.
Magic:
Sunsword (blade of crystal glassteel glows with a dim blue light all of the time. Acts as a sword +2 except against undead. Against undead, the sword will burst into a brilliant blue glow when within 30' of such creatures and is a +3 sword. When used against vampires, the blade flares and sparks when it strikes, doing +10 damage per strike.
When killed permanently, the curst will whisper:
At last, thank you
Meredros
bless you for even a fallen Paladin deserves peace at some time.
51 - The Crystal Throne
Although this room can be seen from room 48 (if the characters are against the west wall), it can only be entered by first going through rooms 57 and 58 on level 4.
The entire room is filled with crystals of various colours. Crystal curtains hang from the walls, reflecting the light and casting shimmering rainbows around the room. A massive crystal throne hangs suspended in the centre.
There will always be 2D4 sunflies here, polishing the crystals in this room with their wings and casting dazzling displays with their lights.
Anyone who sits on the throne and views any of the Eternal Puzzle pieces will suddenly get an inkling of understanding as to what the puzzle pieces might mean. This is more of a vague fleeting intuition than anything else. A person who has the necklace and the bracelet will instantly see that they combine to form a single piece. Once so combined the two parts cannot be parted.
A person who has all five pieces of the Eternal Puzzle and sits on the throne will suddenly gain a divine insight into how the puzzle pieces seem to relate and call to each other. This person can then begin to attempt to assemble the puzzle pieces.
To those observing, it will appear as if the person sitting on the throne suddenly takes the puzzle pieces and begins to manipulate them faster and faster, entwining them together, faster and faster until his hands and the pieces become a blur.
At this point the person must make an intelligence check, a wisdom check, a dexterity check, and a constitution check. Those succeeding in all four in row have solved the puzzle.
Each attempt takes 5 minutes.
The price of failure is listed below:
Failed in Intelligence = person feels as if his thoughts have become as twisted as the puzzle pieces and cannot memorize or cast spells for 24 hours. There is a 20% chance that the person manifests a mild insanity (such as afraid of spiders or something along those lines).
Failed in Wisdom = person feels extremely frustrated and allow a 20% chance that the person begins to smash his hands and head on the throne. Takes 1D3 damage per round until unconscious or restrained or until 1D20 rounds have passed.
Failed in Dexterity = Puzzle pieces go flying in all directions, causing all within 30' to save vs breath or suffer 1D10 damage. Person who failed will have shaky hands (-6 dexterity) for 1D6 hours and must also save to avoid being hit by flying pieces
Failed in Constitution = Puzzle pieces dribble out of exhausted hands. Person is exhausted and attacks and saves are at -4 and movement is as if slowed. Lasts for 1D6 hours. Allow a 20% chance the person is so exhausted he simply falls asleep and cannot be wakened until he has had 8 hours of restful sleep.
Should the puzzle be solved, the whole thing will suddenly slip into shape and compact in on itself, becoming a largish key. At the same time, the throne will rumble and then slide aside, revealing steps leading down into darkness.
Should the party proceed down the steps, continue with the section entitled: We Have Arrived!
Level Four:
52 - The Crystal Dragon
Against the east wall of this room is a 40' by 40' lean-to made of rotting lumber. In the south side of the room is a 30' by 40' vegetable garden filled with growing lettuce, radishes, and carrots. The radishes will detect as magic and will heal 1 point of damage each if eaten. There are 20 radishes in the garden.
Presently sitting in the hut is a very old crystal dragon eating from a golden bowl.
This is Thalaza-mander, who lost a wager with a high priest of Flupnir many many centuries ago and must now serve out his payment here, in the tower of Flupnir. He is tasked with waiting here until the "Chosen of Flupnir" arrive (i.e. the party in this case). He is then to parley with them and evaluate their character. Should he feel they are persons worthy of respect and propriety, he will then give the party his gift and be free to depart 100 years thereafter. He is also under a very strong Geas never to mention this tower once he escapes from it. Thalaza-mander does not age while within the confines of the tower.
Should the party not pass by this way, the dragon would still be released from his service 100 years after the party recovers the Gem of Power.
His bet also includes a stipulation that he become a strict vegetarian during his sojourn in the tower.
If the party does not attack, Thalaza-mander will be very courteous, engaging them in conversation concerning the health advantages of vegetarian life, though he will also state that he misses feasting on gems and minerals (the very mention of which will bring drool to his lips and a wistful look to his draconic eyes).
If the party expresses hunger, the dragon will offer a salad containing one of the magical radishes (more such radishes can be obtained by simply asking permission of the dragon).
The dragon is small enough to grasp utensils and bowls with his claws and is fairly dexterous with his mouth as well. He will serve salad in golden serving bowls, of which he has 8 (worth 60gp each). The salad forks are silver (8 total worth 3gp each). The dragon will immediately notice any attempts to palm the utensils and will pointedly request their return lest he be forced to renounce his vegetarianism (at which he will flash his teeth and glowing crackles of energy and light will be seen between the fangs).
Hidden beneath his bedding of bolts of silk and cloth piled in the hut is a wooden chest trapped with a Prismatic Spray trap (shoots off in front of the chest as if the spell were cast by an 18th level wizard). Within the chest is a platinum statue of a sunfly, inlaid with diamonds, sapphires, amethysts, and topaz worth 15000gp, a Ring of Invisibility (10 charges), and 3 vials of a very special potion.
This potion is actually an oil, used to coat a blade. It is only effective on slashing blade-type weapons (i.e. not maces or spears or arrows). Each vial contains enough oil to coat a single longsword.
A blade so coated acts in all respects as a vorpal blade for 2D12 turns. However, each successful hit with the blade subtracts 1 turn from its duration. Such blades are in all respects vorpal blades and can affect creatures hit by +3 or better weapons.
The dragon will, if the party has acted respectfully and politely, tell them that the way beyond is very dangerous. He will also mention that there is another way to proceed on the other side of the tower. That, too, he will say, is a very dangerous way to proceed. He will certainly inquire of the party which way they intend to proceed (i.e. this side of the tower or the other).
He will state that the party must rely on cunning, strength, prowess, and luck. At the latter he will then pluck a scale and enchant it with his Luckscale ability (see below) and present it to the party member who was most friendly.
He will the mention that there is a piece of that which they seek on the other side of the tower guarded by one of the most fearsome beasts he has ever heard of. He will say that nothing can kill the beast with the exception of some potions he has. He will then give the party his 3 vials of Oil of Vorpalness and tell them that this oil is the only way to defeat the dreaded beast that lairs on that side of the tower.
Beyond this the dragon will not tell the party what lies ahead. That is for them to learn and struggle through, he will tell the party. He will invite them to rest and stay with him as long as they like, and the party will be safe here from wandering encounters and/or wild surges while in this room.
The radishes and vegetables in the garden grow back very quickly, so there will always be plenty to eat in here.
Old Crystal Dragon (AC -5, MV 9 fl 24[C] jp 3, HD 15, hp 87, THAC0 6, #ATT 3 + special, D 1-6+9 / 1-6+9 / 2-12+9, SA Spells, Powers, Fear, Psionics, Breath (5' by 60' by 5' cone of glowing shards for 9D4+9 [save for half] and a second save must be made of be blinded by the shards for 9 turns, creatures within 60' of the cone must save or be dazzled incurring a -2 to hit for 9 turns), SD Draconic senses, Spells, Powers, Psionics, MR 20%, AL CN, XP 12000, Source: Monstrous Manual)
Powers:
Fear (flee in panic for 4D6 rounds
upon sight for all under 1HD or passive creatures under 15HD,
others less than 15 HD or Level 15 are subject to a 35 yard fear
radius save at +3 vs petrifaction or fight at -2 to hot and damage)
Charm Person at will
Immune to Light-based attacks
Colour Spray 3/day
Suggestion 3/day
Luckscale 1/day (allows the dragon to enchant one of his scales
as a stone of good luck for 9 hours)
Psionics:
Level = 9
Dis/Sci/Dev = 1/1/2
Attack/Defense = EW/M-
Score = 17
PSP = 100
Clairsentience - Sciences: Clairaudience,
Clairvoyance, Precognition
Devotions: Any
Spells (cast at 13th level):
Wizard = Sleep, Shatter, Protection
from Normal Missiles
Priest = Cure Light Wounds, Sanctuary, Enthrall, Cure Disease
Note: Should the party lose all of its Oils, the dragon can tell them that he can make more if the party finds a certain uncommon mushroom in Room 59. He will also tell them, though, that this is the same place the dread beast dwells for which the oil is needed in the first place. It will take the dragon 1 week to brew 1 vial of the Oil.
53 - Fear Skeletons
Various implements of torture are strewn about this room. Six iron cages hang on chains from the ceiling along the south wall. In four of the cages are the mouldy skeletal remains of a human. If the cages or skeletons are disturbed, the skeletons will spring to life, burst through the rusted cages and attack.
These are Dusanu, and their spore cloud requires a save the first time a given character enters into the cloud of a given dusanu. Once the cloud is entered, that particular character need not make another save against that particular dusanu's cloud for a full turn.
Dusanu [4] (AC4, MV 12, HD 9+2, hp 51, 50, 49, 49, THAC0 11, #ATT 2, D 1-8 / 1-8, SA Spores in a 5' radius (save vs poison of take 1D8 damage from the spores and develop a rash for 1D3+1 days during which cure wound spells have no effect, thereafter yellow molds begins to erupt from the skin, forcing a save vs death each day, a failed save indicates the mold has overgrown the victim and he dies within 2 hours, a Cure Disease works prior to death, after death and 1D3 days the body rises as a new Dusanu), SD Non magical weapons inflict 1 pt of damage, Magical blunt weapons inflict half damage, Immune to electricity, AL CN, XP 3000 ea, Source: Mystara Monstrous Compendium)
54 - Khaasta Torture Room
Moaning and soft cries can be heard by the party 20' before they reach the door. Inside, a beautiful maiden is tied to a rack. Against the east wall, a man hangs from his wrists. Heating up a branding iron in a stove in the west wall is a khaasta wise one. He is wearing a horrific leather mask with an obscene grin painted on it.
If attacked, the wise one will toss some powder into the flames of the stove and the entire room will fill with smoke. He will then move the stove that is blocking a secret door and escape down the hallway to room 57 (alerting the denizens there). The stove is very hot and any party members trying to move it with bare hands or metal gauntlets will take 1D6 points of damage from the heat.
The man on the wall is dead. The woman is a member of an order of Vastallan nuns (named Barrashala) who refused to heal a dying Flupnir priest. He cursed her and Vastalla punished her as well. She is now thoroughly repentant and wants nothing more than to return to her former life (even if that was 75 years ago) and heal everyone she can in absolute altruism forever. She will beg the party to either free her and take her back to her homeland, or to kill her so that she can be free of her punishment. She will merely say she is being punished, but will not admit to the party what her crimes were.
If the party frees her, she will accompany them on the rest of this adventure. However, once the party opens the throne in room 51, she will be unable to accompany them through the portal. Instead, on passing through, she will be teleported back to her homeland (now overrun by the Deceiver's forces and so life will prove very very difficult for her). The nun will attempt to avoid all combat and will not use a weapon of any sort.
Should the party kill the nun they will receive 100XP each. Should they free her and befriend her, they will receive 1000XP each.
Khaasta Wise One (AC 5, MV 9, HD 3+3, hp 22, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon battle axe [Av 1D8/1D8 kd D10], AL CN(E), XP 270, Source: Planescape Compendium 2)
Magic:
Battle Axe +1, +3 versus golems and constructs
Power:
Complete resistance to fire and heat.
Spells:
Command, Darkness, Protection from Good, Withdraw, Hold Person, Dispel Magic
Vastalla Priestess (AC 10, MV 12, CL Pr, LV 7, hp 30, THAC0 18, #ATT 1, D by weapon, Weapons nil, Armour none, SA Spells, Powers, SD Spells, Powers, Spell Points: 74, AL NG, XP nil)
Spells Memorized (note she has had her current spells tortured out of her memory, so she will have to rest and pray to regain spells): Cure Light Wounds (4), Cure Light Wounds (4), Cure Moderate Wounds (6), Aid (6), Slow Poison (6), Cure Disease (10), Remove Paralysis (10), Cure Blindness or Deafness (10), Neutralize Poison (15), 3 free orisons (3)
Powers:
Lay on hands as a level 7 Paladin
(14 points per day)
Cure +1 hit point on all curative spells
Immunity to Poison and Disease
Soothing Word 3/day to un-enrage or calm up to 14 HD of individuals
Turn Undead
55 - Crystal Maze
A crystal maze fills this entire section. Faintly visible through the walls is a hulking minotaur, who will stalk the party through the maze (there are actually 2 minotaurs here, though they will never be seen simultaneously until they attack).
When the party enters the maze, they will notice that a huge stone rests against one of the walls. The minotaur that dwells here will wait until the party passes out of sight of the entrance, and then block the entrance with the stone. The stone takes a strength of 19 to move, and up to 3 people can try to move it (3 man-sized persons). Take the highest mover's strength and add 1/3rd the next person's strength and 1/4th the last person's strength (round down). Exceptional strength is counted as a point for each 10% of exceptional strength. Thus, if 3 persons with strengths of 14, 12, and 13 try to move the stone, their combined strength would be 18(30).
There is another such stone at the other end of the maze.
The two minotaurs will stalk the party, appearing as shadowy forms on the other side of the crystal walls, and because the party will think there is only 1 when there are two, the minotaur will exhibit the amazing ability to be always lurking near every place the party passes.
After 3D8 melee rounds, the minotaurs will suddenly attack, one from in front and one from behind.
Minotaurs [2] (AC 3 [bronze breastplates], MV 12, HD 6+3, hp 44, 51, THAC0 13, #ATT 2, D 1-4 / by weapon + 7 for strength, Weapons huge axe [Sl 2D8+2/3D8+2 kd D12], SA Charge (30' run followed by a double damage head butt), SD +2 on surprise rolls, Infravision, Immune to Maze spell, Immune to Fear effects, Track by scent 50%, AL CE, XP 1400 ea, Source: Monstrous Manual)
Magic: These minotaurs have Rings of Hill Giant Strength with a bronze bugbear fang inset into them which provide 10 rounds of 19 strength.
56 - Minotaur Lair
This room is ankle-deep in cracked bones of former victims of the maze. One bone, a bronze looking bugbear skull, will detect as magical. Each of the bugbear's 8 remaining bronze fangs will provide 10 rounds of use for the two Rings of Hill Giant Strength worn by the minotaurs in room 55. There are also 600gp scattered throughout the room.
57 - Flupnir's Left Eye
The walls of this egg-shaped half dome room are stained a velvet black. In the daytime, twilight sunlight fills the room, pouring in from the west wall (Flupnir's closed eyelid).
Lounging about the room are 34 bored gibberlings listening to a khaasta wise one lecture about the evils of trying to cooperate with or spare the sunflies. A mural of a sunfly on the east wall is used for illustration. Three more khaasta are keeping watch over the gibberlings.
In the east wall, behind the mural of a sunfly, is a secret door that leads through a slanted corridor to the Throne Room (room 51).
These beings will attack the party on sight.
Gibberlings [34] (AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, Poison (see below), SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
These gibberlings have a special poison coating their blades. Anyone hit by one must save vs poison or begin to laugh. The first time the laughter is merely a broad grin punctuated by chuckles, causing a -1 penalty to hit, dexterity, and to initiative. The effect lasts 10 turns. Each subsequent hit where the poison takes affect causes another -1 penalty and results in more laughter.
When dexterity is reduced below 3 the person must fall down laughing and cannot move or defend himself. At zero dexterity, the person actually dies laughing as his lungs burst and his ribs crack from the strain.
Khaasta Wise One (AC 5, MV 9, HD 3+3, hp 22, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon battle axe [Av 1D8/1D8 kd D10], AL CN(E), XP 270, Source: Planescape Compendium 2)
Powers:
Cast a web spell 3/day as from a 4th level wizard
Spells: Bless, Curse, Heat Metal, Protection from Good 10' radius
Khaasta Warriors (AC 2, MV 9, HD 3+3, hp 22, THAC0 17, #ATT 2, D by weapon +7 and 1-6, Weapon halberd [Sl 1D10/2D6 kd D12], AL CN(E), XP 135 ea, Source: Planescape Compendium 2)
Each wears a Ring of Hill Giant Strength with a bugbear fang with 3 rounds of effect left.
58 - Flupnir's Right Eye
In this chamber 50 gibberlings are sleeping. Most are females and young. Four alert guards are standing in the corridor doorway to room 59. Both have whistles that will summon 2D10 gibberlings into this room (via the Throne Room [room 51]).
Gibberlings [4] (AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, Poison (see below), SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
These have the same poison as those in room 57.
Female Gibberlings [30] (AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, Poison (see below), SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
These have the same poison as those in room 57.
59 - Mushroom Garden
A misty, all pervasive bluish-purple light illuminates a field of large mushroom. They range in height from 20' tall to a few inches in height. Amid the stalks are bits of bones and skulls.
This cave is the dwelling place of the fearsome Jabberwock, the most powerful denizen of the tower. The party has almost no chance to defeat this creature without the aid of the Oil of Vorpalness provided by the crystal dragon in room 52.
The Jabberwock will attack all who enter its demesne. The creature is cunning, but not intelligent, and so it can very likely be tricked away from its lair, which is a large, hollowed out giant mushroom.
Jabberwock (AC -10, MV 15 fl 15[C], HD 15, hp 99, THAc0 5, #ATT 1, D 3-30, SA Burble (anyone hearing this sound within 200' must save vs spells at -4 for become confused, lasting as long as within hearing, confusion manifests and a warping of space and sight which gives a -3 to hit), Eyebeams (acts as a Wand of Paralyzation against those who fail to save vs. paralyzation, works on one target at a time), Fear (same as dragons), Grasp (+2 to hit if a foe is grasped by 1 forearm, +4 if by two, forearm attacks are in lieu of a bite), Flurry (if pressed will lash out attacking with claws for 1-10 each, wing buffets for 2-10 each, hind leg stomps for 2-12 each, bite for 3-30, and tail lash for 2-16, all made at -2 to hit, those struck must save vs paralysis or be knocked down or driven back [50% of either], SD Immune to all blows except from a vorpal weapon, MR 80%, AL N, XP 25000, Source: Monstrous Compendium 3)
The Jabberwock has the potential to wipe out any party in its entirety. This is why the party should concentrate more on stealing its prize than actually trying to slay the beast. As mentioned, the beast is not beyond semi-intelligent and can be lured away from its lair, though at some risk to the party. In the back of the lair, which is against the northern wall of the cave, is a secret door which leads to Room 60.
There is a 25% chance any random mushroom will be poisonous. Ingestion of the poisonous ones cause paralysis for 2D6 hours, a second dose causes a permanent coma cured only by a Heal spell, Restoration spell, or other such magicks.
10% of the mushrooms are magical and will cure 1D6 hit points (there are a maximum of 30 of these).
A few mushrooms (no more than 4) can be used to make Oil of Vorpalness by the crystal dragon in room 52. These vorpal mushrooms grow very slowly, so these 4 are all that will be available for a long time to come.
60 - The Final Piece
Within the room behind the lair of the Jabberwock is its prize, a strip of metal looped around itself into a Mobius strip (i.e. a loop of metal that twists in a way impossible to logically follow with the eye it defies reality). It hovers in mid air 2 feet above a 3' tall cylindrical pedestal of pure platinum (the pedestal cannot be moved). This is the final piece of the Eternal Puzzle and also the most dangerous, for concentrating too much on it without the insight provided by sitting on the throne in Room 51 can cause a person to go insane.
Anyone trying to understand or follow the loop (which is made of flexible metal and can be twisted and moved around, often with the surprising effect of having one's hand or hands disappear into the extra-dimensional folding created by the strip) must make a roll OVER their intelligence or roll on the following table:
Roll a D20 and add a wisdom bonus if any:
01-03 = Feeblemind as per the spell for 1D4 days
04-12 = Stunned and gibbering for 1D12 turns
13 = Unleashes a wild magic surge that emanates from the strip
14-16 = Begins to babble and if a spell caster casts a random spell in memory in a random direction
17 = Provides amazing insight into the nature of reality, the person can detect illusions for the next 7 days and there is a 5% chance this ability becomes permanent and inherent (which would negate the person ever gaining any benefit from the Solipsism spell).
18 = The person thinks he or she is of the opposite sex or a different profession or a different species/race for a period of 1D20 minutes.
19 = The person begins to chant some sort of mystic mantra (i.e. "I have seen the truth!") over and over and louder and louder until he yells it. This lasts for 1D6 minutes.
20+ = Manifests some minor flash of insanity (i.e. strips nude and runs around for a minute yelling "I am the king of this Isle!")
61 - Sunfly Wings
In the centre of this room is a statue of a khaasta wise one. The statue is made of crystal and has struck a heroic pose. In the statue's arms are the silver wings from the sunfly statue in Room 30. If the wings are touched, the khaasta statue will animate and attack (holding onto one of the wings until it is destroyed).
Stone Golem (AC 5, MV 6, HD 14, hp 60, THAC0 7, #ATT 1, D 3-24, SA Slow spell once every other round on any single target within 10', SD +2 or better weapon to hit, Immune to most magic (except Stone to Flesh, Rock to Mud, and Mud to Rock), AL N, XP 8000, Source: Monstrous Manual)
62 - Hell for Khaasta
This room contains a pastoral setting of colourful flowers and pleasant grasses. Anyone entering the room will disturb rainbow-coloured butterflies, which will flutter about harmlessly.
The door to the west is not visible, being covered by the illusion here.
After 1 round, a ragged khaasta will crawl to the party and plead with them to let him leave. To a khaasta, the inherent goodness of the place is actually physically disabling. Two rounds after the party escorts the khaasta out of the room he will fade away.
If the party escorts the khaasta out, they will hear a chime ring inside the room. Returning, they will see that a portion of the illusion covering this room has dissipated, revealing a doorway that leads to Room 63.
This room is also a good place to rest and regroup, it being safe from wild surges and wandering monsters.
63 - The Sixpack
Upon entering the hallway between room 62 and room 63, the party will hear a voice utter the following:
Twas brillig, and the slithy
toves
Did gyre and gimble in the wabe:
All mimsy were the borogroves,
And the mome raths outgrabe.
"Beware the Jabberwock,
my son!
The jaws that bite, the claws that catch!
Beware the Jubjub bird and shun
The Frumious bandersnatch!"
He took his vorpal sword in
hand:
Long time the manxome foe he sought -
So rested he by the Tumtum tree,
And stood awhile in thought.
And, as in uffish thought he
stood,
The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
And burbled as it came!
One, two! One, two! And through
and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
"And hast thou slain the
Jabberwock?
Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!"
He chortled in his joy.
'Twas brillig and the slithy
toves
Did gyre and gimble in the wabe:
All mimsy were the borogroves,
And the mome raths outgrabe.
The voice seems to be coming from room 63.
Within room 63 is a Nishruu. This red misty eater of magic will be hovering above the doorway, waiting for people to enter before descending upon them.
Nishruu (AC 10, MV 6, HD 9, hp 54, THAC0 11, #ATT 0, D nil, SA Absorb magic (drains chargeable magic items 1D4 on contact and at the end of every other round, negates the powers of non-chargeable items for 1D4 rounds after contact, potions and scrolls are ineffective for 1D4 rounds after contact ceases, spellcasters lose 1 memorized spell on contact and 1 spell per round of contact thereafter, each time a spell is lost a save vs breath must be made or the victim will be feebleminded for 1D4 rounds), SD Half damage from magical cold or fire cast from outside it and those attacks are absorbed after the first round of damage, Immune to mental spells and illusions, Other spells are absorbed adding hit points equal to the damage inflicted by the spell or equal to the spell's level for non-damaging spells, AL CN, XP 2000, Source: Monstrous Compendium 1)
The party will see a stone block with 7 stoppered vials on it when they open the door to this room. Each has a tag on it with writing, though only one is in Common (the others are in gibberish currently). The readable tag simply says "Drink Me" and is too small to be readable from the doorway.
If the liquid in the vial is drunk, the imbiber will gain a point of Charisma and will suddenly be able to read the other tags. Three of these have green liquid within and their tags say "Drink me and fear not the sound". Three others are red in colour and say "Drink me and fear not the sight".
On the stone block's upper face, visible only after removing the vials, is enscribed in Common:
Save these for a frabjous day and mind your miscibility!
The green potions make the imbiber immune to the burbling of the Jabberwock. The red potions make the imbiber immune to the eyebeams of the Jabberwock. Each potion lasts for 5D4 rounds. These potions, like all others, are subject to potion miscibility effects.
This room is also a good place to rest and regroup, it being safe from wild surges and wandering monsters.
64 - Stuffed Adventurers
The door to this room is partially ajar. Arranged about the room are 7 bodies of what appear to be adventurers: an elven rogue, three human warriors, an orc in platemail, a halfling priest, and a dwarven warrior. Upon closer examination, the party will see that the adventurers (or ex-adventurers) have been stuffed with down feathers, as if by an expert taxidermist (the skin and accoutrements are quite original).
One of the human fighters is wearing a pair of rune-etched gauntlets. These are Gauntlets of Ogre Power. However, his hands are clenched and must be forced upon to get the gauntlets off. In the left fist is a paralyzation powder that will fill a 10' by 10' by 10' area around the hand. Those in the area must save vs paralyzation or be paralyzed for 1D10 turns.
In the right hand is a horrible poison powder. This also bursts into a 10' cubed area, and those within must save vs polymorph or be polymorphed into a grey ooze. The person's equipment does not change, and the effect is more of a Shapechange spell effect. There is no chance of the victim losing his personality or intelligence. Hit points do become that of a grey ooze, however, and no experience is gained while in this form.
Allow a slight (5%) chance that any spellcaster changed gains a grey ooze's psionic abilities from his new form.
This transformation may only be reversed by a Shapechange, a Limited Wish, a Wish, or a Polymorph Other spell. The latter has a possibility (5% chance) of giving the restored victim an extreme paranoia of oozes, slimes, and jellies such that he will ALWAYS be affected as if by a fear spell just from the sight of one and must save vs spells to enter an area rumoured to have such creatures.
The halfling cleric has a letter written in Elvish calling for the elves' help in repelling the human invaders from their beloved Onlor.
If the orc is touched, a Ker Ghost will rise up out of his body and attack (with a +2 bonus to initiative and a +2 to hit on the first round).
Ker Ghost (AC 1, MV 12 [fl 18 in gnat form for 6 turns at most], HD 9+9, hp 64, THAC0 11, #ATT 3, D 1-8 x3, SA Bad Luck, Aging, Disease, SD +1 or better weapon to hit, Undead immunities and half damage from electrical damage, AL NE, XP 7000, Source: Monstrous Compendium 2)
Attacks:
Attacks three times per round with his whip. The first attack with it causes bad luck, the second aging, the third disease. These must hit and do damage in order to work.
Bad Luck = save vs petrifaction or all attack rolls and saving throws are penalized -1D4 for 3D10 turns.
Aging = save vs death or age 10D4 years immediately.
Disease = save vs spells or be afflicted with mummy rot [cure wounds have no effect and wounds heal at 10% normal rate, victim loses 2 charisma per month and dies in 1D6 months.
Fifth Level (no map is provided):
This is the bottom level of the tower. Here the khaasta live and breed. This huge area is open and unobstructed. The ground is dotted with bubbling mud pits. There will be 250 khaasta here with 2D10 wise ones lording it over them at all times. The khaasta live in stone cairn-like huts, with those of the wise ones being taller and slightly more ornate. Khaasta females and young also dwell here, about 200 of each.
The mud pits contain khaasta eggs, waiting to hatch.
The khaasta will attack anyone entering their level, trusting in sheer numbers to eventually take the day. Nevertheless, depending upon how the party has interacted with those on the upper levels, it is possible for the party to at least gain neutral respect from the khaasta, especially if the party has been rough on their adversaries, the sunflies.
Use statistics previously given for khaasta warriors and khaasta wise ones if a fight does break out here.
The Price of Delay:
The following are tables and mechanisms designed to force the party to proceed through the tower at a somewhat quicker than leisurely pace. Without the below, it is possible for the party to simply rest and regain spells and hit points after every single encounter.
Flupnir will not take kindly to this, and will take measures to thwart this. It is up to the DM how to implement any of the below. He may simply roll wandering encounters from the start, or he may only enact these if and when the party starts to delay. Both approaches are reasonable and logical, since Flupnir controls things in this tower to fit his own desires.
Wandering Monsters (roll on a D6 once every 10 rounds if travelling and once per turn if stationary. If the party actually holes up in a secure location and rests to regain spells, the DM should roll once per hour, and if a result indicates an encounter, another immediate roll should be taken to see if two encounters occur during that hour. Further immediate checks should be made until no further encounters are indicated for that hour. A roll of 1 indicates an encounter).
Wandering Encounters - Level Two (and Level Four except treat * items as no encounter):
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Sunfly * |
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Khaasta |
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Gibberling |
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Gelatinous Cube |
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Metal Master |
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Magebane |
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Windwalker |
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Raggamoffyn, Common |
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Brownie, Quickling |
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Scarlet Dancer |
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Firetail, Lesser |
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Chaos Imp |
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Boggle |
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Disenchanter |
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Deep Glaurant * |
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White Ape * |
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Giant Ant * |
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Wild Surge |
Sunfly - 2D4 sunflies, either humming and dancing aimlessly, or fleeing from trouble. Allow a 10% chance 1D4 of them are injured. In such a case they would appreciate healing. Also allow a 5% chance these sunflies have gone insane and will actually try to attack the party!
(AC 6, MV 3 fl 30[B], HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA Dazzle (blind those looking at the sunfly within 10', save vs spell or blind for 2D4 rounds), SD Sundance (12 or more may dance in a circle forming a double-strengthed protection from evil spell), know alignment, AL CG, XP 120 ea, Source: Planescape Monstrous Compendium 2)
Khaasta - 2D4 khaasta, led by a wise one 15% of the time. If led by a wise one, assume it has the same statistics as the khaasta warriors and with the abilities of a 4th level priest. These will generally attack the party.
(AC 2, MV 9, HD 3+3, hp 20, 19, THAC0 17, #ATT 2, D by weapon and 1-6, Weapon halberd [Sl 1D10/2D6 kd D12], AL CN(E), XP 175 ea, Source: Planescape Compendium 2)
Gibberling - 3D10 gibberlings, generated from the brood parents, these will attack unceasingly on sight.
(AC 10, MV 9, HD 1, hp 6 ea, THAC0 20, #ATT 1, D by weapon, Weapon scimitar [Av 1D8/1D8 kd D8], SA +1 to hit, Poison (see below), SD Fear of fire and bright light, AL CN, XP 35 ea, Source: Monstrous Manual)
Gelatinous Cube - 1 of these cubes will be encountered, possibly with a gibberling floating within, so that it may appear to the party as if a gibberling is floating towards them in midair. Similarly, it may have scooped up a sword or weapon and that may be seen floating towards the party. The cube(s) clean our trash from the corridors. Although they tend to wander into persons' lairs and are slain, new ones seem to generate spontaneously from time to time.
(AC 8, MV 6, HD 4, hp 17, THAC0 17, #ATT 1, 2-8, Weapon scimitar [Av 1D8/1D8 kd D8], SA Paralyzation (5D4 rounds), -3 to opponent surprise, SD Immune to electricity, Cold slows for 1 turn and does 1-4 damage, AL N, XP 650, Source: Monstrous Manual)
Metal Master - 1 of these creatures will be encountered. Often already appearing with its metal whirring around it, these will be hungry and in search of prey and enjoy the taste of human flesh.
(AC 6, MV 12, HD 6+6, hp 37, THAC0 13, #ATT 1, D 3-12, SA Attract metal, Repel Metal, Blade Barrier effect 10' - 30' radius for 4D6 damage per round [half damage with a DEX check], SD Magnetism, Climb, Detect Metal, Regenerate 1 hp per turn, AL CN, XP 1400, Source: Monstrous Compendium 1)
Magebane - 1 of these annoying creatures will appear and choose a party mage to affect.
(AC 1 or 5, MV 6 fl 12[A], HD 2+4, hp 9, THAC0 17, #ATT 1, D 2-5, SA Tail lash for 2-8 damage, SD Invisible to all but chosen caster, Absorb spells, Sense auras and spell casts within 160', MR 75% to all but caster, 100% to caster, XP 420, Source: Monstrous Compendium 1)
Windwalker - 1 of these beings of air will sweep down on the party in an effort to attack them and test their mettle.
(AC 7, MV fl 30[A], HD 6+3, hp 34, THAC0 13, #ATT 1 per creature within 10', D 3-18, SA Attack in radius, Double damage to gaseous creatures, SD +1 or better weapon to hit, Immune to most spells (except control weather, slow, ice storm, haste, or magical barriers), Ride the Wind 4/day at 12th level, AL CN, XP 2000, Source: Monstrous Compendium 1)
Raggamoffyn, Common - 1D4 of these bizarre creatures will attack the party in an attempt to control them (they will not use their suffocation powers).
(AC 5, MV 12 fl 8[E], HD 3, hp 15 ea, THAC0 17, #ATT 1, D 1-6, SA Suffocation, Control Host (attack vs AC counting only dexterity and magic, intelligent creatures get a save vs spell to resist control which is taken by enwrapping its victim, saves made each turn [less 1 minute for each intelligence above 15]), SD Immune to mind affecting spells, AL CN, XP 270 ea, Source: Monstrous Compendium 2)
Brownie, Quickling - 4D4 of these menacing, annoying creatures will be encountered, one of which will be a leader. These will attack the party, perhaps first menacing them with their spell-like powers before zipping around and trying to capture party members for future torturing and amusement.
The leader has the same statistics as the rest except 3 HD, 18 hp, THAC0 17, XP 3000 and has poison on its dagger that does not diminish from the blade and causes a save or unconsciousness for 3D4 turns.
(AC -3, MV 96, HD 1+1d4, hp 8 ea, THAC0 19, #ATT 3, D by weapon, Weapons Needle Dagger [VF 1D3/1D2 no kd], SA Powers, SD Invisibility (100% when still, 90% when moving except in concealment terrain 100%), Save as a 19th level priest, AL CE(N), XP 2000 ea, Source: Monstrous Compendium 2)
Powers (1/day): Ventriloquism, Forget, Levitate, Shatter, Dig, Fire Charm
Scarlet Dancer - 10-100 of these misty motes will appear and will attack the party.
(AC 1 or 8 after feeding, MV fl 24[A] or fl 12[B] after feeding, HD 1 per 10 present, hp 5 per HD, THAC0 19 through 11, #ATT 1, D 1-3 per HD, SA Blood drain (only dexterity and magic counts for AC against attack, after 7 hp per HD the mist slows down and after 14 hp per HD the mist cannot feed before digesting), AL N, XP 35-3000, Source: Monstrous Compendium 3)
Firetail, Lesser - 1D6 of these will attack the party, often seeking to burn flammable items.
(AC 6, fl 15[B], HD 4+4, hp 24 ea, THAC0 15, #ATT 2, D 1-6 / 1-6, SA Ignite combustible materials on contact, MR 40%, AL CN, XP 1400 ea, Source: Monstrous Compendium 3)
Imp, Chaos - 2D6 of these pests will harry the party, attempting to infest the party's items. They will usually at first attempt this stealthily, but if caught will swarm to infest. Once infested, they will change their items to produce the most annoying and laughable effects possible.
(AC 3, MV 12, HD 3, hp 17 ea, THAC0 17, #ATT 1, D nil, SA Infest Item (touch for one round, magical items save vs this at 14 with +1 for each +1 or power of the item), Chaos (infested items may be changed into other items), SD Infest (may infest an item that hits them but item gets a base save of 10, which further modifiers if magical as previously disclosed), AL CN, XP 175 ea, Source: Monstrous Compendium 3)
Boggle - 1D6 of these creatures will attempt to steal items from the party, especially if the party is near a door so that they can use their special ability. They will often run if pressed, using their oil to stop pursuit.
(AC 5, MV 9, HD 4+3, hp 22 ea, THAC0 17, #ATT 3, D 1-4 / 1-4 / 1-4, SA Rake with hind claws if both front claws hit, SD Resist fire (save at +3 and take half or quarter damage), Dimensional Portal (jump or reach through a frame and appear from another frame within 30 yards, -1 per die of damage from weapons due to resilient hides, Slippery oil (difficult to grab, make a dexterity roll or fall for one round), AL CN, XP 270 ea, Source: Monstrous Manual 2)
Disenchanter - 1D2 of these strange beasts will try to get the party's magic items, only avoiding the party if they possess no such items.
(AC 5, MV 12, HD 5, hp 26 ea, THAC0 15, #ATT 1, D nil, SA Drain magic, SD Hit by magical weapons only, AL N, XP 650 ea, Source: Monstrous Compendium 3)
Deep Glaurant - 1 of these creatures dwells in the tower. If it has been disposed of, then treat this as no encounter.
Deep Glaurant (AC 4, MV 9 sw 9, glide 12 [E], HD 7, hp 32, THAC0 13, #ATT 3, D 2-8 / 2-8 / 1-4, SA Rake with rear claws for 2-8 each if all 3 of its normal attacks hit a victim, SD Darkness for one round every 3 rounds as the spell, AL CN, XP 2000, Source: Mystara Monstrous Compendium)
White Ape - 1D4 of these beasts roam the tower, having escaped from their home lair in Room 45.
(AC 6, MV 12 [9 in trees], HD 5, hp 19 ea, THAC0 15, #ATT 3, D 1-4+2 / 1-4+2 / 1-8, SA +2 to initiative on first round of melee, +1 to hit, SD see below, AL N, XP 175 ea)
Giant Ant - 3D4 escapees from Room 28. There will be a 50% chance that half of the ants are warriors. All will be of the same breed (i.e. black or red or yellow). If yellow, these ants will try to take any victims or their bodies back to Room 28 to give to their queen to gold plate (and thereby raise dead).
Giant Worker Ants (AC 3, MV 18, HD 2, hp 10 ea, THAC0 16, #ATT 1, D 1-6, AL N, XP 35 ea, Source Monstrous Manual)
Giant Warrior Ants (AC 3, MV 18, HD 3, hp 17 each, THAC0 16, #ATT 2, D 2-8 / 3-12 (sting), AL N, XP 175 ea, Source: Monstrous Manual)
Wild Surge - Roll on the Wild Surge table in the Tome of Magic or pick from a variety of effects such as:
· Light flashes travel along the tower walls
· A bugle sounds far off and the distant clash of battle may be heard
· Insane laughter reverberates in the area
· A random cantrip is cast on a party member (or his items)
For Level Three - allow one of the Arena combat effects to spill out into wherever the party is encamped on a roll of 01-95 and a Wild Surge on a roll of 96-00.
We Have Arrived!
The steps from the throne room (Room 51) descend some 150' before landing at a small hallway 10' wide and 15' long. At its end is a glowing pink archway. Nothing can be seen past the archway.
Anyone placing their hand, head, or an object into the arch will feel slimy, clammy, goop. Anyone fully passing through the archway will be transported.
The Vastalla nun and any other companions not a part of the party will be teleported elsewhere than into the Gem Room. The nun will be teleported back to her homeland, and creatures of this tower will teleport back to their rooms.
The party will emerge into a small circular room, some 100' in diameter. Ever-burning mauve torches cast flickering shadows along the walls.
This is the sanctum sanctorum for the Religion of Flupnir. There is no place on Therra more sacred or holy to Flupnir.
The room is entirely barren except for the torches, and a withered old man sitting cross-legged on the floor holding a strange metal box in his hands.
This man is the first and highest priest of Flupnir. For millennia he has been here, in a trance, working the will of Flupnir amongst his worshippers by force of will and guile of spirit.
As the party approaches, perhaps edging around to see his face, they will observe a face covered by stringy shocks of long silver hair, a long scraggly silver beard, wide, googly eyes that are moist with cataracts, and an impossibly wrinkled and withered frame. One gets a sense of impossible age borne by this person.
As the party fully enters the room and approaches, he will slowly emerge from his trance and smile. He will then say, in Common:
Ah, I see the time of all times has finally occurred. Long have I awaited this moment. The moment of the passing on of this burden that I have borne for thousands of years. Ah my lord and master, your blessings have been most cruel and your tortures most gratifying.
And so, the world has reached its nadir, and you are the Chosen, come to decide its fate. Heh! I suppose you don't exactly look the part, but then again, that was a part of the plan.
Well, here it is, the thing you have sniffed at and followed like a hound on the trail for these long years.
With that he will hand the box to the party.
It is yours this burden. It cannot be passed to others. You were chosen. You passed the tests. You proved worthy. You must succeed or perish. The time for turning back was long, long ago I fear. Now open it!
The box is made of the same metal as the tower. It is indestructible and opens only to the command of those party members in the room currently. Only a Maug, a god, or a Wish spell can open the box otherwise.
Within sits a gem the Gem of Power, the last and only hope the world has to stop the Deceiver.
The gem is large, being diamond cut and almost 2 inches in diameter. It is crystal, with a soft rose glow flickering deep within. The thing is absolutely beautiful to behold, and one gets the feeling that one could spend an entire lifetime simply gazing into the gem and enjoying its features. That said, there is no danger of someone being compelled to do that.
The gem is indestructible, except by the hand of a god. Not even a Maug could scratch it. It radiates immense levels of all types of magic except wild magic.
The old priest will recommend that the party keep the gem inside the box until it is needed. The box, he explains, is virtually indestructible, cannot be opened by anything saving a divine being or a Wish or the party, and that the box is proof against detection and location.
The priest will now invite the party to ask any questions they like, for "the time of riddles and puzzles is over".
Obviously, the DM will have to adjudicate the conversation from this point. Suffice to say that the high priest has been privy to most of Flupnir's plans and is aware of the grand design.
A brief summary:
When the God of Cleverness suggested the Slumber and the Gems of Power were crafted, Flupnir pilfered one of them, instead leaving in its place a cunning forgery that could even fool the gods. Why Flupnir did this even the high priest does not know. Perhaps he, being learned in the arts of trickery and deceit himself, suspected the Deceiver and took measures to thwart him. Or perhaps he simply hoped to craft a jest that would endure later while he slumbered. Or perhaps he even did it unconsciously, simply bowing to his inherent nature.
Whatever the reason, Flupnir took the real Gem and set it on this Isle he had created. He then invested his powers into the Isle to keep it secret from the knowledge of gods and mortals.
When Flupnir passed into slumber, and the world realized what had happened, the followers of Flupnir grew worried. But when the Deceiver destroyed the fake Gem and did not come after the real Gem on the Isle, they breathed a sigh of relief, for they knew then that their god had potentially saved the world.
Guided by the dreams of the slumbering god, and by his presence on the Isle, the Flupnirians realized that they dared not take the Gem and attempt to use it right away, for the Deceiver was active and wary. So they waited. And they realized that they needed to guard the Gem, and that they could only attempt to use it should all other means to defeat the Deceiver have failed. In other words, they wanted to save the Gem for the final battle.
As the centuries past, the Deceiver conquered more and more of the world, and it began to look as if one day the final battle would come. The Flupnirians now realized that they needed to make sure that, when the time did come for the Gem to be taken to the Halls of Slumber, that the proper persons were chosen to take on the task.
The problem they faced was that they needed a group of heroes that were very capable and powerful, but who were not so well known that their disappearance to go retrieve the Gem and to take it to the Halls of Slumber would either weaken the defense against the Deceiver or would be noticed by the Deceiver.
Thus, in a sense, the Flupnirians needed a way to essentially breed a set of heroes quickly and efficiently.
The method they chose was the towers. The Flupnirians, under a pretext of assisting the Mandarini occupiers of Western Jerranq against their Emperor, caused the 12 teleportation towers to be built.
The entire set of towers was designed as a test. When the time of the final battle was approaching, the Flupnirians would choose a promising set of heroes and guide them to the first tower. Should this group prove brave enough, curious enough, and dedicated enough to find all twelve towers and master them, then that would be an ideal indication of their potential as Gem-bearers.
In the final tower the Flupnirians set a puzzle that, with the help of a strangely coded leather parchment, would lead the party to the Lost Isle.
The journey across the continent and the sea to the Isle would, in and of itself, serve as a further test of the party's mettle, and the great Worm and the Isle and this brain-shaped tower would also serve as final tests.
A party that explored all twelve towers, figured out the leather scrap, journeyed across the continent, escaped from the great Worm, survived the Lost Isle, and negotiated the brain tower, all in a relatively short span of years, would be the ideal candidates to embark on the greatest quest ever known the awakening from slumber of the gods of Therra.
Once the party has exhausted its questions, the old priest will smile, and announce that his time has come his job finished and he can shed himself of the blessings of Flupnir that have tormented him for so many years.
With that, his left arm will plop to the ground. Unperturbed, the priest will tell the party that they cannot leave the way they came. As his other arm falls off, he will tell the party that their boat and sailors and the Captain will make their way back to the continent by more lengthy, mundane needs.
As his legs detach, the priest will tell the party that Flupnir himself will take the party to that place where they are most needed. If asked whether that is the Hall of Slumber directly, the priest will laugh.
As the priest's head now slides off of his neck and onto the floor, the head will say that no, even Flupnir cannot pierce the magical wardings that guard that place.
As his body crumbles into dust, the priest will whisper:
It is all done .it is all you now go through the wall.
As the party looks, they will see a section of the wall glowing a shimmering pink. Anyone walking through will arrive at the Council Chambers of the Free Peoples (see the scenario entitled "The Quest of the Gem").
Anyone not leaving through the wall within 5 minutes will see the glow begin to fade. Within 2 more minutes, the glow will fade entirely and after it is gone there will be no way whatsoever for the person to escape from this tower.
A Note: Should the party ask the priest about the child of Orcus from The Final Tower, the priest will chuckle and frown and stare at the boy. He will then say that he knows nothing of this being, and that perhaps he is either an unknown and unforeseen quantity, or perhaps Flupnir has a destiny for him in mind and has not made the old priest privy. Whatever the truth, the priest will say that he perceives an immense sense of waiting on the part of the child.
Membership Has Its Rewards:
The party has now completed the
quest to gain the Gem, While their greatest tasks are ahead of
them, they have still done quite well. All party members should
be given a story bonus of 500,000 XP were they present from the
start of the campaign. Prorate late comers accordingly.
Return to Part 1 of the Adventure