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Borinapholes
Occupation: Scribe/Sage
Race: Human
Class: Cleric
Level: 14
Opus of Rothbury
Occupation: Historian
Race: Human
Class: None
Level: 0
Description: Has the Runestone
OTHER CHARACTERS:
Dranan Kur
Odiocrakkus
Troy Parson
Leia Lightfeather
Grum Drawanfixit
Fendrick the Fiddler
Fern Greysilk
Jana Fairweather
Ulrich of Dunblane
Pantar Hamby
THE CITY OF AZUR-BYZAN:
The city of Azur-Byzan is quite heavily populated. It has about ten thousand people in a relatively small area. The city is primarily a trading city and attracts merchants from all over Dara. Some have even come from overseas to take part in it's bustling community. Most of the people in the city are merchants, and have not been around since the founding of the city. Only the older people and their relatives will remember any of the history of Azur-Byzan.
There is one city close to Azur-Byzan, called Grand Falls. There is also a city that is eight hours away, to the south, called Telano. It is small, without a tavern, and has very few services.
BUILDINGS OF AZUR-BYZAN:
Blacksmiths: Gerin's Hammer, Smithy's Shop, Tack 'n Harness, Anvil
Inns: Quarry, Traveller's Hollow
Clothiers: Stitchery, Helga's Hem
Stables: Wearied Mount, Sorin's Stables, Horses Hitch
Guard Houses: Northeast, Northwest, Southeast, Southwest
Other: Sage n' Scribe
The city has an ancient history which has long been forgotten by most of the inhabitants. It is as follows:
In the fourth year of Lord Rousa's reign, a tower was erected in the city by the city counsel at great
expense to the city. It was built in the centre of the city, and many of the ancient peasants were
put to work (and were paid accordingly). The tower was built with large blocks of cut stone, each
weighing nearly a tonne. The tower became the meeting place for the counsel. Trade began to increase
in the city. Over a period of about five years, the counsel gradually became corrupt. They employed
numerous thieves to steal from nearby cities in return for political favours, such as immunity. Much
of this treasure was stored in the tower's upper chambers. For many years this went on. The counsel
hired a wizard to protect the tower in case it was attacked. The wizard soon became obsessed with his
occupation, and devised a powerful spell to protect the tower. The counsel wisely relocated their
meetings and continued to hire thieves, but gave up the hoard of treasure out of fear for their
lives.
The wizard's name was Toriabis. He was evil, and rumours of kidnappings became rampant in the city. The rumour was that Toriabis was taking peasants and magically securing them in the tower. He used their life-force to fuel his magic to protect the tower. Toriabis' spells on the tower were very powerful. The armies of many cities were lost in attempts to gain entrance to its many rooms. Some of the rumours (and their truth) is listed below:
RUMOURS OF TORIABIS' TOWER:
1. The walls cause wasting disease when touched. False.
2. People have been absorbed by the walls, never to be seen again. True.
3. The walls became like greased marble when climbed. True.
4. The tower gave a faintly luminescent glow at night. False. The tower is always dark.
5. Toriabis never left the tower. True. Although he has visitors.
6. The tower is larger inside than outside. True.
7. The tower has no windows. False.
8. Anyone who enters the tower never leaves. False.
9. The tower is impregnable. False.
10.The tower leads down to the abyss. False
One autumn day, the people of neighbouring cities got upset. They combined their forces under the leadership of a man named Kandor Hearth. He was well known for his strategic genius. He initiated three programmes of seige and attack. The first involved entrenching the tower with a deep pit. This failed, because the tower was well founded and could its foundation could not be shaken. His second strategy involved having his officers use flying beasts to land on top of the tower. Some of them refused to enter, but those who did were not seen again. This strategy failed when Kandor had lost six of his men. Finally, Kandor decided to enter himself. He flew a griffin to the top and entered the tower. After a few hours, the rest of his army went home. They had given up on their mission and had forsaken their leader.
Within three hours of entering, Kandor managed to destroy the tower. It exploded violently and sent the huge blocks tumbling through the city. Later the next day, one of the guards found a small white crystal amongst the debris. It was placed in the city hall and called the Heart of Kandor (for it was believed he was killed to save the city). Nothing was heard of Toriabis, nor of any of the men who entered. No treasure was found in the debris.
The crystal is in fact the Wightstone. It is a powerful and deadly enchanted gem. One of its powers is the ability to drain the life force of someone who handles it. The wightstone was created by Toriabis and used by him as a lens to fuel the tower's defenses. When the tower was destroyed, the stone's powers became latent. The stone can be used to reassemble the tower, but no one remembers how to do it.
Borinapholes will try to do it. It requires that the life force of a virgin be drained into the Wightstone. Borinapholes already knows this but will wait until an opportune moment in order to do it without being caught. The priest must then go to the original site of the Tower and complete the spell (which takes a round). At this point, the priest will be teleported without error to the Cloud Plane (explained later). The Tower will slowly but violently rebuild itself. Characters in the city or near the centre of the city (especially) will take extreme damage if hit by one of the stone blocks as they reform the tower. Every round within the city, the characters must roll under their dexterity. If they fail, they have been hit. Modify the damage based on the characters' distance from the centre of the city. If they are within the closest third, they take 4d8. In the second circle, they take 2d8. In the third, only 1d8 (say, from falling debris). If they take cover then it depends on their particular location. However, all the buildings are wooden in Azur-Byzan, and are easily crushed by the blocks. If the characters try to stay inside or on the tower as it is being build, they will be physically pushed off by one or more blocks. It takes a minimum of strength 18 to stop a block from moving. However, there are many blocks and even such a character couldn't stop all of them.
There are three main religions in Azur-Byzan. Worshippers of Grotha worship trees and are generally druid-like. Their beliefs include free healing, few restrictions, and general contempt for doom & gloom. There are two opposing religions, Perah (for Fire) and Corah (for water). Each of there religions believe in a prophet coming to the
city in August and destroying it (either by fire or flood). The prophets are:
Samlin of Perah AC:2 HD:16 (Fighter) HP: 84
Bodan of Corah AC:2 HD:16 (Fighter) HP: 84
These prophets are identical in every respect, except that they carry different holy symbols. They appear in shiny armour with a mask, at the stroke of midnight. The sky will cloud over shortly before and when lightning strikes the Western mountain, they will appear there and fight each other to the death. Samlin carries the Fire Runestone and Bodan carries the Ice Runestone. These are the same size and are kept on necklaces around the prophets' necks. The stones are a little larger than the Cloud and Stone Runestones. If the prophets are attacked, they will fight both each other and the attackers alternatively. They are using Long Swords +3, but do special damage of 2d10 when they hit. They have significant bonuses for hitting each other and almost always do. When any one of the prophets is killed, a 14 HD Lightning Bolt will strike down and consume the body (see the Priest Spell).
At the DM's discretion, a parade may occur in the city while the characters are there. This parade is held in grudging cooperation between Perah and Corah believers to celebrate their mutual prophesied date of judgement. The parade will symbolically show two actors engaged in a sword battle.
The Painter is a character who can give hints of future events through his work. The chance of him being "inspired" is 20%. His work is typically very abstract. Also, he will never tell someone that he is fortune telling. Rather, he will say it's merely impressionism, or for "exceptional" subjects only. He cannot be bribed, since he believes in leading a simple life.
The Hideous Knight is someone they might meet on the road to Azur-Byzan. He rides a light war horse, and wears field plate. He wears a helmet with a visor down all the time. He is ashamed to show his face (because he is very ugly). He will wrestle anyone to keep his visor down. He is a city guard at Grand Falls.
The Lepers can be found in the city. A monk leads four men clothed in full bodied white rags. The robes even cover the men's faces. If talked to or disturbed, the lepers will try to touch the person, which is equivalent to a Cause Disease spell.
There are some new magic items for this adventure. They are listed below:
Triune Shield: This shield is normal but has grooves in the front for three dirks. One is gold, one silver, and one copper. The three dirks can be placed in the shield, which becomes a shield +1. Note that it can only be used by a fighter, ranger or Paladin (or multi-classed character). It also has special properties. If it is hit with the dirks in place, it can do one of the following (roll 1d4):
1. Become a shield +2 for the next round
2. Fire a magic missile at the assailant (doing 1d4+1 damage)
3. Place a bless spell on the party
4. Place a prayer spell on the party
Helm of Control: It is golden, and clearly magical. It deceptively radiates a lawful good aura but is not good. If anyone in a fighting class puts it on, it will seem like a normal, non-magical helm. In battle, it will cause a character to attack the nearest party member if he/she rolls a 1 or 2 for a to-hit roll. Note that if the character is fighting alone, he is confused for one round. The helm can only be removed by a Remove Curse spell, which must be cast by someone not wearing the helm.
THE TOWER OF TORIABIS
There are nine levels in total in the tower. The ninth level is the roof, complete with battlements. There is a single wooden trap door in the roof. Upon opening the door, cool, stagnant air will rise up. The inside is completely dark, and even a Continual Light spell cannot change this (unless the room below has a Dispel Magic cast on it first).
There is a spell in level eight which will paralyze anyone who drops down to the floor, until everyone standing on level nine enters. The paralyzation save is made at -3. If made, the person can move around, but there is no light from above unless Dispel Magic was used first. The room is completely dark, and smells musty.
In the room is the following. On the North wall, there are two heavy iron rings. In the East wall, there are cracks that seem like a large stone door. This door can be forced open by a successful lift gates roll. If a character tries to lift gates, he must explicity attempt to lift upward, otherwise the door will not open. Transmute Rock To Mud will open a hole in the door, but a knock spell will not work.
In one corner, the characters will find a small glass orb. It is light and cool to the touch. Breaking it will open the door. It will also release an illusion spell, with an image of a very aged Toriabis. He will say: "I am the ancient Toriabis. You shall not conquer me, for death already has. This tower is a shrine to my god Alloreth. He is the god of death, and that is what awaits you below". The image fades and the door opens.
In level seven, the floor is covered with a smoky opaque white mist. Anyone who goes on their hands and knees must save versus poison or sleep for 1d10 rounds. The room has a dim, eerie blue light. There are six cold iron chains on the floor. Pulling number one opens the door on the far wall. Pulling any of the others opens a secret trap door under the character which leads to a cell with spikes. The character will seem to disappear. He/she takes 2d8 damage and must save versus poison or be put to sleep until roused. There is sleeping poison on the spikes. If he/she can bend bars, escape from the cell is possible. See level five below.
In level six, a door has written in ancient script "Toriabis". There is a posh study here, with carpet and furniture. Curiously, the mist doesn't follow down from above.
In his desk, Toriabis has some papers with writing. The older pages are so faded they are illegible (or turn to dust when touched). One reads: "...soon overtake me, and my magic will be useless to save me". Another reads: "...in turn take me as my victims... seems to show no partiality". Yet another reads: "...will soon be time for me to pass through". There is a bottle which appears to be an ornate perfume spray. In it is bug spray (which smells awful) for use on level four against the Fire Wasps.
There are three evil clerical spells. The room is warm and smells like animal hide, which is from the carpet.
In level five, there are five cells. There are several bodies of ancient soldiers, within various cells. Any characters who fell through from level seven might be here. The locks are rusted. The bars can be bent, but characters may have to combine their strength. In that case, each character must roll under his/her strength.
If the characters stay more than three rounds, some short, snake-like spirits will come out of the bodies. The Spirit Eels are slain by holy water and can be turned, but only one at a time.
6 Spirit Eels AC:2 HD:6 HP:30 DAM:1d6 SA: If hit, the eel can control a character's actions for the next 1d4 rounds (or until the character is struck). Save vs. spell.
In level four, there is a wooden box which is full of bugs like fireflies. There are four tables, and four chairs. Over each table is a torch. The bugs will attack if released, and can't be hit by regular weapons. They can only be hit by fire or magic, or the bug spray from the study (see above).
100 Fire Wasps AC:-4 HP:1 DAM:1 SA:Confusion (due to the lights) save vs spell.
A fire attack that hits kills the number of wasps that is rolled for damage. The same applies for spells. The spray causes the bugs to become docile and return to the box. It affects 2d20 wasps on a hit.
On the scribes' tables are various ancient prayers to Alloreth.
In level three, there are beds with mattresses. There are some gems hidden under
the mattresses, one blue, one red, and one gray. These can be used in the golden hoops in level two.
Level two has a gnome working on some metal armour. In the room can be found three golden hoops of varying size. They are all roughly two feet in diameter, and roughly four inches in width. There is a gem sized hole in each. These can be used to weaken the giants, if the characters place the gems in the hoops. The gnome is working slavishly, but is catatonic otherwise. He cannot be talked to. Dispel Magic will reveal that he is good and will help the characters if asked. He will not remember anything of his imprisonment.
In level one is the Pool of Banishment. This pool occupies most of the first level of the tower. When Toriabis originally created the magical defences for the tower, he ran iup quite a debt. His debtors had him install the pool in the tower. It is the only exit from the tower unless one has a teleport spell. In this sense, once a character has entered the tower, it is his only existence unless he is willing to enter the pool. Toriabis was required to use the pool to make payments to the four beings he was endebted to.
Entering the pool will transport a character to another land. The land depends on the configuration of the runestones. The teleportation is one way. Toriabis had planned a way to kill his debtors. He deceptively gave the beings items which could be used to transport himself back to the tower. Unfortunately for him, he never got a chance to accomplish his task. He died during the production of the hoops. The hoops are magical items which can be used to restrict the fighting ability of a giant. Toriabis planned on using a fly spell to slip a hoop on the giant's head.
The following are the terrains and the giants which are encountered in each terrain:
GIANTS AND THEIR TERRAINS:
1. The cloud temple.
2 Cloud Giants AC:0 HP:130 HD:16+2-7 hp TH:3 #AT:1 DAM:1d10,4d6+11 (by weapon) SA: Hurls rocks for 2d12 damage S:24' tall TT: E,Qx5 AL:NE Treasure: Any 3, 1 scroll, 1d4 gems.
2. The frigid desert.
Frost Giant AC:0 HP:115 HD:14+1-4 hp TH:7 or 5 DAM:1d8,2d8+9 (by weapon) SA: Hurls ice for 2d20 S:21' tall TT:E AL:CE Treasure: 10000 SP, 3000 GP, 1100 PP, 1 art object, Any 3, 1 scroll.
3. The volcanic plains.
Fire Giant AC:-1 HP:120 HD:15 TH:5 DAM:1d8,2d10+10 (by weapon), hurling 2d10 SD: Fire Resistant TT:E AL:LE Treasure: 500 PP
4. The great forest.
Stone Giant AC:0 HP:115 HD:14+1-3 hp TH:7 DAM:1d8,2d6+8 (weapon), hurling 3d10 TT:D Treasure: 4 art objects