
		The Tower of Pascal the Biowizard.
			By Jim Grunst
		dragon@sofnet.com

Written for levels 9 and above.
It is recommended that at least one character 
is a cleric, of 9th level (raise dead spell)
and I also suggest that each player run TWO PC's.
You'll need a spare!

Once the party enters the tower, 
they may not exit unless and untill they 
go all the way thru.

How to get into the tower:
Stand at the base of the tower and speak the word:
"friend". This activates a teleporter which
transports the party to level 1.
This is THE ONLY WAY into the tower.
Someone in the party must say the word "friend";
 the GM can have much fun with this- just sit back and wait!

The tower is made of a mysterious BLACK CRYSTAL
material which is totally MAGIC REFLECTIVE!

You should only announce that fact after the party
spends time experimenting: looking for doors,
secret doors, etc... and CASTING SPELLS at the tower.
(Passwall spell has intresting effects on a spell caster :>)

There are many mechanical traps, on levels or areas
that are anti-magic; The way through this is by 
following this hint.

** It is possible for anyone to walk completely 
** through the tower,virtually unharmed.Provided they
**choose to go in the correct direction. 
** In other words, an UNENCUMBERED humanoid
** moving at a rate of 12" per round may traverse
** WITHOUT TAKING DAMAGE from most of the traps.
** This only works going ONE-WAY  through 
** those sections of the tower mentioned above.
** Keep careful track of ENCUMBERANCE through
** these areas.

The tower consists of 18 "levels", though some of these levels are much bigger. 
One level further down is actually an "etheral" node, an artificially constructed 
demi-plane.The exit from THAT level is actually located within a mini-dungeon!
The final level of the Tower co-exists in the VOID. The EXIT PORTAL lies there;
Exiting through the portal will not be easy.

The levels become progressivly more difficult as you advance.
 The first six levels are relatively empty.
That does not mean that these levels are totally 
devoid of neccesary items. They MUST be searched throughly!
After the first six levels,you'll start to run into more monsters to fight. Some are tougher, magically enhanced.
And they get tougher.

Just in case anyone decides to try to climb up to
the top of the tower  (outside) :
The walls are extremly smooth: -10% to climb walls,
check this every 10': ie: 36 checks over 360'.

If anyone should get to the top (flying, climbing)
they are surprised to find the roof of the tower
inhabited by RED DRAGONS:
2 adults, several baby dragons and 
"grandpa" ancient red dragon. Since the party was seen a long time 
before they got there,
 the red dragons will have been prepared:
"Grandpa" casts on all the larger dragons, and himself these spells::
Grow, enlarge, strength, haste, sertens spell immunity,
minor globe of invulnerability. Grandpa then goes 
invisible. Grandpa has plenty of scrolls and other items to keep up all of the spells
for an indefinite time until the party enters the vicinity.
And to make things more intresting, the 2 adult red dragons will go BERSERK,
if the nestlings are threatened!




				Level 1
1A: 50 x 50 room. door in south and east walls, centered.
The room is bare, except for a large pentagram on the floor- this
is where the party begins, having been teleported in from the outside.
It is a one-way only teleport. Looks like the party is here for the duration.

1B: 50' n-s x 70' e-w room, no other doors apparent.
You see remnants of wooden bunks, blankets, and matresses.
This was once a guard barracks.

1C: 70' x 90' room.
Once again- trashed out guard barracks.

1D: 70' n-s x 20' e-w room. 
Great, wooden, weapons racks, all empty.
A trashed and empty armory.

1E: 80' n-s x 60' e-w.
Three doors apparent in this room.
A fireplace and three wooden tables occupy this otherwise empty 
chowhall.
The fireplace is clogged and totally blocked by rubble.
Roll for surprise!
Residing in the fireplace is a Giant, Poisonous Spider.

1F: A very large room, with a sunken marble bath set into the floor;
One door, to the north;
The bath is filled with dirty, cruddy water.
There are murals on the walls, all defaced.

1G: 50' n-s x 80' e-w.
In the center of the room, you see an iron spiral staircase leading down.

				level 2
2A:  40' n-s x 70' e-w, double doors in the south wall, center. 
On either side of the door, arrow slits!
Large pile-o-trash in the n-w corner.
Trash consists of: straw, leaves, ashes, pottery shards, rotted bits-o-wood.


2B: 50 x 50 room, no other doors.
Several large wooden bunks. 
An empty and deserted guard post.
The guards would have been able to fire cross bows into room A from here.

2C: 50 n-s x 30 e-w room.
Another duard post, likewise empty.

2D: 40 n-s x 100' e-w.
yet still another empty, deserted guard post.

2E: 80 x 80 room, no other doors apparent.
you see bookshelves lining the south wall, and two free-standing
book cases in the north part of the room.
The library seems to have been trashed out long ago.
** secret compartment: contains 1-4 scrolls ****

2F: Off of this section of cooridor, lie 5 identical guest rooms;
 All have been trashed and are devoid of anything valuable or intresting.

2G: 60  n-s x 100 e-w room
A trashed out lounge area, large couches and a table.
Nothing here but us ghosts.

2H: 60 n-s x 100 e-w.
This room has murals of woodland scenes painted on the wall.
Large Iron Spiral Stair Case LEADS DOWN....

				Level 3
3A: 60 x 60 room. Door in the north wall. Double door in west wall.
Murals on the walls, depicting desert scenes.

3B: 60 n-s x 80 e-w.
ORCS: 120 in number.
If they are NOT surprised, the ORCS will upend several bunks and tables,
and at the same time up-end and roll several large barrels of oil down the 
open cooridor towards any intruders.
This is followed up immediately with flaming torches, flaming arrows and large numbers of standard arrows.
There are 3 Orc Shamans of level 1-6th, and 1 "wild mage", level 7.
Spells in effect on some of the Orcs: 
Strength, Enlarge, Haste, Minor Globe of Invulnerability, Invisibility, fire shield.
The key to the party's survival is to gain surprise, or at least not be surprised.

3C: 60 n-s x 30 e-w. door in north wall, centered.
roll for surprise, when the party enters.
Centipedes! 25 giant centipedes.
more of a nuisance than anything else.

3D: 80 x 80 room, double doors in the west wall.
A large marble fountain, filled with brackish, dirty water.

3E: 80 n-s x 120 e-w, a door in the south wall, 50 ' from the west wall.
A burned out and charred study.
Ashes and debris cover everything. ***Sec. compartment: Ring +5 ***

3F: roughly 60 x 70 room.
A trashed out bedroom.

3G: 30 n-s x 40 e-w
shelves, table, three large barrels.
this is a food storeage room-
120 iron rations, plates, utensils, the barrels all contain fresh water.

3H: a large room with nothing of intrest except for another iron sprial staircase, leading down....

				level 4
4A: you enter this level into a 30 n-s x 40 e-w room. 
There are no other doors apparent here.
***  4 secret doors in this room ***

4B: 50 n-s x 30 e-w
trashed out guest room

4C: 50 n-s x 40 e-w
ditto: another trashed out guest room

4D: 50 n-s x 30 e-w.
a large sunken marble bath occupies the otherwise empty room.
the fixtures on the marble bath are greenish colored (green slime!)

4E: 20 n-s x 50 e-w.
another storeroom- 120 iron rations, 1 large wine keg.

4F: 60 n-s x 80 e-w
a large and occupied chowhall!
BUGBEARS: 100 total.
hd: 3+1,thaco: 17,  AC: 5, damage 2-8. 120 exp pts each.
Leaders: 6   22-25 hp, ac4,att as a 4 hd monster, +3 damage.175 exp pts each.
Chief: 1  30 hp, ac3, att as a 4 hd monster, +4 damage. 175 exp pts each.
Shaman:1 4 hd creature, as a level 4 priest. exp pts each.

depending on the level of surprise, the bugbears may or may not have had time to prepare- if the party is surprised, look for the bugbears to:
upend tables for cover, and roll several barrels of oil over and towards the party, followed up by flaming arrows.
the shaman will toss whatever offensive/defensive spells he sees fit.
Hold Person spells at the people in robes (spell chuckers?) is a good bet.

4G: 30 x 30 room.
yet still another trashed out guest room.
guess there's not been too many guests recently?

4H: 50 n-s x 20 e-w.
a kitchen- sink, oven, table.
in the sink: poisonous snake: 2+1 hd,thaco:19,ac:6, dam1-3 + poison.175 exp.
in the oven: fire elemental: hd:8, ac:2, thaco:13, dam:3-24, +2 or better to hit.
2000 exp pts.

4I: A large indoor garden area, with a stream running through the room.
The plants look overgrown, or dead. It is obviously not kept up.
If the party goes in and investigates further:
roll for surprise!
Some of the plants are dangerous:
1: choke creeper- ac:5, hd:25,thaco:7, att: 8 or more, dam: 1-4 +strangle
2: thorn-slingers-3 total; ac:8, hd:4,  volley, 2-8 dam. spec att: dew adhesive.

there is a decorative waterfall in the s-w corner. 
*** 1500 gp, 3500 sp, 1-6 gems. ****

4J: 30 n-s x 40 e-w.iron spiral staircase leads down from here.
roll for surprise!
one Minotaur!
HD:10, AC:-3, 2 attacks, 2-10 +8.   HP: 80
This is a magically enhanced monster.
Exp pts: 2000
The two-handed axe this fellow carries is a +2 axe.

4K: roughly 30 n-s x 50 e-w. door in north wall, centered.a trashed out study.
a desk to the west.
searching the desk:
*** secret compartment: ring: improved invisibility. ***

4L: 40 n-s x 60 e-w.
A very large, very trashed-out lounge area.
Couches torn inside out. Tables smashed. Broken glass and other debris
cover the floor.
Careful search reveals: absolutely nothing of any value what so ever.

4M: 30 n-s x 20 e-w. Empty wooden weapons racks. A trashed armory.

4N: 60 n-s x 50 e-w. Trashed out game room. 

				level 5
5A: 60 n-s x 60 e-w.
The room is very clean. Set of LARGE double doors in east wall.
On the west wall is a very life like portrait of an elf in robes. 
The eyes seem to follow the viewer.

****IMPORTANT: READ DESCRIPTION OF ROOMS 5-B and 5-C; 
There are concealed arrow slits in the North and South walls, 
and the Goblin guards in these rooms will fire into this room,
just as the party is opening the doors in the East wall.
****Read description of room 5-D also, as the party will likewise
be busy with what awaits them as they open the doors!

Total of 30 goblin archers available to fire upon party.

5B: Guard Barracks:
15 goblins. ac: 6, hd:1-1, thaco:20, dam: 1-6. 
Each carries a sword and shield, and short bow.
Monies: 25 gp, 125 sp, 250 cp, total.

5C: Guard Barracks #2.
Same as above, plus 1 Goblin Shaman, level 4.
Same equipment and treasures.
The Shaman has a +2 Mace.

5D: as the party opens the doors, roll for surprise!
You see a Giant Troll, wearing glowing plate mail. 
AC: 0, wields a roofing beam, 2-16 damage.
**** It's an illusion! Designed to keep the party occupied-
**** It blocks the party from getting thru the doors 
**** and out of line of fire from the Goblins.
Directly to the East, there is a concealed opening;
covered by an illusion of solid stone.
standing here is the Illusionist who is controlling the Illusionary Troll!

5E: The Illusionist's room:
80 n-s x 50 e-w.
Door in the south wall.
** secret door in the north wall**
"Gylian" level 5 Illusionist. Q-staff +2, Ring of Infravision,
Wand of Magic Missles (30 charges).
He will flee to room 5F if need be.




5F: Library/Study/Treasure room: 
Book shelves line the walls of this room; hundreds of mundane, average ordinary books- geometry, mathmatics, books on woodworking, etc...
a large locked chest in the n-e corner.
chest is trapped, poison gas cloud trap.
inside: 2000 sp, 1000 gp, 15000 cp, 1-6 scrolls, 1-10 gems.

5G: A store room.
You find a barrel of grain, another barrel of flour, a cask of wine.
On a shelf, you find a case of Iron Rations (100 meals!).
Two Barrels of fresh water.
One keg of oil, two oil lamps.100 torches. Flint and steel.

5H: Doors to this room are LOCKED.
There are some quality murals on the walls of this room.
Large Iron Spiral staircase leads down from here.

				Level 6
6A: 40 n-s x 60 e-w room. Two doors to the north, one door to the south.
Murals on the walls depict desert scenes.
Strewn about the room, you see trash:
A chair, two boxes, remnants of a campfire,straw, leaves, ashes, torch stubs, empty iron rations cans, a broken oil lamp, and a quarter staff..
*** QUARTER STAFF: DISINTEGRATION, with 6 charges******

6B: An irregularly shaped room, roughly 40 n-s x 70 e-w.
The room has a wooden divider which separates the room into two sections.
The smaller area to the west is a sleeping area, the larger portion of the room is a lounge.
Hiding Under the bed in the sleeping area: 
Lizard, Fire, 1 each.
AC:3, move:9, Hit Dice:10, THac0: 11, damage:1-8/1-8/2-16
fire breath: 2-16
treasure: 1200 sp, 300 pp, 6 gems, 12 jewellry.

6C: 20 x 20 room. 
Three Orcs occupy this room. They fight to the death.
the secret door is found on a roll of 1 or 2.
ORCS: ac: 7, HD1, Thaco 19. damage: 1-8.

6D: 20 x 20 room. Appears to be a bedroom.
A large bed, with red curtains all around.
 An oak cabinet and a dresser with a large mirror.
In a drawer in the dresser, you find a ring with a black lotus on it 
(( black lotus society))
and, A PORTION OF A KEY *** KEY part #1****

ASLEEP ON THE BED, behind the curtains: 
one DEATH KNIGHT.
NO, just kidding! there's nothing there!

6E: trust the computer, the computer is your fiend.... er friend.
6E: 60 x 20 room.
The room appears to be a museum of some sort.
There are three cabinet-like displays cases, the glass having been
broken long ago. You find nothing of intrest here.
** secret door, east wall: opens into a 20' x 20' room; 
Two large glass display cases take up the entire north and south walls;
there is a table along the far wall, centered.
** pressure palte trap- on the table is a heavy cross bow, which fires
a poisoned bolt at whoever enters this room first.
** In the display cases, you find:
1- set of plate mail, 1-set of chain mail, 1 shield, 1-long bow, 1-long sword.
All are shiney and brand new, all are NON-MAGICAL.

6F: 30' x 30' room.
Four sets of bunk beds; In this room reside 12 Flind.
However, since I do not have the stats for Flind, let's make it:
--- 12 Humans. truly the most dangerous of monsters.
1- mage, level 7th.
1 priest, level 7th.
10 fighters, level 6th.
Each has 1 misc magic item for GM to decide.
If they are NOT surprised, the spell casters will have some spells in effect:
Grow, enlarge, haste, strength, and others, cast on some of the fighters.
These people were apparently another adventuring party, exploring the tower 
much as yourselves. This is as far as they got.Give them standard treasure.

6G: 30' x 30' room. Hearth, table, chairs.
Appears to be a kitchen. Searching, you find pots and pans, plates, etc..

6H: 50' e-w x 30' n-s room, an open area, with cooridoor leading away,
directly opposite.
In opposing corners, you see two statues of fighters.
If anyone enters this area, roll 1 d10. on a 1 or 2, the statues animate and attack.
Treat as Stone Golems.

6I: 30' e-w x 20' n-s. This room appears to have once been a library.
You see shelves all around the walls, and a desk.
The shelves are all devoid of books. The desk has three drawers, all locked.
#1: empty 	#2:a scroll.	#3: part of a key (( key part #2))
When the key is taken, roll for surprise!
A Shadow appears and attacks!
Shadow: ac: 7, Hit Dice: 3+3, Thac0: 17, dam 2-5 + str drain.+1 or better to hit.
NOTE : make this a SPECTRE to make it more challenging!

6J: 30' x 30' room. appears to have been a laboratory.
Shelves along the west wall, a large glass cabinet on the east wall,
a large table along the north wall, and a smaller table to the west.
The shelves hold 30 glass jars, each containing powders. 
*** #12 contains dust of invisibility x 5 applications ***
In the cabinet you find 100 glass vials, containing liguids.
*** all are rotten potions, except #37: polymorph self ***
The table to the north has several metal and glass lab wares.
The smaller table holds papers, signed by "Pascal".
Notes here mention something about making a giant acid-based amoeba.

6K: 20' e-w x 30' n-s chamber, a fountain to the north, centered.
a door to the west of the fountain. A statue of a man in robes to the south.
*** magic fountain! ***

6L: 40' x 40' trashed out guest room.
A search reveals that this area is indeed trashed.

6M: 30' n-s x 20' e-w.
Large wooden racks line the walls of this room.There are weapons here:
12 Long Bows, 10 Long Swords, 15 Hvy Cross bows, 50 arrows, 100 bolts, 10 great swords, 12 maces, 15 battle axes. All are NON MAGICAL, yet in good condition.

6N: 60' n-s x 20' e-w
arrow slits here, thru which you can see day light.
a mysterious force prevents party from passing thru the arrow slits in any mannner.

6O: 30' x 30' room. A game room.
dart board, chess board, pool table.

6P: 40' n-s x 80' e-w.
benches and tables adorn this room, apparently an old chow hall.
** hiding on the ceiling: a PHASE SPIDER.
** hidden under a bench: 150 sp, 25 gp, 5 pp, 2 gems, 1 long sword +2.

6Q: 40 ' x 30' room. two other doors.
empty shelves adorn the walls of the room, and a large pile of trash is located
in the corner.
Trash: straw, leaves, ashes, 100 cp, 20 sp, 5 darts ((+5!)) and:
ROT GRUBS! 1d4 rot grubs attach themselves to any searcher!
The doors in the room are locked, -30% mod to pick locks: 
these locks are an older model, don't ya know!

6R: 30' n-s x 20' e-w. A store room, containing 9 kegs, and shelves.
Boxes and bags of grains, iron rations (120 meals).Kegs of wine, water, oil.

6S: Identical to room 6R.

6T: 30' x 40' room. Beds, cabinet, chair. An empty guest room.
If searched, roll for surprise!
a SPECTRE appears and attacks:
AC2, HD7+3, dam 1-8 + level drain.
In the cabinet (locked): rotted clothing and: ring of wizardy (roll type).

6U: 40' x 30' room, with a cabinet,and beds - yet another guest room.
In the cabinet (locked): a blanket (of flying), a dagger (+3), gem (1000 gp).

6V: 40' x 40' room. Red curtains covering the walls.
You see an altar stone here- looks like a temple.
*** secret compartment on altar***
*** three buttons: red-white-blue ***
r-b-w: electric shock, 6 d10, save for half damage.
b-r-w: gas cloud, poison. save vs poison!
w-r-b: a suit of plate appears on altar (+3, doubles speed!)
r-w-b: polymorphs pesky button pusher into a vestal virgin.
all button combos only work once!

6W:50' x 30'. two tables a bookcase full of books and a bed.
In the bookcase, you see 17 books.
These are spell books, and contain the following:
1: affect normal fires, burning hands, det. magic.
2: identify,light
3: magic missle, shocking grasp, sleep.
4: cont light, det evil.
5: det invis, esp
6: knock, leomund's trap
7: web, ray of enfeeblement.
8: wizard lock, knock, forget.
9: blink, clairvoyance.
10: fireball, explosive runes.
11: lightning bolt, fly,hold person.
12: monster summonig I, slow.
13: charm monster, confusion
14: fear, fire trap.
15: ice storm, mass morph
16: animate dead, cone of cold, feeblemind.
17: hold monster, magic jar, wall of force.

warning, warning, danger will robinson!
as these books are perused, and examined, 1-4 spells will go off immediately, and effect the person/persons examining them! assume a level of 12th power!

under the bed, is a locked and fire trapped wooden box:
inside, 1000 pp, ring (invisibility) , potion (gaseous form).
and a wand of wonder!
when used, the weilder gets a loaf of fresh Wonder Bread.

6X: 30 x 30 room, no other doors.
in this room, you see: a marble pedestal and a pile of trash, as well as some furniture;
and, as the party enters, roll for surprise!
a MANTICORE appears and attacks.
manticore, ac: 4, hd: 6+3, htk: 45, dam: 1-3/1-3/1-8 + special.(darts)
searching the pedestal reveals another pesky secret compartment, 
this one has: surprise, surprise, three buttons: orange, blue and green.
o-b-g: 1 random magic item disintegrated!
g-b-o: polymorphed into an apple
b-o-g: aged 1-100 years!
b-g-o: gain a medallion (talisman of ultimate evil!)
g-o-b: imprisoned in a harem. somewhere further down in the tower.

6Y: 30 x 30 open area, witha large fountain. fresh water!

6Z: 70' e-w x 40' n-s.
in the room is a huge pyro-hydra. 
pyro hydra: ac:5, htk: 8 x 5 = 40 points. 5 attacks/ round.
special: flame, 40 points; save for half damage.
in the hydra's nest: 16,000 cp, 8,000 sp, 5,000 ep, 2,000 gp, 6 gems (500 gp ea).

6A(2): behind a secret door, you find a 30' n-s x 20' e-w room.
a secret alchemy lab!
on the shelves around the walls, you find 12 preserved potions:
1: clairaudience, 2: animal control (mammals), 3: longevity, 4: oil of slipperyness, 
5: heal (3 doses), 6: human control, 7: philter of love, 8: gaseous form, 9: clairvoyance,
10: superheroism, 11: etheralness, 12: elf control.

7A: 50 x 50 room.
book cases all around the walls, jammed full of books!
if anyone enters the room, roll for surprise!
the room is a fake, it's actually a LURKER.
ac:6,hd 10, thac0 11, 1 attack, 1-6 damage special: 4 points + victim's AC
per round.victims asphyxiated in 6 rounds. 

7B: 50 n-s x 40 e-w, no other doors.
four cabinets along the north wall, and four more along the south wall.
A large workbench occupies the majority of the room.
On the slab, you find the putifying remains of a large creature of somesort.
You find some lab notes, which describe the OWLBEAR, MKIII.
Intresting notes:
"In an effort to make an even more survivable version, add the following:
wings, invisibility and regeneration"....
thankfully, these modifications were never implemented. Or at least, not that you know of.
hehehehehehe......

7C: home of the regenerating, invisible, flying giant mutant owlbears.
no, just kidding!
7C: 70' n-s x 40' e-w room.
In each 10' section of the walls, you see large, gray metal boxes on the floor. closer examination reveals a small, silvery disk on the face of each, with numbers engraved upon them: 00-10-20-30-40-50-60-70-80-90.
The dm may roll random cominations for each box. each safe box contains 1 misc magic item. incorrect combination results in an electric shock: 4 d 6 damage, save for 1/2 damage.

7D: 40' n-s x 50' e-w room.two tables and a large raised platform.
on the platform is an intricate looking piece of machinery. on top of the machine you
find two slots.near the bottom of the machine is another slot.
on each of the two tables are 6 flasks. each of the 12 flasks contain a liquid.
** the machine takes the contents of flasks from each of the tables ****
** and combines them, to form a new substance. *****
** the new substance appears in a sealed flask, deposited at the lower slot.***
combinations:
1+2: or 2+12: explosion! 4d6, 15' radius, no save.
1+3 or 3+11: clear liquid (acid!)
1+4 or 4+10: clear liquid (extra healing)
1+5 or 5+9: clear liquid ( double strength speed!)
1+6 or 6+8: clear liquid (poison)
1+7 or 7+6: red liquid (blood)
1+8 or 8+5: red liquid (wine)
1+9 or 9+4: red liquid (cling fire; 8d8 direct hit, 1/2 dam splash, no saves)
1+10 or 10+3: green gas (poison)
1+11 or 11+2: green gas ( transmutes silver into platinum!)(10' cube area!)
1+12: black liquid ( gain 1-4 levels if imbibed)

7E: 20' n-s x 30 e-w, no other doors.
a bedroom, with lots of rotting furniture and linen. all fairly worthless.

7F: 30' x 30' roo, no other doors. bed, cabinet, chairs.
yet still another bedroom.
if the room is searched, 3 warithes appear and attack!
on the floor of the cabinet, a locked box:
10000 sp, 200 pp and a ring (cursed: vampirism!)

7G:30 x 30 room. bed, desk, cabinet, three chairs.
yet still another bedroom.
yawn.... i think i'm getting sleepy.
you are feeling sleepy.....sleepy..... your eyelids are getting heavy......zzzzz
the desk has two drawers, both locked and firetrapped (22 points).
top drawer: jade figurine: wolf
bottom drawer: a part of a brass key (( key part #3))

7H: 30 ' n-s x 50' e-w. shelves along the walls, a table and a file cabinet.
on the shelves you see 100 jars of various powders.
on the table- a balance and scales and three empty jars.
this room and contents do absoulutely NOTHING.
except take up the party's time in searching and experimenting. 
hehehehe

7I: 50 x 50 room. pile of trash and a large raised marble dias.
trash: leaves, straw, ashes, pottery shards, quarter staff (of the magi, 20 charges)
three wall-nuts ( 10' x 10' wall when thrown!) and a gold watch (time stop, 1/day).
searching the marble dias you find a secret compartment with three flower
shaped knobs.
1+2: gain 1d1000 platinum
1+3: lose most powerful magic item
2+3: pedestal vanishes, revealing a secret compartment beneath:
*** leather armor (+3), short sword (+3), golden crown****
*** the golden crown is a magic jar receptical for a level 15 mage!****
*** if donned, the wearer gets magic jarred, subject to saving throws!****
*** mage: Zeno: level 15, Int:18, Wis:14, Con: 12, roll other stats.******

7J: 70' n-s x 40' e-w.
5 rows of wooden benches.an altar with bronze braziers.a statue of athena along the north wall.
** any living matter which contacts the altar causes an explosion!
4d10,  save vs magic for 1/2 damage.
any dead comrade, if left overnite on the altar, will be completely revived and restored.
if anyone who has lost levels due to any reason shoud approach the altar and say:
"great athena restore my soul" will ahve those lost levels restored.
kinda handy, eh?

7K:40 ' n-s x 60' e-w.
along the north wall, set into the stonework, are arranged several basket sized stones.
each glows, with a different color.
from left to right, the colors are:
brown, red, orange,yellow, green, blue, violet,grey,white.
only one stone may be pressed at a time; once pressed, the glow stops, and the effects
noted occur.
brown: nothing happens (( gains a wish))
red: gain a level.
orange: fireball explodes in room, 10 d 6 damage, save for 1/2 damage.
yellow: lose a level.
green: gain 1d10 thousands platinum.
blue: polymorphed into a giant ant.
violet: nothing happens (( 100% divine intervention, 1 time only- keep secret from player))
grey: sex changed.
white: 1 random insanity.

7L: 50' n-s x 40' e-w. a large water filled pit, 20 x 30, centered in the room.swimming 
around in the pit you see a dolphin.
*** on the bottom of the pit, is a large locked chest***
*** 5000 gp, 1000 pp, elven chain mail (+3), ring (1 wish), scroll case***
*** scroll case contains a portrait of two small elven children****
*** the dolphin is actually a polymorphed elven female mage, "aelliseth".
*** determine all stats randomly for this npc....***

7M: 50 x 50 room.
a pedestal on one side of the room, a glowing sphere on the other side of the room.
on the pedestal, are three buttons.
i.... like......buttons!!!!!!!!!!!!!!!!!!!!
let me press the buttons, ohpleasepleaseplease......
pressing the buttons cause these effects to occur:
1: gain 1000 gp
2: gain 1 misc magic item
3: lightning bolt! 10 d 6 damage, save for 1/2 damage
1+2: person operating the buttons vanishes.
1+3: a warrior appears and attacks (illusionary!)
2+3: person who vanished, reappears, with all new equipment/abilities.(see list)
1+2+3: polymorphed into a mosquito.
roll a d 20:
1: demon formed scale armor, ala red sonja.
2: wizards robes: robe and staff of the magi.
3: human. (( gold dragon, in disguise))
4: cleric. mantle of celestian, mace of disruption.
5: cleric (( vampire in disguise))
6: human fighter. random "+" equipment, and 1-4 misc magic items.
7: human ninja
8: elven thief, random "+" equipment, plus 1-4 misc magic items.
9: 1/2 elf fighter/mage, random "+" equipment.
10: djinni.with lamp. have lamp will travel...
11: human nobility.he who has the gold, makes the rules...
12: dwarf fighter
13: human ranger. and alone. da lone ranger....
14: human paladin. two 6-guns. have gun, will travel...
15:red and blue super suit!ac:-10, immune to everything, flight:36".
16: star fleet uniform. includes phaser and tricorder.
17: khakis, safari hat and elephant gun. great white hunter...
18- 20: previous victim, completely unchanged in any way.

note: the changes in equipment also includes changes in character's skills and ability.

			level 8
8A:40 x 40 room, opening in the s-w corner.
murals on the walls, depicting savage games of life and death in an arena.
in one corner of the room a pile of trash: straw, leaves, ashes,bones and a gem (10,000 gp)

8B: 30 x 30 room. a bed and a cabinet.
upon entering, a ghost suddenly appears and attacks.
in the cabinet: a robe, a staff and a ring. all non magic.
*** secret compartment under the cabinet:****
*** 1500 pp, a staff of striking (25 ch) and a map ****
*** map: leads to the city of CYNCADIA, from module B-4 ***

8C: 30 x 30 room. a bunk room.
something is draped over one of the bunks.
as you enter the room, roll for surprise:
a spectre appears and attacks: ac:2, hd: 7+3, damage: 1-8 + level drain.
draped over the bed is a magic carpet of flying.

8D: 40' n-s x 30' e-w.shelves boxes and a table fill this room.
here, you find: bandages,linaments, alcohol,steel surgical instruments.
this room was the arena surgery at one time.

8E: 30' n-s x 60' e-w, door in the east wall centered.
a guard barracks, currently occupied by: 10 githyanki guards.
the githyanki warriors attack!
githyanki:
8 are warriors of level 6, 1 is a knight of 7th level , 1 is a mage, 7th level.
random armor classes: ac 6 minus 1d6, thus ac 5 thru 0. the knight is ac:0.
the knight has a +3 silver th sword. special.
see monster manual for further details.

these creatures are guards for room 8F.

8F: 30' n-s x 20' e-w, no other doors.
In this room reside 5 drow elves.
The drow attack immediately.
Drow:
1: ftr, lvl 5, ac:-3 (+2ch/+2sh, -3 def ac adj), +1hit/+3 dam, +3 long sword
2: cleric, lvl7, ac:-1 (+3 ch/+2 sh). spells: 4-3-3 (bonus spells) mace disruption.
3: mage, lvl 5, ac:2 (bacers: ac 4, -2 def ac adj) spells: 4-3-2 (bonus spells)
4: ftr, lvl 6, ac: 0 (ch +2/sh +2), short bow +3, arrows +2
5: mage, level 12, ac:0 (bracers ac:2, -2 def ac adj), spells: 4-4-4-4-4-1, 28 hp.
	mage also has: wand of fear, ring of monster summoning VI.
Hiding in the corner, a large golden colored baboon. Actually, an elvan noble woman, polymorphed. She is from a village to the south- the drow will, if given opportunity, bargain for her life.
The Githyanki in the outer room were the guards for these Drow.

8G: a very large room, 60' n-s x 80' e-w.
Here you see several large jail cells, made from stout iron bars.
all are empty, save for one large 20 x 20 cell, which holds a giant scorpion.
giant scorpion: ac: 3, hd:5+5, 35 hp, 1-10/1-10/ 1-4 + poison.
** this is actually a polymorphed human druid. it will NOT attack unless attacked **

8H: A fountain, 20' diameter. In the center of which is a statue of Dianna, holding an urn.
The water flows out of the urn.
** if a mere copper piece ( and ONLY a copper piece) is cast into the urn **
** gain ONE WISH. This only works ONE TIME, period. **

8I: 40' n-s x 30' e-w.  In this room are 8 sets of bunks.
As you open the door, roll for surprise!
A hell cat attacks.
hell cat: ac: 6, hd: 7+12, hp: 50, 2-5/2-5/2-12
searching reveals nothing of any value in the room.

8J: In this foyer is a collection of portraits of gladiatorial warriors.
Humans, elves, orcs, goblins, hobgoblins, githyanki, bugbears, halflings.

8K: 20' x 40' room.
Racks on the walls of this room contain weapons:
ls x 12, th sw x 5, battle axes x 12, long bows x 12, spears x 50, arrows x 250, maces x 15, staves x 12, darts x 75, polearms x 20. all non-magic.
** in a secret compartment: Long sword +3, gauntlets: 18/00 str, + shock gasp 4-32)**

8L: 80' n-s x 40' e-w. A store room.
shelves: 250 meals iron rations, 150 plates, 125 spoons, 125 tin cups, 100 candles.
75 bottles of really bad wine.
3 kegs of flour, 2 kegs of oil, 1 keg of corn meal.
25 wool blankets.

				level 9
9A: Above the large walnut doors to this room is a plaque inscribed in common:
		PASCALS COLLECTION ROOM
The room measures 35' n-s x 50' e-w.
A curtain covers the entire south wall.
In the center of the room is a 10' high stone pyramid. in front of this is a 3' tall marble pedestal, with an array of multi colored buttons, 20 in all.
If a button is pressed, an image appears on the face of the pyramid:
1: An elderly cleric, who says: "All praise Visvicarma!"
2: A wizard appears: " Trust No One"... ( loose 1 random item)
3: A man in leather armor stealtily appears and then disappears. ( loose 2 items)
4: A Bugbear appears, "I am PASCAL......."  (not likely)
5: A human in robes appears:
" I am Pascal the Bio-Wizard.Welcome to my tower.Stay awhile. Stay forever!"
6: A human in plate armor: " Join the men who've joined the army"
7: Another Bugbear: "Hi MOM!"
8: A Gnoll: " Gee, what's dis button do?...."
9: A Goblin:" It's fun to be a goblin, fun to be a goblin, at McRonald's...."
10: An Ogre: " all right! one move and the ogre gets it!......"
11: A wraith appears, then pops out of the pyramid and attacks!
12: a beholder appears. gaze effect: petrification only.
13: a man in leather armor: " there is no honor among theives." ( loose all money)
14: a humanoid in very shiney armor, with a single red eye, moving back and forth:
	"by your command..."
15: save vs spells, else go insane! ( you're not too sure WHAT you just saw )
16: helloooooo! goodbyeeeeee! save vs spells else be DISINTEGRATED.
17: save vs spells, else be polymorphed into a SMURF! (punishment enough!) 
18: gain a harem of 1-100 humanoids.
19: gain the mace of cuthbert.
20: gain a ring of regeneration.

Behind the curtain on the south wall, you find a set of stairs leading up to a large room containing several large 10' x 10' glass cases. There are 16 total glass display cases.
There is a plaque nearby which has writing on it:
" Experiments # 1-16"
In the cases:
1: owlbear, 2: giant scorpion, 3: troll, 4: axebeak, 5: giant ape, 6: giant ant, 7: giant beetle,
8: gnoll, 9: treant, 10: ochre jelly, 11: pudding, 12: golem ( as in house of the hawk!),
13: atar the lion ( the true king of tarantis!!!), 14:fire beetle, 15: phase spider, 16: empty!

If anyone breaks the glass of a display case, the gas inside will dissipate, and the creature inside will reanimate, having been freed of the "stasis gas". In most cases, this will result
in a fight.
Golem: level 7/8 1/2 elf  ftr/mage.
Atar the Lion: level 20 ftr.
Both will be highly desireable of the concept of getting the heck out of this place!
If Atar makes it out: probable civil war in Tarantis, the true king vs the imposter.
If Golem makes it out: will return to Elkwood manor, and start all over again.

9B: 30' n-s x 50' e-w. A workbench along the entire north wall, and two cabinets.
a careful search of the workbench (lots of sawdust): part of a key (( PART # 4))

cabinets contain lots of woodworking tools!

9C:30' n-s x 50' e-w. 
A table, a smith's forge, a large tub of water.
On the table: 3 battle axes (+1), 2 long swords (+3), and a set of manacles and collar.
On a wall: a shelf with lots of blacksmith tools.

9D: 50' n-s x 60' e-w, with a curtain covering the west wall.
Near the curtains, a raised dias with two thrones atop.
And, along the North and South walls: 10 suits of armor.
*** If anyone enters, the armor all animates and attacks!***
*** Souped up armor golems: Speed 16", ac: 2, hd: 6+6, immune to all spells.***
*** damage: 2-12 per fist.  experience: 600 +2/hp. ***

Sitting upon the thrones: two badly decayed corpses.
If anyone approaches, they will be magic jarred by one or the other of the corpse's spirits.
( the thrones are their receptacles!)
( note: this could result in a three way struggle for a body!)
solon: lvl 15 mage, or deronicles , level 15 mage.
roll their stats as normal.

*** under the north throne is a secret compartment:***
*** plate mail, +3.
*** power gloves: +3, 3-24 base damage ***

behind the curtain, a bed room. searching reveals:
10,000 gp, 500 pp, ring (hydra control). and 15,000 gp in jewellry.

9E: 70' n-s x 30' e-w. a waiting room or lounge.
the fireplace mantle is made of a greenish stone (emerald), carved with wolves and eagles.
on the end tables are decanters filled with an excellent wine
*** decanters of endless wine ***
*** or if the dm is feeling perverse: endless whine! ***

9F: 50 n-s x 60 e-w room. 
All about this large room, you see greenery: grass, trees and flowers. There are walk ways along the north and south ends of the room; The room is lit brightly from no apparent source.
One of the trees, an ancient oak tree, is intelligent and will talk with the party!
"Herman" the intelligent oak tree.
He will relay the fact that there have been other people here before, over the last hundred years ago or so. He also knows that "things" are buried in the soil nearby.
Search for 10 minutes: find 3 wall-nuts (10' x 10' wall if thrown)
Search for 20 minutes: scroll case: call lightning spell
Search for 30 minutes: gem stone: 50,000 gp value.
Search for 40 minutes: Stone Egg (pseudo dragon or Roc)
Search for 50 minutes: Booby Trap! 20 dice fireball! save for 1/2 damage.
Search for 60 minutes: try CBS. No, seriously: TH Sword, +5 C/E: "Black Bolt"
Search for 70 minutes: 

9G: 50' n-s x 40' e-w, tiered levels leading down to an old fire pit, where hot coals were once piled. This was once a steam bath.
Searching reveals that it is still operable.

9H: 30' n-s x 60' e-w. 
Trash in the room, near the door;
A chest near the far wall.
If anyone investigates further:
*** TRAP DOOR IN FLOOR OPENS; DROPS YOU TO NEXT LEVEL ****
need to roll under DEX to avoid, otherwise, take 3d6 damage.

9I: 30' n-s x 50' e-w.
a number of large pillows toward the east end of the room, 
and a large diaphanous curtain toward the west end.
Behind the curtain is a cabinet and a bath.
In the cabinet: 8 sets of harem attire, 1000 gp worth of jewellry.
Search reveals nothing else.

9J: Behind this secret panel is a cramped 10' wide, 50' n-s room.
Chained to two large metal boxes is a fire elemental, whose sole job is to
heat the water in the closed metal boxes, thus providing steam to the steam bath in room 9G. "Grog" the fire elemental, hd:12, 70 hp. 
Since he's not to happy with the intrusion, he will probably attack, unless party can 
exit quicly from this room- determine initiative.

9K: 40' n-s x 30' e-w. A torture chamber.
Racks, iron maiden, tub of oil,manacles, chains, iron boots, thumb screws, branding irons, and all sorts of other intresting torture implements.
Searching carefully, and only on a roll of 1 on a die 6:
A secret compartment in the back of the iron maiden:
*** staff of healing, fully charged! ***

				Level 10
Make carefull note of the map; There are THREE heavy wall sections,
each 20' thick, and shaded in on the map. These MOVE EVERY 10 minutes.
Roll a die 6 and consult the map for each to determine initial placement.
Roll a die 6 each time the party goes back to this area!
Explain to the party, that a mistake must have been made on their mapping efforts.
Then change the map for them. Repeat this often. Watch the fun!

10A: 20' n-s x 30' e-w. A large 4 tiered dias takes up the north wall, with a throne atop it.

*** there is a pressure plate just outside this room, and if activated, an alarm sounds.***
*** the pressure plate is detected normally; occupants may or may not be ready ***

At the base of the raised dias, three drow and an ogre magi.
On the throne, a human dressed in white armor, weilding a pure black sword.
drow #1: FTR, LVL 10, ac:-7 (+5 ch/+3 sh, +2 reaction/attack)
		hp: 75, magic resistance: 70%, weilds +3 mace
drow #2: FTR/MAGE, Lvl 7/10, AC: -7 (+5ch/+3sh, +2 reaction/attack)
		hp: 50, 70% magic resistance.
		spells: 4-4-3-2-2
		+3 mace/ gauntlets of ogre power 
drow #3: MAGE, Lvl 10: ac: 0 (Bracers: AC0)
		hp: 35  spells: 4-4-3-2-2
		70% magic resistance.
		staff of the magi.
Ogre Magi: 10 HD, 50 HP, AC: 0, damage: 1-12 + 6, +3 to hit, Thac0: 5
		+3 Katana, Bracers: Ac:0, Spells: 4-3-2-1






***********************************************************
Anthony Rencius, Anti-Paladin. Level 10. AC:-6   HP: 85
+5 Plate, 3 reaction/attack adjustment, -4 def ac adjustment. brooch of shielding.
+5 vorpal unholy sword. c/e alignment. "SOUL SLAKER"
prime powers:			extra powers:
det magic			heal (1/day)
det gems			teleport (1/day)
det metals			
prot from good, 10' radius
it's +5 vorpal AND drains 2 levels per hit!
75% spell turning (vs level 11)
control all undead, on sight.
purpose power: fear (1-6 rounds)

small brass key and a parchment:	 " L  01090609010   R   "
Jot this down PRECISELY on a piece of paper!

10B: 20' n-s x 30' e-w. 
In this room you see a large hex shaped cube with a large featureless door.
Close examination reveals a small silvery disk and a key hole.
The disk has numbers: 00-10-20-30-40-50-60-70-80-90.

The key from the Anti Paladin fits, but you need to dial in the correct combination.

Unless they invert the parchment, the party will read it and try:
			10-90-60-90-10
which, being incorrect, will result in a 20 dice fireball exploding in this room!

correct combination: 	10-60-90-60-10
this is derived by inverting the parchment, so that the "L" is on the right, the "R" is left.
Don't you just HATE smart alecky Anti Paladins!!

What's in the vault:
10,000 gp, 50,000 sp, 5,000 pp, 100,000 cp.
100 gems ( value: 100,000 plus)
100 jewellry ( value: 250,000 plus)
suit of plate +4 (ac:-4)
Orb of Dragonkind #4
Crystal Harp
6 scrolls: Ressurection
6 potions: Regeneration
Matrix Stone, unkeyed, level 10.

10C: a 10 x 10 room, door directly opposite. opening that door, another 10 x 10 room,
this one has no floor, and leads down to the next level.
When the party travels through here, a faint static charge is felt.
*** all third table and above spells are wiped from party; this will NOT be noticed ***
*** until the spell caster(s) try to toss any table 3 or above spells! This lasts 1-3 days.****
*** also: all magic weapons loose their enchantments for 1-6 days! ***

10D: a 20 x 20 room, book cases on the east and west walls.
searching the room reveals nothing out of the ordinary.
*** only on a roll of "1" on a die 6: secret compartment on floor, next to desk : ****
*** a small semispherical stone set into the floor, with a hole on top ***
*** if anything is stuck into the hole, a LOUD grinding sound is heard! ***
*** Make this sound really GRUESOME. ***
*** The MAGIC RECHARGER works once, then vanishes. ****
*** It puts FULL charges on any item which uses charges. ***

10E: 20 x 20 room.
roll for surprise! 5 men in robes: clerics, level 10.
spells: 6-6-3-3-2.
all: AC: 5
All have +2 maces of disruption.
All combat in this room is at -2 for the party, +2 for the clerics.(un-hallowed ground)

10F: 30 x 30 room, red curtains form the south and east walls.
In the s-e corner is a large octoganal shaped altar stone.
Also, you see 12 robed figures: Evil Clerics, levels 1 thru 12 (1 each)
all have +2 maces.
all are ac:5, chainmail.
2 have staves of striking.
2 have maces of disruption.
1 has a potion of speed
1 has a potion of gaseous form
3 have potions of extra healing.
5 have potions of healing.
1 has a potion of super heroism.
 
Behind the curtain is the rest of the room:
This is where the clerics keep their undead minions.

5 zombie bugbears: ac:5, 3+3 hd, 1-8 damage.
35 skeletons
10 zombies
1 zombire: hd:6, hp:30, ac:2, 1-8 dam + 1 level drain, spells: 3-3-2

also: large chest (trapped/locked)
opener must save vs spells (-2) or be turned into a ZOMBIE
(remove curse vs level 15 OR a wish needed to cure this)
inside: 50,000 sp, 1,000 pp, scroll: wish

10G: 20 x 20 room, door directly opposite;
you see 20 skeletons. these are made of METAL!
AC:3, HD:3, damage: 2-12/2-12
They turn as 4 HD undead!
Their finger bones are hollow, and shoot out jets of poison gas, 10' radius (20%)
or (80%) - they shoot darts (4 each hand, 1-3 pts each)

beyond room "10G" is a section of 10' wide corridoor, going east to west.
roll for surprise!
A Clay Golem resides here: AC:7, 11 HD, 50 HP, Damage: 3-30; see book.

10H: 20' n-s x 30' e-w room with an altar stone in the center of room
and a black curtain coverin the east portion of the room.
Coming out from behind the curtain, you see 12 fighters.
All are level 6. Roll for random misc magic items.
Behind the curtain, a large chest (no locks / no traps)
*** roll for standard treasure ***

10I: 20 x 20 room, door directly opposite; roll for surprise!
you see a troll in full plate armor.
AC: 0, 10 HD, 100 HP, 3 attacks/round: 1-12 / 1-12 / 3-30.
Regeneration: 5 pts per round.

You find some bread crumbs in the cabinet ( 1 wish if eaten!)

10J: A 20' x 20' guard barracks.
A door directly opposite.
Roll for surprise!
This room is a barracks for some mid-level evil clerics.
Number: 12. All 5th level; spells: 3-3-1
6 are AC:2; 2 are AC: 0; These all have magic chainmail ( 6 x +3; 2 x +5)
All the rest have standard chainmail armors.
Weapons: All have a mace +2; 2 have staves of striking; 2 have gauntlets of power.
*** See list of magic items, in file hhawkfin.zip or puzldun.zip, located at MPGN.COM.
*** One of the items listed is the magical Power Gauntlets, and has various options.

These guys are somewhat poor, too; 1500 Sp, 3000 CP, 5 PP, 12 gems.

10K: Another 20 x 20 room, sets of bunks
Another guard barracks, this one is occupied.
Roll for surprise:
12 evil clerics: All level 2. that's right, all are a whopping massive SECOND level!
ALL: AC:8, 2-12 HP, spells: 2 x lvl 1.
all have standard maces. (2-7/1-6 damage)
This should be a challenge to the GM to see how long they can hold out in battle.
Monies: 1200 SP, 5 PP, 2 gems.

10L: "Brunswick"
100' n-s x 50' e-w.
Three wood plank flooring sections running north-south, beginning 40' away 
from the doorway, and continuing north to the wall, where you see a small
box-shaped hole in the wall.And 10 small ivory pins.
A wooden rack nearby holds 9 black spherical objects.
Close examination reveals finger ( and thumb) sized holes in the surface of each.
This is a magic bowling alley.
Once rolled down the alley, the ball will not return!
roll on this chart:
01-07: gutter ball
08-14: knock down 1-6 pins
15-17: knock down 1-8 pins, possible spare
18-19: knock down 1-10 pins, possible spare or strike
20: strike! knock down all 10 pins

3 strikes in a row: gain 1-6 levels immediately
2 strikes: gain 1 level immediately
1 strike: gain 1d4 random magic items.
spare: gain 1 potion
spare on third: gain 1000 GP
1 gutter ball: loose forever 1 magic item
2 gutter balls: loose 1d4 levels
3 gutter balls: character dies a permanent death, from embarassment.

10 M: 30' n-s x 20' e-w
door in north wall.
roll for surprise!
in this room reside: wraithes! total 16 in number.
AC: 4 , 5+3 HD,THAC0: 15, Damage: 1-6 + level drain. Silver or +1 or better.
exp pts: 2000 per.
There is a table and a cabinet in the room.
If the cabinet is searched: 500 Gp
If the cabinet is THROUGHLY searched: a stained treasure map is found.

10 N: 30' n-s x 20' e-w.
This room is pretty much empty except for the 35 ZOMBIES attacking you!
Zombies: AC: 8, HD: 2, Base THAC0: 19, damage: 1-8
They get a +2 on attacks, party gets a -2 on attacks and turning. (unhallowed ground)
Nothing of value in the room.
GM should add some Monster Zombies (Base THAC0: 15, AC: 6, HD:9)

10 O: 30' n-s x 40' e-w room.
You see a large table, and a cabinet, and a book case.
The Bookcase holds only one book: *** A Tome of Ultimate Evil ***
The Cabinet holds: A Black Robe ( + 3 if youre Evil, Poisonous if you're not)
A small silver Bell ( summons 1-4 random demons if rung!)
Necklace of prayer beads ( acts a necklace of strangulation)
A random card from a deck of many things.

10 P: 50 x 50 room, door in the north wall, center
There is a 30' n-s x 20' e-w hole in the floor, filled with water.
Steps leading in at one end, a diving board at the other end.
If anyone approaches, a Water Ghost appears!
HD: 11, AC: 0, damage: 1-8 + aging 10-40 years.HP: 50.
*** on the bottom of the murky pool, should anyone decide to try swimming:***
*** A LARGE locked Iron Trunk: weighs 2000 pounds! ***
*** contains: 2000 GP, 200 PP, Deck of Many Things, Genie Bottle ( grants 3 wishes)**

10 Q: 50 x 50 room, no other doors.
Three rows of wooden benches, and a low wooden railing seperating the room 
into two sections. A raised dias and podium beyond the low wooden railing.
Walls are covered with bookshelves, with many books.
The books all concern law and order. This room was once a court room.
A Skelter suddenly appears, and attacks!
Judge Wapnor: HD:6, AC: 3, spells: 4-3-2-1, HP: 35; Turns as a Liche.
	Damage: 1-8 plus level drain. Silver or +1 weapons or better to hit.
Special item: Magic Gavel of deafening: If he bangs the Gavel down,all in room 
are deafened. Reversible only by spells (cure deafness, cure disease, etc..)
Treasure is hidden in a bag behind the podium.
GM: generate a random treasure, as for a Liche.

10 R: 60' n-s x 70 ' e-w open area.
A circle of power drawn on the floor, with 7 silver arrows drawn pointing outwards.
You've probably already read this but here it is again:

Make carefull note of the map; There are THREE heavy wall sections,
each 20' thick, and shaded in on the map. These MOVE EVERY 10 minutes.
Roll a die 6 and consult the map for each to determine initial placement.
Roll a die 6 each time the party goes back to this area!
Explain to the party, that a mistake must have been made on their mapping efforts.
Then change the map for them. Repeat this often. Watch the fun!

10 S: 50' n-s x 70' e-w area. You see a door and two cooridoors ( north bound)
and a large mural depicting a temple scene, complete with evil clerics
undead and sacrifices, as well as a warrior champion, in gleaming white armor.

10 T: 30' n-s x 20' e-w, no other doors.
Roll for surprise!
12 fighters, all level 2.
2 have AC:0 and exceptional stats: +3 hit/+6 damage, -2 reaction/attack.
all the rest have standard chainmail (ac:5).
distribute among them: + 1 long swords x 3 , +2 th swords x 2.
each carries 100 gp, 250 sp.

10U: 30' n-s x 20' e-w. door in south wall.
roll for surprise:
6 Bugbear warriors:
AC:1 (plate +1), HD: 4+4, TH Swords +2 ( 1-10 + 4)
Searching the room reveals nothing of value.

10V: 40' x 40' room. Looks like an old chow hall.
There is a fireplace in the room.
Roll for surprise!
1- Zombire. AC: 3, HD: 6, spells 4-3-2, damage 1-8 + level drain, turns as a liche.
In the fireplace is a large locked iron box. inside: "scotty" level 10 druid.
if the ashes in the fireplace are searched: 2 gems, worth 15,000 gp total.

10W: 70' n-s x 40' e-w room. 
A very large room that looks like a warehouse of somesort.
In this room reside several thieves; 12 in number.
all are 5th level; high dex ( - 1d4 to base AC)
all have magic defensive armor bonuses ( + 1 thru +3)
weapons: range from +1 thru +3.
All also have at least 1 ranged attack weapon. 
G.M. should use stealth and sneaky tricks to make this a tough fight.

The leader of these theives has a portion of a key on a chain around his neck
***   brass key part # 5. fifth and final part !  ***

Give the theives standard monetary treasure.

				Level 11
11 A: The entry to this level, from level 10, opens into a cooridor which leads due south to a door. Behind this door is a perfectly round room, with no other doors.
If and only if the party enters the room will the room function;
A rumbling might be felt, as the room rotates on position clock wise ( right).
The rumble stops and the first door opens, revealing cooridor leading away.
This repeats each time the party returns to the circular room ( 11 A).

11 B: A section of narrow, cramped crypts. In each 10' section of wall are several
small bronze plaques.
Each round that the party remains here, 1-4 skeletons will animate and attack.
After a few more rounds, more skeletons ( 1-10) will animate and attack.
Finally, after 10 minutes, all the remaining skeletons ( 370 !) animate and attack.

11 C: In this section of the crypt: no undead, just a will o' the wisp.11 HD monster.

11 D: This crypt has no burial spaces.
Just a LICHE. AC: 0, HD: 25  spells: 7-7-7-7-7-6-5-4-3
special weapons: silver claw of death, cube of force.
Liche's treasure horde in coffin on stone : roll random treasure.

11 E: 40 x 40 chess board pattern on the floor of a 50 x 50 room.
at the south end, centered: a statue of a man wearing a crown.

warriors move as knights
priests move as bishops
a male mage moves as a king
a female mage moves as a queen
thieves move as a rook
all others move as a pawn

in order to traverse the board, a character must move as indicated above, 
else take a lightning bolt for 1-100 points!

The statue holds in it's hand, a small crystalline pyramid ( need for room 11 H ).

11 F: Draw this room out for the players.
A narrow ledge looks out over a long, 20' wide pit filled with fire and flame.
Absolutely NO MAGIC functions in this room!

Over on the otherside, you can see a pedestal, in front of a lead plated wall section.

If the party thinks of it, there are wood working shops on the level above, wherein
the party could bring sufficient materials and tools down to this point in order
to build a bridge across the flames, with 1- 4 days effort.

11 G: The pedestal has a keyhole in top of it.
Remember that brass key you've been assembling?
If and only if the party has assembled all FIVE parts may they use it here...
Wherein, the wall before you vanishes, revealing 20 ' wide cooridor leading away 
to a very ornate set of doors. These open away from you, revealing blank wall.
BLANK WALL.
MAKE NOTE OF THE WAY THAT THE DOORS OPEN....
they will conceal the cooridor beyond, and to the left (south).

If they figure this out, then they'll follow the hall way on around to:


11 H: A pedestal with a depression atop it.
Needs crystal pyramid, from 11 E .

If pyramid is placed upon pedestal, then the wall vanishes, revealing a lead-lined
20' x 20' vault beyond.
Inside: 6 large Iron Boxes:
1: 20,000 GP, Gauntlets of Ogre Power, Girdle of Storm Giant Strength.
2: 50,000 PP, Staff of the Magi, Ring of Wizardry ( 4th & 5th table spells)
3: Helm of Telepathy, Wings of Flying.
4: Bracers of Defense (AC:0), Hammer of Lightning Bolts
5: +5 Staff of Holiness (artifact)
6: Mace of disintegration

11 I: You follow the twisting cooridor around and come to this 40 x 40 open area, with
cooridor leading on beyond this.
You'd continue onward except for the Wyverns!
Wyverns: 6 total, AC: 3, HD: 7+7, damage: 2-16/ 1-6 + poison.

The nest contains standard lair treasure.

11 J: Following the hall way, it ends in a room :
20' n-s x 40' e-w. In each 10' section is a pedestal witha crystal skull on it.
As the party enters, ALL LIGHT SOURCES are extinguished.
The skull's eyes light up.
They hear a voice: " The library of skulls awaits your questions"

The skulls will, collectively , answer 3 questions. The party may consult or commune
with the library of skulls on 3 questions. They have 100% omnipotent accuracy
on any subject!

11 K: 20' n-s x 30' e-w. 
hall way continues on past here, except for the Iron Golem.
It is a normal Iron Golem
HD: 18, AC: 3, Damage: 4-40, Move: 6".
Special: sprays poison gas.

11 L: A 40 x 40 chamber. Trash strewn about the room.
The pit trap indicated on the map leads down to the next level.

				Level 12
12 A: The party picks themselves up off the floor, noting something right off:
There is NO MAGIC functioning here! ALL magic effects fail to work here!
The entire level is Anti-Magic!
The hall way extends away to an amazing sight:
A series of 5' thick stone slabs extending from floor to ceiling, which are moving very
rapidly back and forth between two slots, one in each wall.
These slabs are of the same black crystal as the rest of the tower, and weigh many TONS.

*** a person must move at exactly speed : 12"  through here, else take 4-48 damage.**

12 B: A series of two invisible electrical arc traps, 1-100 pts each!

12 C: What you've got here is a large room with a door in the south wall, centered.
A fire pit, 10' wide, seperates the room into two halves.
A raised altar in the north, with a large braizer atop it.
If anyone steps into the room, a pressure plate activates, causing huge quantity
of OIL to flow out of the braizier atop the altar to spill out and sweep across
the floor section, as indicated by the arrow.
Once the OIL hits the flame pit, it ignites.
Burning Oil, or Fire Pit damage: 1d6 + 1d4 per round.

12 D: You think you're safe, following the hall, untill you find a 20' deep pit!
It's filled with Acid.
How well can you climb walls??
Damage: 1 d 6 per round. Minimum 2 rounds to climb out.

12 E: Another Acid filled pit trap. This one's 20' across, 4 rounds to climb out.

12 F: Each alcove shoots out 1-20 cross boww bolts.

12 G: A FAKE door. Use the "More Than A Door" chart, hhawkfin.zip

12 H: After ascending a short staircase, the party enters a double pit trap!
This has the effect of splitting the party in two parts, sliding down greased chutes;
half wind up at 12 J, half at 12 L.

12 I: a trap for any who DO NOT fall down the chutes awaits at the end of this hall:
10-100 points from a spring loaded wall section.

12 J: A single door leads out of this empty room.
GM COULD put a monster of trap here. Or a FAKE trap to make them nervous!

12 K: 10 x 10 room , fake door opposite.
Pit opens up an drops them down to: level 13 , colum 5, row 12.

12 L: same as 12 J.

12 M: same as 12 K, drops down to: level 13 ,colum 10, row 9.

			Level 13
Level 13 is also ANTI MAGIC. NO magic functions on this level either!
13 A: " Piston Stones" moving up and down. Similar level 12 A. 5-50 damage.

13 B: Slicer Dicer cooridor; 13 D 10 damage possible, traversing this hall.

13 C: 30 ' e-w x 40' n-s. A 20' deep pit surround a section of floor in the middle.
Door on south wall.
*** The floor section in the middle is a totally frictionless surface! ***
*** And the door has super glue on the knob ! ****
*** Good luck figuring this one out! ***

13 D: A pit, 20' deep ( roll on pits chart, hhawkfin.zip) door opposite.
That door leads to a 10' x 20' room, witha FAKE DOOR opposite. This Fake Door activates a pit trap which drops you down to level 14. Area 14 B:

13 E: 
From 12 K above, you follow this hall to a set of steps leading down into flaming oil!
Following further, through the oil, you take damage according to your move rate:
2-8 points per 10' at a speed of 12"
2-12 points per 10' at a speed of 8"
2-16 points per 10' at a speed of 6"
2-20 points per 10' at a speed slower than 6"

13 F: A very odd room, except for the 10' wide hall indicated on the map, the rest of this room's floor is 20' lower, and covered with many rows of moving, jagged blades.
There are a set of metal rungs in the ceiling, which lead out and over the pits.
These end just above two of the other three doors in this room.
*** These two doors lead, eventually, nowhere! ****
*** The party will have to figure a way to the third door. That eventually leads to :***

13 G: A 30' long section of hallway that tilts, and slides the party down to
	level 14, room 14 A:

				Level 14
The entire 14th level is ANTI MAGIC!
14 A: A small circular room that leads to a hallway. Follow this, you reach: 14 I.

14B: This is where you land from room 13 D:
opens into a hall way leading east to a door in the north wall, and west to large set of double doors.

14 C: Hmmmm well, this is a 40' n-s x 30' e-w room, which I have not filled in.
Feel free to put some sort of intresting feature here.
Maybe some of those Phase-DoppleGanger-Inviso-Regenerating OwlBears.

14 D: An invisible arc trap: 1-100 points.

14 E: A very noisy echo chamber. causes temporary deafness.

14 F: same as 14 E.

14 G: A series of sharpened razor stones, just like some of the other "piston stones"
you've seen earlier; each causes 5-50 damage, save for 1/2 damage.

14 H: 40 x 40 room, which I have not populated.
Maybe a good place for the Giant Invisible Flying Regenerating Ochre Jelley.

14 I: Slicer Dicer corridor, 6 blades, 1-20 each, save for 1/2 damage.

14 J: This is where the party meets up again.
Proceed out to the west, and the entire, newly reformed party SLIDES down to level 15.

				Level 15

This level has not been fully detailed.
In general, you have black doors which function as teleporters if you enter them.
That's how you get around on this level.
The rooms have not been filled in too well.
As a general rule, minor demons occupy and roam about these levels.
The room in the upper right ( north - east) corner contains some sort of a prison,
for a powerful, goodly aligned "Name Being", possibly a Solar or Deva or something.
At row 6, colum 11, is a throne room. 
This room is filled with demons ( 100 or so) and they are all armed with "death" weapons; i.e. any hit must be saved against, vs death magic, else you die!
If and only if the demon lord there is killed, will a large 20' x 20' block in another room, at row 12, colum 13, move aside, revealing passage to the next level.
note: it helps if you free the being from the special imprisoning room.

			Level 16
An artificially constructed etheral demi-plane.
For a better view, refer to "Detail-A".
The party drops in near the center, I believe there is an arrow with the word "enter"
indicated on the smaller map for the "level".
This is near a road.
The idea is to follow the road, to an area where several roads form a pentagram.
The exit is near the center of this huge pentagram area, in a mini dungeon,
Refer please to the file "MINI-1".



There are villiages and even cities here on this demi-plane.
There are also inhabitants; they are ALL undead. Only thing is, they do not know that they are undead. They all go about their lives as they would have in real life.
Only the most powerful of the undead know of their true natures.
The inhabitants will generally NOT attack the party unless attacked.

Unusual features of this demi-plane: Light spells act as Fireball spells.
Darkness spells heal. Several other odd spell effects that I cannnot recall just now,
but you can get the idea.

The party WILL meet one denizen who is not what he appears.
Bahamut travels here, in disguise. The party WILL meet this being, and will 
offer divine assistance, though not in any direct or obvious way, as HE will
wish to remain anonymous." Mr. Tom Ahab" or something like that.

Going on into the depths of "Mini-1"

				Mini-1
A mini dungeon adventure, originally part of a larger "tomb", I have here what 
was once the 4th level of that old tomb.
The eventual exit from Mini-1 and out of level 16 demi plane is here.
The intersections of the tunnels in the old tomb, are closed off by giagantic 
stone blocks, similar to what was found in old egyptian tombs, to deter robbers.
The extensive use of PASSWALL is needed here.
The rooms, A thru H are left for the GM to detail;
Perhaps an old embalming room, occupied by Mummies.
Or a Liche, and secret laboratory.
There is a HUGE Black Pudding in one of the hall ways, indicated on the map.
Room H has a ceiling height of 30'. That should give the party a hint.

Room I is the outer tomb, and has: Talos, triple strength Iron Golem.
Talos: HD: 60, ( 240 HP), AC: -3, 3 attacks/ round, 4-40 pts each.
All standard defenses; Special attack: Breaths Fire (80 pts) or poison.
Experience pts : 30,000 +
Room J: ceiling at 35'.
Three Death Knights guard the next chamber, just outside of the inner tomb chamber.
See the Monstrous Compedium for details on these.
Hit Dice 9 (10 sided), AC: 0, Thac0: 11, damage: per weapon, +3 bonus.
1: Long Sword +2
2: TH Sword +3
3: TH sword +4
4: short sword quickness
5: short sword dancing
6: short sword of life stealing.

There are 4 piles of treasure in the outer tomb. hundreds of thousands of gold, silver, platinum.
ten thousand gems and jewellry.
many,many misc magic items.100 plus.

In the inner tomb, there is an altar, and two glass coffins.
Also, an exit portal.
And an artifact.THE PARTY MUST TAKE THIS ITEM.
The artifact is called the Raj-Pak, an ornate vase with an eternal flame atop it.
It has a LOT of power. Also, some intresting curses.
Major prime power: Wish.
Major curse: floating, random curses. Roll on curses chart whenever prime power is used.
Minor powers: heal, regenerate, ressurection. Others.

Oh, and by the way, there's a mirror of life entrapping on the ceiling.

Whose tomb is this you ask? Why it is the tomb of Da Wiz, a powerful Arch Mage.
Perhaps the single most powerful mage in the entire campaign world.
He was hired by Pascal the Bio wizard to create the etheral demi-plane outside of this tomb, as the basis for the 16th level of the tower; He agreed to do it, in exchange for being allowed to build his tomb here.

You pass through the portal, and arrive on the 17th level of the tower.

			Level 17
Several things happen when you arrive here.
It's an Anti- Magic level. No magic functions here.

As you step forward, a pressure plate in the floor activates a pre-recorded message:

" Two ways to go; Each identical in every aspect, save one:
	One is destruction, one is safe passage! "

Youve essentially got two identical halls, and they eventually end in identical black 
retangles on the wall.
One is a TELEPORTER, one is a DISINTEGRATOR.

*** make note of ANY characters that might have a 100% one time only "God Call".***

There are several rooms on the level, which I have not detailed yet;
This is a good place for the major Bio Labs, the place where the first Owl Bears and other such insane monsters were created.
Also, a good place to find an improved, living example of something new!
Mutant Owl Bear: AC:0, HD: 25, Thac0: 5, damage: 1-12/1-12/4-40. + 8 damage.
Flight: 36"; Regenerates 4 pts / round; Immune to spells; +2 or better to hit.exp: 10,000.

If the party makes the correct choice(s) and some or all of the party arrives at the next level:

			Level 18
You see before you an awe inspiring sight:
A HUGE slab of stone work, floating in an abyssal plane, the void if you will.
A gigantic, mechanical representation of the SOLAR SYSTEM whirls and clicks
overhead, planets circling around a sun.
Below, you see a structure, surounded by a shimmering power field.
And, a SHIP- a Galleon of some sort, moored to the side of the stone flooring,
it's sails billowing in some abyssyal wind.

Of immediate concern, you see three tall creatures approaching you. 
They block the party's passage out onto the floating island.
The three ARCANES demand something of the party, if they are to pass.
The ARCANES want the Raj-Pak, the artifact from the tomb!
The party should absolutely,under no conditions refuse the arcanes' request:
they are fully capable of flattening ANY party!And then simply taking the item.

The arcanes depart, vanishing in a poof! of magic, once they have the artifact.

On to the floating island.
There is a control room, surrounded by a force field.
The wall of light will DISINTEGRATE any matter which contacts it.
The wall can not be simply flown over, since it completely surrounds the controls.

*** any of a variety of spells, items, etc... can disrupt the field: ***
*** dispel magic, disintegrate, gust of wind, pass wall, etc..... ****

If you destroy the controls, the mechanical solar system model breaks and begins to fly apart. Great tremors shake the island!
The aprty must move quickly to the ship!
The ship is empty, save for a huge throne-like chair.
The ship is a Spell Jammer.When a Spell Caster sits in the Helm, they begin to feel the ship, as an extension of themselves. 
The ship casts off, away from the crumbling stones.
Suddenly, a breath of fresh sweet air is noticed upon the hull- and your ship knows which way to go! A rift opens in the void. You can see daylight through it.
Speeding up, the ship cruises through and emerges once again into the real world.
Looking back, you see the tower crumbling, and seemingly folding in upon itself, to a single impossible dense point; and then vanishes!

Well, anyone who survives this adventure deserves what ever they get.
Levels, fame, fortune.All well deserved. Perhaps a vacation.



			
