Castles & Crusades The Cloud's Giant's Tower, Podreczniki RPG, Castles & Crusades
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THE CLOUD GIANT’S TOWER
TOWERS OF ADVENTURE #2
B
Y
J
AMES
M. W
ARD
A
RT
D
IRECTION
/L
AYOUT
:
P
ETER
B
RADLEY
I
NTERIOR
A
RT
:
J
ASON
W
ALTON
C
ARTOGRAPHY
:
P
ETER
B
RADLEY
P. O Box 251171, Little Rock, AR 72225
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Wizard’s Tower, Towers of Adventure 1 for
challange level 5, 3-5 characters.
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System Reference Document Copyright 2000, Wizards of the Coast,
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original material by E. Gary Gygax and Dave Arneson.
Castles & Crusades: Players Handbook, Copyright 2005, Troll Lord
Games; Authors Davis Chenault and Mac Golden.
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nd
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rd
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CLOUD GIANT’S TOWER
C
LOUD
’
S
N
ATURE
:
The top of the cloud looks just like a cloud,
however the characters can see the green dragon resting by the
huge tower door. The tower is huge and even with only two levels, it
appears each level is ninety or so feet tall. If the characters fly around
the tower, they will see the two trolls on the backside of the tower.
C
ASTLE
K
EEPER
’
S
N
OTE
:
This TOWERS OF ADVENTURE uses
the TOWER 4: CLOUD GIANT TOWER and its diagram. As
the designing castle keeper, I have taken the liberty to add a bit
about the cloud the tower rests on and add walls in the map as
needed.
B
EGINNING
THE
A
DVENTURE
The characters find themselves passing through the town and staying
in the Red Dragon Inn. Here they find a very excited clientele who
are all talking about the previous evening’s occurrence.
The numbers listed with each encounter repesent the random
number ‘rolled’ from the Towers of Adventure box set.
Cloud Giant’s Tower By James M. Ward
TOWER IN THE SKY
(Adventure hook 5 from Towers of Adventure)
After a night’s stay they are roused from their beds by the town
guard. They are taken to a very worried mayor who has just
heard that a green dragon flew down and ate twenty cattle in a
neighboring farmstead. Although the mayor has many resources,
he doesn’t want to see them destroyed. He’s using flying carpets
and dumping the player characters in the clouds to check things
out. If they survive the effort, he will give them each 5,000 gp.
Naturally, they can keep everything they find in the tower.
One day, high in the sky, a huge cloud floats into the area. On top
of the cloud is what appears to be a stone tower. The cloud stays
in the area and all the local people can talk about is the mystery of
what could be in that tower. The player characters begin questing
for flying types of magic to allow them to be the first ones to explore
the tower. Griffons and even a green dragon are seen flying around
the tower. The tower is many hundreds of yards in the sky. The
clouds hide the bottom of the tower. Now it has stopped moving
and hovers near the city below. People are afraid for their lives and
in the next four days, many of the townspeople flee in panic.
C
LOUD
L
AND
AROUND
THE
T
OWER
A: Western edge of the cloud:
140)
G
UARD
D
OG
P
ACK
x4 (neutral)
, HD 2d8, HP 15, 13, 12, 10,
AC 13, MV 50 ft., primary attribute: physical. Each dog bines for (2d4).
THE CLOUD GIANT’S TOWER
The Cloud Giant’s Tower, designed for 3-5 characters with a
challenge level of 5, and should be playable in one session. It involves
a simple tower located high in the sky above a large city of the Castle
Keeper’s choosing. The tower can be positioned anywhere and it will
be necessary for the player characters to have some means of flight
to get to the tower. There is a constant large gray cloud under the
tower, but the characters have no way to tell that the top of the cloud
responds like land with a surface they can walk on
These dogs are trained to only take food from their master’s hand.
They will not be tricked into leaving their assigned guard area.
They attack any characters coming on the cloud.
B: By the door of the tower:
192)
G
REEN
D
RAGON
(lawful evil),
HD 10, HP 80, AC
24, MV 40 ft., 150 ft. (fly), 40 ft., (swim), primary attribute:
physical. The dragon attacks with 2 claws (1d4), tail (1d6) and
a bite (2d6). Its breath weapon is a caustic gas doing 7d6 in
damage. This dragon can use wizard spells: 0-3, 1
st
-3. Inherent
spell abilities include: suggestions and emotion.
I
NTRODUCTION
The more powerful characters of the city are not being allowed
to go explore the flying tower. They are being held back, because
the city organizers don’t want them to grow too powerful in case
the tower is filled with magical treasures. Rather, groups of middle
level characters are being sought to take on the challenge of what
is in the tower and why it is flying over the city and not moving.
Dragons are never asleep in and around this tower. This dragon
is extremely intelligent and at the moment stuffed so full of cattle
it couldn’t eat one more bite. It talks to the characters and isn’t
interested in fighting, but the characters are going to have to give
up some of their treasure for the dragon to allow them entrance into
the tower. The dragon is resting beside the only door to the tower
and its tail stops the door from being opened. This is a great chance
for the characters to practice some of their role-playing skills.
F
OR
T
HE
C
ASTLE
K
EEPER
The cloud giant doesn’t want to have his home above a humanoid
city. However, he’s so sick, he can’t control his tower any more. He
is in his bed dying, at the moment. None of his helpers or guards
are aware of this and they will continue to work the tower and act
as security. The giant needs healing, but security is going to be a
problem for the player characters.
C: To the back of the tower:
These trolls are at the back of the tower and not very bright. They
don’t want to fight, but they will if the characters press them. They
are intelligent enough to talk with the player characters, urging
them to get off the cloud before the giant finds them.
When the flying creatures of the tower get hungry, they are going
to go looking for snacks and everything below the clouds is fair
game for them.
2 C
ASTLES
& C
RUSADES
154)
H
ILL
T
ROLL
(chaotic evil)
, HD 9d8, HP 70, AC 16, MV
30 ft., primary attribute: physical. The troll strikes for 2 claws
(1d4/1d4) and a bite (2d6). In rending if both claws hit, the rend
does an additional 1d4 +1. In regeneration after three rounds, the
troll gains back 2 hit points per round. This troll has learned to live
with other races and help in their combats.
156)
H
ILL
T
ROLL
S
HAMAN
(chaotic evil)
, HD 12d8, HP 90, AC
20, MV 30 ft., primary attribute: mental. The troll strikes for 2 claws
(1d4/1d4) and a bite (2d6). In rending if both claws hit, the rend does
an additional 1d4 +1. This shaman is intelligent enough to use spells
as a 9
th
level cleric: 0-5, 1
st
-4, 2
nd
-4, 3
rd
-3, 4
th
-2, 5
th
-1. In regeneration
after three rounds, the troll gains back 2 hit points per round.
D:
These dogs are at the eastern end of the cloud and will attack
any characters coming close.
139)
M
ASSIVE
G
UARD
D
OG
(neutral)
, HD 3d8, HP 24, AC 15,
MV 50 ft., primary attribute: physical. The dog bines for (2d6 +3).
The dog follows its training and can sense invisible beings. It howls
a warning before it attacks a foe. This dog has a heavy spiked color
making it impossible for other creatures to wound it in the neck.
140)
G
UARD
D
OG
P
ACK
x4 (neutral)
, HD 2d8, HP 15, 13, 12, 10,
AC 13, MV 50 ft., primary attribute: physical. Each dog bines for (2d4).
These dogs are trained to only take food from their master’s hand.
They will not be tricked into leaving their assigned guard area.
E
NTRANCE
AND
L
EVEL
O
NE
1:
169)
O
RC
W
AR
L
EADER
(lawful evil)
, 6
th
level fighter: HD
6d8, HP 40, AC 16, MV 30 ft., primary attributes: strength 19,
dexterity 17. He uses chain mail, shield, a +3 scimitar (2d6 +3),
and a +2 amulet of protection.
Orc leaders are expected to be at the front of the battle or they
aren’t leaders long. He will start talking to the player characters
demanding to know how they got past the dragon.
291)
D
EADLY
S
TAIRCASE
Stepping on a special step activates a timer and five seconds later
a set of six spears thrust up from the stairs doing 1d6 points of
damage to anyone on the next six steps above the pressure step.
The spears go back in their holes and the trap is reset.
2:
287)
P
IVOTING
F
LOOR
The floor opens up causing the lead person and maybe the second
character in line (save vs. dexterity) to fall. The lead character falls
ten feet. With the weight removed the pivot springs back up and the
floor looks normal again until some more weight is placed on it. The
pivoting effect cannot be activated from below. There is a red smear
of something on these stones so that the orcs don’t forget and trip it.
3:
132)
O
RC
S
PEAR
S
QUAD
x10 (lawful evil)
, 1
st
level fighters: HP
4 x10, AC 14, MV 30 ft., primary attributes: physical. They wear
studded leather, shield, long spear (1d8) and a short sword (1d6).
U
NUSUAL
R
OADSIDE
E
NCOUNTERS
3
These squads follow chiefs or shaman into battle.
4:
304)
C
OCKATRICE
F
EATHERS
There are two different ways to present this trap.
M
ETHOD
O
NE
:
The feathers of the cockatrice are formed into an amazing
robe that hands on a peg on the wall. When one touches the robe, they
are forced to make a save versus constitution or be turned to stone.
5:
253)
G
ENEROUS
O
RC
T
REASURE
:
This chamber has a pile of 20
heavy buffalo skins. Under those skins is the following: 1,000 sp,
2 purple ametrine gems 100 gp, 4 extraordinary mauls, 6 great
helms, and an ivory war horn.
6:
255)
S
UBSTANTIAL
O
RC
T
REASURE
:
In this chamber is a huge
ten-foot long and tall barrel of cheap wine. The back half of the
barrel is a hidden chest with the following: boots of elvenkind,
+3 sylvan longbow, cloak of elvenkind, 2,000 gp, 10,000 sp, six
quivers filled with elf longbow arrows, and a small pouch with two
matched blue diamonds 5,000 gp.
7:
170)
O
RC
B
ATTLE
S
HAMAN
(lawful evil)
, 5
th
/6
th
fighter/cleric: HP
48, AC 20, MV 30., primary attributes: wisdom 17, dexterity 17. He
uses +4 enchanted splint mail, a snake staff (2d8 + constitution save
or take 10 points of poison damage), and a ring of genii summoning.
He has the following clerical spells: 0-5, 1
st
-3, 2
nd
-3, 2
nd
-2.
All orcs fight better (+1 to hit, +2 on damage) when they fight in sight
of an orc alter. He begins chanting as soon as the characters come in the
tower and all of the orcs gain +1 in AC and saves versus magic.
8:
288)
T
RAPPING
M
ETAL
G
RATE
With the stepping on a pressure plate, a metal grate falls from the
ceiling. Characters are allowed a save vs. dexterity to jump away
from the spears of the grate. Those failing to make their save take
1d20 in damage and are held fast to the grate until the metal grate
is levered up. (It takes 45 points of strength or the use of several
levers to lift up the bars.) There is a buffalo hide on the floor,
where the grate falls, to remind the orcs not to step there.
9:
256)
H
UGE
O
RC
T
REASURE
:
This chamber is locked. It holds the
elf princess Elana ‘o The Woods. She is in chains and down to her
last two hit points. Normally she is a ninth level ranger, but here she
has been stripped and tortured for many days. Elana is supposed to
be a quest all by herself. She wants to get back to her kingdom, but
she doesn’t have the slightest idea where her lands are. She has been
passed along from orc tribe to orc tribe for over a year now. Unknown
to her, she has been cursed by her gods because of her disdain for
humans. Until she saves the lives of four different humans, she will
never get back home. Elana will be a boon companion to the player
party as long as they travel and look for her home or try to find news
of her home. When they tire of doing that, she reluctantly leaves
the party. Until then she will fight at their side. If she removes her
curse, she can go directly home and the grateful elves of her land
will shower the player party with elf treasures.
E
LANA
‘
O
T
HE
W
OODS
(chaotic neutral)
, 9
th
level ranger, HP 81
(she is at 6), AC 10, MV 30 ft., primary attributes: strength 17,
constitution 16, dexterity 16. She is skilled in the use of the long bow
4 C
ASTLES
& C
RUSADES
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