Sision Tower
Sision Tower
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MATTEO Baschiera (Order #32702947)
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Sision Tower
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Sision Tower is an OSR styled module for use with traditional fantasy
role-playing games. Suggested for character levels 3-5.
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MATTEO Baschiera (Order #32702947)
Phaen Moors
Lithian
Sision Tower
Bludigar Mts.
Glovakia N
Vastion
36 Miles
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MATTEO Baschiera (Order #32702947)
Around the Tower… Una (4th level Thief*)
Scattered around the desolate plain, a respect- AC: leather
able distance from the tower, are the remnants HD: 4d4 (14 hp)
of various camps. Only one soul is present
out here and she perks up at the sight of the Attacks:
PCs. Her name is, Una, and she is a one- 1 crossbow, +3 to hit, 1d6 + poison (save vs. poison or
handed thief whose troupe entered the tower die) 8 more non-poisoned bolts, 4 rounds to reload.
a few days ago and charged her with watch-
ing the supplies. If the PCs approach her she 1 dagger, +3 to hit, 1d4 + poison (save vs. poison or
cautiously arms herself with a crossbow die; 2 uses on the dagger)
(which takes her 4 rounds to reload if she AL: neutral
fires it.)
Morale: 9
If a fight breaks out, Una will target a spell-
XP: 75
caster first. Don’t be shy about pointing out
that the bolt appears to be coated with a Treasure: 65 GP (hidden in her tent), 2 Vials of Healing
dark substance. (heals 1d4 hp), 7 doses of fatal poison.
If the PCs engage her in conversation, she *Thief abilities according to whatever system you are us-
tells them the following information depend- ing with a focus on stealth if possible. For a default she
ing on how and what they ask: has Stealth: 3 in 6.
She lost her hand to a trap on a previous
expedition, which is why they left her on
guard duty.
6 members of her troupe entered 3 days
ago, led by her sister; she’s seen no sign
of them since.
Climbers have all been killed by giant
White Ravens that fly around the top of
the tower. They only seem somewhat ag-
gressive toward anyone trying to walk
through the front entrance and they have a
terrible sounding screech. They don’t at-
tack the camps. (3 climbers lie dead and
broken at various locations around the
tower.)
She’s willing to sell the PCs some sup-
plies for double the standard price.
She occasionally sees strange, ghost-like
apparitions accompanied by the those aw-
ful wind chime sounds.
She might be willing to join the PCs to
look for her sister, but she wants to wait a
few more days...
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MATTEO Baschiera (Order #32702947)
Una’s Supplies… 1. A small, locked treasure chest buried in the dirt.
Most adventurers that entered the tower did so with Contains 200 GP and 3 Vials of Healing (heals
the expectation of making multiple trips in and out as 1d4 hp.) The chest is trapped, releasing poison
they plundered it. They left camping gear, extra sup- gas when opened, save vs poison or suffer tem-
plies, and mules at their camp sites. Una has since porary blindness (1d4 days.)
consolidated most of these items to her location 2. Climbing gear: 1 grappling hook, 50’ of rope,
which she will sell to the PCs at the prices listed be- and 6 iron spikes.
low.
3. Nothing.
Supplies
4. 2 10’ poles.
2 backpacks 10 GP each
5. 1 scroll of remove curse.
3 grappling hooks 50 GP each
6. Nothing.
12 iron spikes 2 SP each
7. Iron rations for 3 days.
2 lanterns 20 GP each
8. A quiver of 10 arrows.
3 flasks of oil 4 GP each
9. Nothing.
1 mirror 10 GP
10. A blowgun with 5 poisonous darts (no damage
4 50’ ropes 2 GP each but save vs poison or fall asleep for 1d4 hours.)
2 tinderboxes 6 GP each 11. 1 silver dagger and 3 vials of Holy Water.
4 water-skins 2 GP each 12. Nothing.
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Random Encounters within the Tower…
Random encounter checks should be made roughly every 2 rooms and when the PCs linger too long or make
a lot of noise. Areas on the map marked by an X require an encounter check. Do not neglect random en-
counters, they’re a vital part of this adventure.
Random encounters will be a mixed bag of other adventurers,
Maakina’s collection, and creatures that have wandered in.
Start With The Fool’s Ghost
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01-20. No Encounter.
21-24. Orb-Walker: AC: as leather (only hurt by magic), HD: 6d8 (35 hp), Attacks: 2 appendages, +6 to hit, Damage: 1d4 and
save vs wands or be grabbed and stunned while held, AL: neutral, Morale: 11 XP: 1150. (room 24, pg. 23)
25-28. Web-Chimes: The depressing sound of the chimes drifts toward the PCs. They must save vs. spells. If they fail by less
than 5, they will wander off toward the chimes for the next 1d4 turns. If they fail by 6-10, they will sink into a depressive state for
1d4 turns, and if they fail by 10+, they will spend the next 1d4 turns trying to leave the tower no matter what they see outside.
29-32. The Giant Talking Yellow Centipede is hungry again. Centipede: AC: as chain +1, HD: 5d8 (30 hp), Attacks: 1 bite, +5
to hit, Damage: 1d8 + paralysis (save vs paralysis or be paralyzed until the save is made), AL: neutral, Morale: 10 XP: 300.
(room 9, pg. 17)
33-36. The Cherub Haunt has come to share her pain. Cherub Haunt: AC: as plate +1 (can only harmed by magic and/or silver
weapons or lawful spells), HD: 8d8 (48 hp), Attacks: 1 touch +8 to hit, Damage: 1d8 + save vs. paralysis or be stunned for 1
round, Wail: 1d8 damage + save vs paralysis or be paralyzed by fear until you make the save (recharge 5-6), Move: flight, stand-
ard speed, AL: lawful (insane), Morale: 10 XP: 1500. (room 15, pg. 19)
37-40. 1d4 Widow-Kin Spiders. The spawn of the White Widow have become ubiquitous inside the tower. About 1/3 her size,
their job is to kill and collect bodies for the Web-Chimes. Widow-Kin Spiders: AC: as chain, HD: 4d8 (20 hp), Attacks: 1 bite,
+4 to hit, Damage: 1d8 + poison (save vs poison or take a further 1d6 damage) or 1 web-spray (save vs. wands or be stuck until
you make the save, recharge 5-6), Stealth: 3 in 6, AL: chaotic, Morale: 9 XP: 250.
41-44. NPC Group. Roll 1d6: 1-2) Lucan & Yeva 3-4) Vassar & His Mutts 5-6) Lythia & Her Purse-Cutters. (page 10)
45-48. Killer Vines. The vines that cover the walls suddenly animate and attack the PCs. Killer Vines: AC: as leather +1, HD:
5d8 (28 hp), Attacks: 1 barbed vine, +5 to hit, Damage: 1d6, Special: The vines attack each PC every round and each time the
vines hit, they wrap around a limb causing a –2 on attack rolls per limb that is constricted. Freeing 1 limb takes a full round and a
successful save vs. paralysis. If all 4 limbs are constricted, the next attack goes for the throat in which case the PC will have to
save vs. paralysis or be strangled to death. Stealth: 5 in 6, AL: chaotic, Morale: 11 XP: 300.
49-52. Time Flux. As Maakina plays the role of wind-catcher, she struggles to keep control of her tower. The PCs have wan-
dered into a time flux and one of them temporarily disappears. Randomly determine which PC vanishes. They will suddenly reap-
pear in 1d4 turns having zero knowledge of what just happened.
53-56. Slithering Black. An large ooze of chaos, Slithering Black smelled the disruption and joyfully slithered in under the cover
of night. It gleefully feeds on anything, good or evil. This ooze of jet is about 20’ long and slithers flat along the ground, walls, or
ceiling; it can change its shape accordingly. It is a master of stealth that feeds by biting and cloaking itself around its victim, literal-
ly sending them to oblivion — nothing left, they no longer exist. And like a black-hole, Slithering Black has no limit to its appe-
tite. Slithering Black: AC: as chain +1 (can only be hurt by magic), HD: 7d8 (40 hp), Attacks: 1 bite, +7 to hit, Damage: 2d6 + 2,
Special: If the ooze hits on a natural roll of 19 or 20 it’s target must save vs. wands or be engulfed and removed from existence,
Stealth: 5 in 6, Move: standard, AL: chaotic, Morale: 11 XP: 1500.
57-60. Tower Urchin: A child draped in an over-sized tunic stalks the PCs. This is someone who drank heavily from the Foun-
tain in room 19 (page 21) and is now doing their best to survive in this strange place, having no idea how they got here. The child
will attempt to steal food or water from one of the PCs. Child: AC: none, HD: 1 (3 hp), Attacks: 1 dagger, +0 to hit, Damage: 1d4
-1, Stealth: 4 in 6, Pick-Pockets: 3 in 6, AL: neutral, Morale: 5 XP: 15.
61-64. Choir Doves. The flock of escaped Choir Doves engulfs the PCs who must now save vs spells or be swept away in a state
of bliss. Look at the nearest room # to the PCs, if it’s 15 or below, the doves will drop them off 1d6 rooms above that number. If
they are near a room higher than 15, the doves will drop them off 1d6 rooms below that number. Anyone who fails their save will
drop whatever they’re holding and happily get swept away. The whole journey takes 10 minutes per number rolled on the d6 and
heals the PC 1d4+2 hit points. The flock has AC: leather and 20 hit points. Any attacks on the flock have a 35% chance of hitting a
person in their midst. (room 18, pg. 20)
65-68. Fungus Capsule. The PCs come across the corpse of an adventurer infected by the fungus in room 27 (page 25.) The cap-
sule is fully formed and will burst open if messed with (see page 25 for details.) Gems worth 2d6 x 10 GP can be seen spilling out
of the adventurers backpack.
69-72. Sision River Valley Encounters. Something has wandered in from the valley…..Ogres? Dwarves? Cultists? Vampires?
Roll or choose an encounter from the Sision River Valley Encounters. (page 3)
73-100. The Fool’s Ghost has come to deliver a riddle… (page 9)
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MATTEO Baschiera (Order #32702947)
You Can’t Fool a Ghost… So Says the Fool… 1d12
This nameless Fool was the first sap killed inside the tow- 1. If haven of safe is all you seek, then find the
er, and thus, his ghost has had ample time to wander the mask that has a beak.
place and discover its secrets. 2. When a Seraph keeps such nasty pets, her
When he is the result of a random encounter check, he “just desserts” is what she gets!
saunters, somersaults, or skips toward the PCs and de- 3. The sound of sorrow fills the valley, the
livers a vague riddle of information before departing in Widow in White grows her tally.
dramatic fashion.
4. It’s not a Harp that came from Hell, Holy
If he isn’t coming up on your random encounter rolls, then Chords can break the spell.
just place him here or there as he will be the main source
of clues for the PCs to figure things out. 5. A silver ring eight times can see, and make
a spider bend the knee.
If you’ve used up all of his riddles and the PCs say to him
something like, “You said that already!” have him simply 6. Horrors here will make you faint, find the
shrug and sink down into the floor with a sorry smirk on mirror, find the Saint!
his face. 7. Don’t be a dope, carry a rope and take care
Of course, you can always use him to impart any infor- where there’s a slope!
mation you want the PCs the have. 8. Blood and Eggs and Arks oh my! Hands to
yourself or you will die!
9. Behold the Chest! It is a test, the Fool who
would jest…...not...at...his...best.*
10. Kill the White Widow, for I am bored, slay
the spider and Time is restored!
11. A sailor of wind a Seraph should be, not a
wind-catcher as you will soon see!
12. See the ooze, the enemy of light, when it
comes near, you better take flight!
*Save this one for when the PCs find the
Fool’s body in room 12 (page 18). Have him
appear as they are pondering the situation.
Yeva (5th level Wizard) AC: none, HD: 5d4 (17 hp), Attacks: 1 staff, +2 to hit,
(1d4) or 1 spell, AL: neutral, Morale: 10, XP: 175, Spells: Sleep (2), Web (1), Invisi-
bility (1), Lightning Bolt (1) Also possesses 2 scrolls: Dispel Magic and Darkness,
Equipment: Backpack, 2 daggers, 3 days iron rations, 1 spell-book, Treasure: gems
and coins worth 250 GP.
Vassar entered the tower with 15 retainers, he has 6 left. It was his group that
killed the cherub in room 15. He is sadistic and confident and if the PCs appear
weak, he will try to end them.
Vassar (4th level Fighter) AC: chain + shield, HD: 4d8 (22 hp), Attacks: 1
sword, +6 to hit, (1d8+2), AL: chaotic, Morale: 9, XP: 100, Equipment: Back-
pack, 50’ rope with grappling hook, 2 daggers, 3 days iron rations, Treasure: a
handful of gems worth 320 GP. (15% chance he has an Artifact from the appen-
dix.)
His remaining Mutts Fighters(6): AC: chain, HD: 2d8 (11 hp), Attacks: 1
sword, +3 to hit, Damage: 1d8+1 (1 Fighter is armed with a bow +3 to hit, Dam-
age: 1d6) AL: neutral, Morale: 7 XP: 50. Treasure: 3d6 GP and a dagger each.
Lythia is Una’s sister and the leader of an all-female band of thieves. They care
mostly for themselves, but aren't sadistic like Vassar. When first encountered
they will try to ambush the PCs, but only to rob them, unless forced otherwise.
They all focus on stealth, climbing, and stealing. If Una is with the PCs, then
these are potential allies.
Lythia (5th level Thief) AC: leather +2 (Dex), HD: 5d4 (18 hp), Attacks: 1
short-bow, +3 to hit, 1d6 + poison (save vs. poison or die) 11 normal arrows, 3
poisoned, Stealth: 4 in 6, AL: neutral, Morale: 7, XP: 75, Equipment: Back-
pack, 50’ rope with grappling hook, 3 daggers, 2 days iron rations, thieves’
tools, Treasure: 100 GP. (20% chance she has an Artifact from the appendix.)
Her Purse-Cutters Thieves(5): AC: leather +1 (Dex), HD: 2d4 (6 hp), At-
tacks: 1 short-sword, +1 to hit, Damage: 1d6 (2 are armed with a bow +2 to hit,
Damage: 1d6), Stealth: 3 in 6, AL: neutral, Morale: 7 XP: 50. Treasure: 2d6
GP and a dagger each.
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Sision Tower Map C: Top Half
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Climbing…
The walls of Sision Tower are sporadically covered
in vines, enough so, that this place is a climber’s
dream. There are many vertical passages, sloped
and straight up, that have no stairs or ladders, and
thus, must be climbed. Don’t sweat the small stuff,
unless the PCs are under duress, let them climb.
Points to consider
Assume climbing speeds of 1/3 or 1/4 the PCs
normal movement rate; up to you.
Random encounters can occur while the PCs are
climbing.
Roll twice and keep the worst result if you fight
Navigating the Tower… while climbing. Only make climbing checks if
Assume all passage-ways, shafts, and stairs are the PC takes damage while climbing.
10’ x 10’, though, a couple are wider and thinner Optional Climbing Check Rules: Save vs. pa-
as shown on the map. ralysis (adding both your strength and dexteri-
There are no actual doors in the tower, yet there ty bonuses and +3 if you are using rope; -2 for
are secret doors that resemble the stone walls. chain mail armor and –4 for plate.) If you fail,
you are holding on for dear life and lose your
Remember, light sporadically shines down from next turn. If you fail by 5 or more, you fall.
somewhere. Walking through the tower feels Thieves roll twice and keep the best result.
like walking through a vine-covered ruin, but
the source of light can never be truly identified Randomly determine how high up the PC was
because it comes from another time. when they fell; look at the distance climbed and
simply roll an appropriate die to determine fall-
Assume the directions, Up, Down, East, and ing distance, e.g., vertical passage is 80’ up, you
West. would roll 1d8; marching order may affect this
result; use common sense.
Actual room sizes should be considered “cubed”
versions of how they appear on the map with
“central exits.”
The walls are impenetrable; they can not be Once inside the tower, the PCs find themselves in a
turned to mud or transformed unless otherwise 20’x 80’ passage that leads straight into the central
noted. Atrium...
Places on the map marked with an X (such as 1. Atrium, well-lit. Central spiral staircase that
very long stairs) require a mandatory random leads up to two balconies ( 40’ and 60’ up.) Sor-
encounter roll. rowful wind-chime music drifts down from beyond
the day-light far above. The walls are covered in
On the maps, the central Atrium and bottom of
vines all the way up to the ceiling of the Atrium,
the tower are notched to help you count 10’
some 550’above, which can’t be seen from down
squares.
here due to balconies and webs. If anyone tries to
climb the Atrium walls, see area 20 (page 21.)
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2. & 3. Moderately lit, stagnant water fills the The mermaid stays back and lets the PC surface
lower part of the room, a spiral staircase is visi- alone. There is a 50% chance that the PC will
ble on the opposite side of a broken bridge. have to save vs. petrification (whether or not the
There is a 20’gap between one side of the bridge medusa is in a petrified state, this changes round
and the other. The water is up to 30’ deep, anyone by round, see room 17.) If petrified, the stone PC
heavily encumbered or simply wearing metal ar- will sink back down and up into room 2, where if
mor who attempts to swim must make a save vs. you could see in the murky water, the floor is cov-
paralysis (with Constitution bonus) every round ered with statues.
or sink. If they sink, they must begin the process
*Room 3 is moderately lit and filled with the
to avoid drowning (whatever rules you’re accus-
same murky water.
tomed to using.) The walls here are slimy, so
climb checks are mandatory and rolled twice, tak- Haran Mermaid(3): AC: as leather +1, HD: 3d8
ing the worst result. (15 hp), Attacks: 1 claw/bite barrage , +4 to hit,
Damage: 1d4+2, AL: neutral (currently chaotic),
While the PCs ponder their options, a Haran
Morale: 7 XP: 75.
Mermaid surfaces saying, “I know a short-cut.”
Then a second one surfaces and says, “I know a Their kiss allows you to breathe underwater
short-cut,” and then a third one does the same. for 10 minutes; they can revoke this with an-
These waters were once crystal and these sirens other kiss (successful “hit”.)
once good, but the web-chimes have corrupted
Their voices are musical, but they’ve currently
them and they’ve since been leading adventurers
lost any ability to lure like a siren.
to their doom.
Haran Mermaids are hunted for the gems in
If a PC goes with a mermaid, have them save vs.
their foreheads. If swallowed, these gems
spells (adding twice their charisma bonus to the
have an invigorating effect and you gain +1 to
roll) if they pass this save, the mermaid likes them
an ability score or a saving throw (1-3, +1 to
and takes them all the way through to room 3 west
an ability score, 4-6, +1 to a save. Roll 1d6 to
of here.* If they fail this save, the mermaid takes
randomly determine which stat or save, getting
them through a passage in the floor between the
to choose if you roll a 6 for which saving
rooms, which 10 rounds later, mystically leads up
throw improves.) The gems are easily re-
to the pool in room 17 (page 20) where the cursed
moved if the mermaid is deceased.
medusa stares down at her own reflection.
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4. Brightly lit, has the feel of a garden. In the center of the room there is a cushioned dais where sits a
large silver egg. If the egg is touched (by hand or object) it will crack open and out will step an exact
clone of the person who touched it. This clone will not speak, but will follow their double wherever they
go and mimic whatever they do, appraising and scrutinizing them intensely. 1d4+2 rooms from now,
the clone will try to assassinate its double. It has the exact same stats as the character it’s a copy of.
5. Poorly lit, the shadowy ceiling is full of webs. One of the Widow-Kin Spiders resides here and
will attack the last PC that enters the room.
Widow-Kin Spider: AC: as chain, HD: 4d8 (20 hp), Attacks: 1 bite, +4 to hit, Damage: 1d8 + poison
(save vs poison or take a further 1d6 damage) or 1 web-spray (save vs. wands or be stuck until you
make the save, recharge 5-6), Stealth: 3 in 6, AL: chaotic, Morale: 9 XP: 250, Treasure: 250 GP and
a 20% chance an Artifact (see appendix) can be found on a corpse hanging from the webbed ceiling.
6. Well lit, a trashed museum, and the corpse of a Widow-Kin Spider. Pedestals are knocked over
and fancy debris litters the room. This room had valuables that were looted by people who came before.
Lost in the debris are 1d4 trinkets each worth 1d4 x 10 GP.
The Widow-Kin corpse is upside-down with its legs curled over its abdomen. Blood abounds; some of it
is human. Poison can be harvested from a Widow-Kin corpse using the following rules:
Each attempt takes 2 turns (20 minutes) and provokes a random encounter check.
A successful attempt produces 1d4+1 doses of poison that does 1d6 damage on a failed save. Each
dose is worth 50 GP. Once an attempt is successful, no more can be made on that spider.
Fighters and Clerics have a 1 in 6 chance of success.
Wizards have a 3 in 6 chance of success, and Thieves have a 4 in 6 chance of success.
Failing with a roll of 6 means you may have poisoned yourself and now have to save vs poison or
take 1d6 points of damage. Thieves roll twice on this save and take the better result.
7. Poorly lit, frescos cover the walls depicting the Heavenly Host. Three panicked men will run
through the room from the eastern stairs, they will run to the PCs, they will run through the PCs. They
are the ghosts of the corpses in room 9 (page 17.)
8. Secret treasure room, dark mood-lighting. Roll an Artifact from the appendix and place it here on
a fancy pedestal with an inscription of what it is.
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9. Moderately lit, otherwise plain. Three bodies lie about the room, one of which is being eaten by a
very large (25’ long) yellow centipede, who pauses momentarily to regard the PCs before speaking
thus: “I require four bodies before I’m full, all but one of you may pass.”
The centipede is shockingly fast for it’s size and sounds like a horde of horses when it moves. It has +4
initiative (on 1d6). Once it has paralyzed someone, it will pause and offer safe passage to the rest, but
will happily gorge on them all, if they insist. If they flee, there’s 50% chance it’ll chase them; it is four
times faster than a person.
Giant Talking Yellow Centipede: AC: as chain +1, HD: 5d8 (30 hp), Attacks: 1 bite, +5 to hit, Dam-
age: 1d8 + paralysis (save vs paralysis or be paralyzed until the save is made), AL: neutral, Morale:
10 XP: 300, Treasure: on the bodies are gems and coins worth 200 GP.
10. Well-lit, a 5’ tall, young-looking Seraph Statue stands on a 3’ tall pedestal in the room center.
This six-winged angel, arms normally out-stretched with eyes looking up in serenity, now stares out in
sorrow. Tears of blood stream down from her eyes — and she has wept for awhile, so there’s quite a
mess. Also, two adventurers lie dead in the blood with no obvious means of death. Their equipment has
been looted.
If anyone collects some of the blood, it is toxic to chaos and will allow for double damage to chaot-
ic beings if spread on a blade (1 dose.)
4 doses in a vial can be thrown at chaos doing 2d6 points of damage.
Tasting the blood is a bad idea for any non-lawful being, as you must now save vs. poison or con-
vulse in pain for 2d6 rounds, screaming madness, and suffering 1 point of damage per round
(Mandatory random encounter check due to noise.) Nothing happens if you’re lawful other than a
profound feeling of sadness.
1d6 + 4 total doses can be collected.
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11. Moderately lit, copious vines on the walls. A miniature Snow Dragon is cornered by 2 Widow
-Kin Spiders, a third spider is up-side-down in death spasms. The mini-dragon is clinging to the
wall with one of it’s legs hopelessly webbed to the vines. If the PCs help the mini-dragon, it will at-
tach itself to the party, in particular, the PC with the highest charisma. This bright-white dragon is
about the size of a dog and will never get bigger. It doesn’t speak, but understands (and does not al-
ways follow) simple commands.
Mini-Snow Dragon: AC: as chain, HD: 2d8 (13 hp), Attacks: 1 bite and 2 claws, +2 to hit, Dam-
age: 1d4 each, Breath Weapon: 2d6 Ice-Blast, 10’ Line, Recharge: 6 (on 1d6) save for 1/2 damage,
Intelligence: 5, Move: flight, triple standard speed, AL: neutral, Morale: 8 XP: 100.
Widow-Kin Spiders(2): AC: as chain, HD: 4d8 (20 hp), Attacks: 1 bite, +4 to hit, Damage: 1d8 +
poison (save vs poison or take a further 1d6 damage) or 1 web-spray (save vs. wands or be stuck
until you make the save, recharge 5-6), Stealth: 3 in 6, AL: chaotic, Morale: 9 XP: 250.
13. Moderately lit. Once a pleasant shrine to the powers of Law, earlier adventurers saw fit to dese-
crate the place as they searched for valuables. Beheaded angel and saint statues and burned missals
are among the mess here.
What the marauders missed are 3 cleric scrolls: Remove Fear, Silence, and Remove Curse. Also in
the rubble are 1d4 silver holy symbols. As the PCs search this room, they may notice a few prying
eyes from the children in room 14.
14. Poorly lit. There are 2d4+3 children hiding among the furniture here, draped in adult clothing;
they range in age from 5 to 11. These “kids” are adventurers who drank greedily from the Fountain
of Youth (room 19, page 21) , losing many years, all levels and the memories that went with them.
They haven’t got a clue how they got here or even that they discovered such a glorious fountain.
They have managed to scrounge together some iron rations, 4 days worth. They have 2 ropes of 50’
with grappling hooks and all have daggers.
Children: AC: none, HD: 1 (3 hp), Attacks: 1 dagger, +0 to hit, Damage: 1d4-1, AL: neutral, Mo-
rale: 5 XP: 15.
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MATTEO Baschiera (Order #32702947)
15. Poorly lit, nightmare scene. There was a Cherub Haunt: AC: as plate +1 (can only be
battle here. A dozen or more adventurers — harmed by magic and/or silver weapons and
warriors, rogues, priests and mages, lie dead lawfully cast spells), HD: 8d8 (48 hp), Attacks:
around the room and a beautiful 4-winged 1 touch +8 to hit, Damage: 1d8, Wail: 1d8
cherub hangs on the wall impaled by a spear. damage + save vs paralysis or be paralyzed by
This is the cherub that now haunts the tower fear until you make the save (recharge 5-6),
(see random encounters.) She was a guest and Move: flight, double standard speed, AL: law-
retreated to this room when all hell broke loose. ful (insane), Morale: 11 XP: 1500.
The spear is a mere +1 Spear, but was enough For purposes of Turning she counts as a
to end the angel. She can be saved however, at Wraith. If turned, she will flee screaming,
least her essence can, by perfuming Turn Un- but can be encountered again later.
dead on the corpse while dousing her with 2
doses of Holy Water. If the roll fails, you may Holy Water does 1d6 damage per dose to
try again, but each attempt uses up 2 doses of her and has a 25% chance of turning her.
Holy Water (you might want to assume that
any Cleric would know this as part of their
training.) If successful she will haunt no more.
There is a 35% chance that she haunts this
room while the PCs are here. However, if any-
one removes the spear, the Cherub Haunt
shows up immediately and gets a free Wail At-
tack on the PCs.
The victors fled the room quickly, even they
felt the gravity of Sin. Searching the bodies
turns up:
4 swords
7 daggers (two of them silver)
3 shields
1 battle-axe
2 staves
4 suits of chain-mail
3 suits of leather
1 suit of plate-mail
a total of 4d6 x 10 GP worth of coins
a spell-book containing all 1st and 2nd lev-
el wizard spells
1 scroll of cure light wounds.
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16. Semi-lit, walls profusely covered in grape vines. This area has the feel of a patio, albeit, one that’s
been wrecked, but inviting none-the-less, that is, until you notice the occasional hand sticking out.
The grapes are highly nutritious; one grape equals 2 days of iron rations. Getting one is the trick. As
soon as you reach for a grape, vines will wrap around your arm pulling you in. You will have to save vs.
petrification twice consecutively to break free. Three failures in a row, and you’ve been pulled in and
strangled to death. The vines can not be damaged by non-magical means, and it takes 12 points of dam-
age to make them release someone, “hits” are automatic.
If you were to drink wine made from these grapes you would not age for 10 years.
18. Well lit, smells of spring. There are 2d6+6 empty gold and silver bird-cages scattered around the
room, some still on shelves, many on the floor. This is where the Choir Doves are from (see random en-
counters.) The cages vary in size and shape and each one is worth 1d6 x 10 GP.
About 25’ up, there sits an undisturbed nest containing 1d10+6 tiny Choir Dove eggs. Now, eating a
Choir Dove egg ranks among the worst sins anyone can make against the universe and you must immedi-
ately save vs. poison or die. However, if you make the save, you have defied the universe and gain 2 new
permanent hit points. If you manage to survive the consumption of 4 eggs in a row, you have bypassed
all that is Holy and are rewarded by all that is not, with an instantaneous increase in level. The eggs are
each worth 200 GP, but are extremely fragile, there is an 80% chance they will break if transported non-
magically.
This is an ideal hiding place for the Sky Mask (see Artifacts.) If here, the mask is hidden in the wall
behind the nest. You could also have an NPC wear the mask, or chance it to come up randomly.
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19. Day-light, scraps of clothing and armor lie around the room. An immaculate fountain is built into the
far wall. This is not the Fountain of Youth, but the water is from the Fountain of Youth. This is the most
refreshing looking water you have ever seen.
Drinking from the fountain once heals 1d4 hit points and 1 condition, curse, etc., and...you must make a
save vs spells to resist taking another drink…
Every subsequent time you drink from the fountain causes you to age backwards 1d6 years and lose 1
level of experience. Every time you drink, you must make an increasingly more difficult save vs. spells
(due to level loss) to resist taking another drink. One can conceivably drink themselves into nonexistence.
Once you make the save, you are immune to the effect, but you may have lost years, experience, and the
memories and abilities that go with them.
There is a secret door in the floor which leads to a small treasure hoard of 1d6 x 100 GP, 2d6 x 100 SP, 1d4 x
10 PP, and 1 Artifact from the appendix.
20. Moderately lit, thick webs block passage up or down. 1d4+2 Wid-
ow-Kin Spiders hang out on these webs, blocking passage to the Web-
Chimes above. Anyone lingering on balconies near these webs will be at-
tacked by the spiders in 1d4+1 rounds. If these webs are somehow
searched, there is a 20% of finding an Artifact (see appendix) among the
many corpses stuck there.
Widow-Kin Spiders: AC: as chain, HD: 4d8 (20 hp), Attacks: 1 bite, +4 to
hit, Damage: 1d8 + poison (save vs poison or take a further 1d6 damage) or
1 web-spray (save vs. wands or be stuck until you make the save, recharge
5-6), Stealth: 3 in 6, AL: chaotic, Morale: 9 XP: 250.
21. Somber lighting, ornate Holy-Water Fonts on both sides of the entrance, 4 columns and a central
tomb. The tomb is made of stone (inscribed: “Blessed are the Saints Unknown”) and inside are the remains
of an Unknown Saint. Maakina herself, doesn’t even know the identity of this soul and has futilely traveled
the ages searching, but the Holiness that resonates, is undeniable...
There is a long kneeler the length of the tomb, anyone who kneels and prays will enter a trance if they make a
save vs. spells (only one attempt ever.) While entranced, they will see through the ages, all manor of Saints
preaching and dying and burning and healing and sacrificing and suffering until a plain, yet beautiful female
face appears and smiles serenely up at them as if from the depths, reaching out, touching them...with a gift.
Roll 1d6: 1. You now have a natural armor class bonus of +2, 2. You now have the daily ability to heal
someone else 1d4 hit points, 3. You regain all used up spell slots from the day plus a brand new 2nd level
spell, 4. You have a permanent +2 bonus to saves vs. spells, 5. Once per day you are granted a vision that
can be used to reroll any failed roll, 6. One of your core six abilities permanently improves by 2 (randomly
determined.)
Reroll any result that isn’t applicable to the PC. In addition, the PC will now know what Holy Chords to
play on the Harp in room 34 if they wish to destroy the White Widow.
The tomb is protected by Holy magic, anyone striking or tampering with it maliciously will be wracked by
divine wrath suffering 6d6 points of damage. The Fonts at the entrance contain 2d6+6 doses of Holy Water.
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22. Well lit, with a row of columns on either While inside the PC, the Saint can be seen in
side. Almost cathedral-like in appearance, the an aura-like fashion. He gives the PC the fol-
columns lead to a raised dais with a large, or- lowing benefits:
nate mirror set against the wall. This mirror is
+10 temporary hit points
indestructible.
Inside the mirror resides the Looking-Glass +3 to-hit and damage bonus and damage
Saint, a slain holy warrior whose soul was that counts as magic
banished to the mirror-realm ages ago for rea- +2 Armor Class and +2 to all saves.
sons long forgotten. The Saint travels the
mirrors of the world looking for worthy hosts Immunity to the Web-Chimes and poison.
that he can step into in order to right some If the PC dies with the Saint inside them, the
wrong. He occasionally stopped here to chat Saint’s soul moves on and the PC becomes
with the Seraph, once warning her that the the new Looking-Glass Saint.
White Widow is not a pet. He has remained
here sensing that all is not well.
He won’t speak, but will “appraise” anyone
standing in front of the mirror. That PC will
have to save vs. spells, if they fail, he simply
shakes his head in disappointment and waits
for the next person. If they succeed, he tilts
his head ponderously and they must save vs.
spells again. If they fail, he shakes his head in
disappointment and again waits for the next
person. If they succeed a second time, the
Saint steps through the glass and into the PC.
He will communicate with his new host tele-
pathically, saying that something has hap-
pened to the Seraph and she must be saved.
If the PC hears the Web-Chimes with the
Saint inside them, he tells them they must
play the Seraph’s Harp to defeat the White
Widow and he knows the Holy Chords. He
doesn’t know where anything is though. If
the PC has no interest in setting things right,
he will rip himself out of them and return to
the mirror. The PC host must then save vs.
paralysis or fall unconscious for 2d4 hours
having no memory of the Saint when they
wake up.
Like the Fool’s Ghost, the Looking-Glass
Saint can be used to impart any information
you want the PCs to have.
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23. Poorly lit, ransacked pantry. The cupboards, cabinets, and drawers here have long been plundered, ex-
cept one cupboard central to the far wall. A dead warrior lies on the floor just left of the cupboard (he was ac-
tually killed by the Orb-Walker in room 24.) The untouched cupboard is locked, no traps, no poison, just
locked. Inside are 2d6+6 pieces of wafer bread, each piece is equal to one days iron rations. If the cupboard
is unlocked, it can then pivot to reveal a hidden compartment containing 2d4+2 small vials of healing, each
one heals 1d4 hit points. The warrior is wearing a suit of chainmail, has a war-hammer, and a bag of gems
worth 2d8 x 10 GP.
24. Well lit, moderate vines, banquet tables line the room. Lurking here, or passing through,
from a time way back, is a thing called an Orb-Walker. This sentient, static orb was not part of
Maakina’s collection, but one of the monstrosities that happened by. As it moves, its appendages
never leave whatever surface they’re touching. It slowly feeds off the life-force of other living
things without a pinch of remorse, indeed, this thing is primordial.
The Orb-Walker is currently feeding on three adventurers, but it has no limit to how many crea-
tures it feeds on; it will simply lower another static appendage. Anyone caught by this hungry Orb
is considered stunned and loses 1 hit point per round until dead, at which point the Orb drops the
corpse. Every hit point drained by the Orb is added to the Orb’s hit points (there is no limit.) The
current victims have the following hit points left: 3,4, and 6. Aiming for an appendage does no
damage to the Orb but causes it to drop its victim who becomes un-stunned the following round.
Orb-Walker: AC: as leather (only hurt by magic, immune to sleep, charm, and hold spells), HD:
6d8 (35 hp), Attacks: 2 appendages, +6 to hit, Damage: 1d4 and save vs wands or be grabbed and
stunned while held, AL: neutral, Morale: 10 XP: 1150, Treasure: Lying on the floor of the room
are 2 spears, 1 sword, 2 shields, and 1d4 x 50 GP scattered.
The Orb-Walker can also appear as a random encounter.
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25. Poorly lit, webs cover the high ceiling. The first time the PCs enter this room they interrupt
1d6+1 Window-Kin Spiders dragging dead adventures through the web-covered upper shaft toward
the Web-Chimes; always happy for more prey, the spiders will attack. Being so close to where they
hatch (room 32, page 27), there will always be 1d6+1 spiders here.
Widow-Kin Spider: AC: as chain, HD: 4d8 (20 hp), Attacks: 1 bite, +4 to hit, Damage: 1d8 + poison
(save vs poison or take a further 1d6 damage) or 1 web-spray (save vs. wands or be stuck until you
make the save, recharge 5-6), Stealth: 3 in 6, AL: chaotic, Morale: 9 XP: 250, Treasure: scattered
gems worth 1d8 x 100 GP and a 15% chance an Artifact (see appendix.)
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27. Moderately lit by a multitude of light rays seemingly filled with pollen. Four dead adventur-
ers lie here all coated with yellow fuzz. One’s head looks like it exploded, two others’ heads are cov-
ered in fungus with the beginnings of a growth, and the fourth’s face-down head has a 2’ stalk grow-
ing straight up, ending in a capsule.
This fungus was brought in by a small, now extinct rodent whose remains are against the far wall.
The pollen floating around is unnerving, but harmless. However, if the capsule is messed with in any
way, it opens sending spores everywhere in a 20’ radius. Anyone in that radius must save vs. poi-
son* or become infected. Anyone infected now only has a few hours to live:
For healing purposes, this fungus is considered a disease.
The infected will become fatigued, losing 1d2 hit points per turn.
3 turns after infection, they now have to roll twice and take the worst result on all rolls.
5 turns after infection and every turn after, they must make a save vs. poison or fall unconscious.
1 turn later a stalk begins to grow from the back of their head. The PC is now dead.
1d4+2 turns later the 2’stalk will be fully formed with a spore-filled capsule at the end.
*An odd twist: Anyone that makes their save with a critical success is immune to the fungus but is
now a carrier. They have the ability to breath these spores in a small cloud once per day, enough to
infect one creature or person.
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29. Poorly lit, a 5’ wide decorative, glowing waterfall cascades down the center of a wall. The
sound of the waterfall is peaceful and if the PCs rest here for at least a turn, they will each be healed
1d4+1 hit points. Drinking the water does nothing but refresh you, yet there is a small, 15% chance,
that you will be healed of any diseases you might have.
Optional aspect: It is impossible to see through the waterfall. Prodding it reveals that there is no wall
and if you peak through, you will get your head wet but see nothing. Anyone stepping through the wa-
terfall will get teleported to a random location in the tower (those watching will get a quick glimpse of
where they went.) Roll 2d20 to see where you end up, a result of 36 is the Atrium. 37 or higher and
you are sent to the camps outside, in your own time period, congratulations.
!!!Warning, this option can completely split the party!!!
30. Moderately lit, an angel stands before a silver and gold Ark that sits on the far side of the
room. The angel is, Sar`Athiel, and her sole purpose for being is to guard this Ark — no matter what.
In the pit on the west the side of the room are various corpses — adventurers, spiders and other strange-
ness. Scattered treasure down there equals 3d6 x 100 GP, and any supplies you want to make available.
Just touching the Ark makes you have to save vs. spells
(with wisdom bonus) or take 2d4 damage, you still take
1d4 damage if you make the save.
Anyone peering inside the Ark is looking at forbidden
knowledge and has to make 2 consecutive saves vs. spells
(with wisdom bonus) or have their minds shattered, perma-
nently losing 1d4+1 points of Intelligence and forever
having to roll twice and take the worst result on saves vs.
magic. They will also be blind for the next 3d4 days.
If they make the consecutive saves they will gain a level
after levitating in a mind-blowing trance for 1d4 turns.
Sar`Athiel: AC: as plate +2 (can only be harmed by mag-
ic, immune to sleep, charm, and hold spells), HD: 9d8 (52
hp), Attacks: 2 with her Spear, +13 to hit, Damage: 1d8
+4, AL: lawful, Morale: 12 XP: 1,200.
Sar`Athiel regenerates 3 hit points per round.
Her movement rate is double the standard rate, ground
or flight.
She may throw her Spear and have it strike all her op-
ponents (roll to-hit for each foe) after which it returns
to her. (Recharge 5-6)
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31. Open air, ruined walls, 1-3 daylight, 4-6 night. Three
giant eggs nest in the far side of the eastern corner guarded by
1d4+1 giant ravens; the rest circle above. Anyone who comes
anywhere near the eggs will be met with the full fury of all 9
ravens. If the PCs keep their distance they will still be met
with very aggressive fly-bys.
Looking over the edge of the tower reveals the PCs’ own time-
period; but this will be harder for them to discern at night
(clue: Una’s single campfire, if she’s there.) It is a 600’ climb
down — possible due to the jagged nature of the tower, but still
a huge risk (remember, falling damage is 1d6 per 10’.
If one of the PCs is wearing the Sky Mask (see Artifacts)
they can charm the White Ravens into flying them down
safely.
White-Ravens(9): AC: as leather +1, HD: 4d8 (17 hp), At-
tacks: 2 claws, +4 to hit, Damage: 1d6, Special Attack: 1
screech, 50’area attack (save vs paralysis or take 1d8+2 dam-
age and be stunned for 1 round, recharge 5-6), AL: neutral,
Morale: 6 XP: 120. Treasure: 3 giant eggs, each worth 1,000
GP, they each weigh 50 pounds.
32. Moderately lit, a 40’ high, web-sack of 150 eggs clings to the east wall. This is where all the
Widow-Kin Spiders are coming from. This bulging egg-sack takes up most of the room and at any giv-
en time there are 1d4+2 Widow-Kin crawling over it who will attack anyone entering. Normally, one
spider hatches every 4d4 turns, but that number will accelerate if someone sets fire to the eggs. If they
are burned, it will take 1 turn (10 minutes) to be completely engulfed, before which, 6d6+6 Widow-Kin
will be able to hatch fully grown...also, the White-Widow will then arrive in 1d4 rounds.
Scattered across the egg-sack are various pieces of adventuring gear, 3 swords, 2 daggers, 2 battle-
axes, 2 spears, a back-pack containing 50’ of rope with grapple, 1 healing potion, and 2 days iron
rations, 3d6 x 10 GP worth of coins, and an Artifact (see appendix.) Anyone killed here will be tak-
en and added to the Web-Chimes.
Widow-Kin Spiders: AC: as chain, HD: 4d8 (20 hp), Attacks: 1 bite, +4 to hit, Damage: 1d8 + poison
(save vs poison or take a further 1d6 damage) or 1 web-spray (save vs. wands or be stuck until you make
the save, recharge 5-6), Stealth: 3 in 6, AL: chaotic, Morale: 9 XP: 250.
33. Moderately lit, bright light and webs below. The gap is 20’ across but vines are plentiful here.
Have the PCs make a climbing check while crossing (see page 14 for climbing) to avoid falling into the
White Widow’s webs below, which will immediately get her attention. Breaking free from the Wid-
ow’s webs is a save vs. paralysis (rolling twice and taking the worst result.) Whether or not you want
the Widow to hear the PCs crossing above is entirely up to you, but she will be aware of them soon
enough…
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34. Well lit, the height of luxury, coated with webs, a prominent Harp. Maakina’s personal lounge
— seemingly carved out of white marble, literally veined with silver and gold. Webs completely coat
the opulence here; couches, chairs, pillars, beds, paintings, artifacts (there is at least 1 Artifact here,
40% chance of a second.)
Gems and precious stones are embedded everywhere; values are 1d6 x 100 GP each and each gem takes
one PC 1 turn to dislodge. Let the PCs recover a few stones if they want, but then start making random
encounter checks every turn. If combat happens here, there is an escalating 2 in 6 chance per fight that
the Widow appears.
And then there’s the Harp, the source of music so pure, it was the bane of the White Widow for what
seemed an eternity to the wretched beast. The Harp stands 6’ high and is immobile; its value: priceless.
It is the only thing not coated in webs. Any of the spiders suffer 1d6 damage if they physically touch
the Harp.
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35. Almost day-light, colossal wind- The White Widow
chimes hang from webs. These chimes, AC: as plate +1
that once belonged to a giant race, are now
a twisted affront to all that is Holy. Scores Immune to sleep and charm spells.
of dead hang here, their souls trapped, cry- HD: 15 (90 hp)
ing out against this disgusting purgatory.
Attacks:
Maakina, hangs here too, half-alive at the
bottom, catching the breeze, fueling the 1 bite, +15 to hit, 1d8+4 and save vs.
madness, suffering her own Hell, knowing poison or die.
full well...this is her fault. Web-Spray: The Widow can spray
As a Time Seraph, she surfed the past, everyone in a 50’ cone with her webs.
collecting this and that, creature and trin- They must save vs. wands to avoid the
ket, dead/alive, whatever satisfied her curi- webs and if they fail, they are immobi-
osity. The White Widow was just a little lized and must save vs. paralysis every
thing, barely an afterthought. She set it round to break free (rolling twice and
aside. Forgotten, it grew and grew and taking the worst result.) Recharge, 4-
grew and then it laid eggs. 6.
Ambushed, that’s an experience unusual Special:
for a Seraph and somewhere in The Widow can release an ear-piercing
Maakina’s dazed mind, she vows it will screech that summons all available
never happen again. Widow-Kin in the tower. Every two
The White Widow, an ancient thing, not rounds after the screech, 1d4 Widow-
overly intelligent, but instinctively evil, Kin will arrive to defend the Widow.
was overjoyed at the opportunity to foul She can do this anytime, but will cer-
the day of one so Holy. tainly do it if her hit points drop below
50.
The Widow regularly bites Maakina,
keeping her in a poisoned daze, allowing AL: chaotic
her to listen to the growing song of sorrow Morale: 11
and death filling her tower and beyond.
XP: 2,500
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Maakina (Time Seraph)
AC: as plate +2
Divine Beauty: You must make a save vs.
spells to even think about striking her, if you
fail, you hesitate long enough to lose your
turn.
Can only be harmed by magic and immune to
sleep, charm, and hold spells.
HD: 10 (60 hp)
Regenerates 1d4 hit points per round.
Attacks:
2 with her spear of light, +12 to hit, 2d6+2
damage, if she has at least 20 hit points she
can use it to stun her opponents with a blind-
ing flash of Holy Light (save vs. paralysis or
be stunned for 1d4 rounds, recharge 5-6.)
She materializes this spear at will.
Special:
Maakina can sacrifice her hit points to heal
others at a rate of 1 hit point per 10 healed.
Time Freeze: Maakina has a percentage
chance equal to her current hit points + 20 to
freeze time around her. She can choose who
is frozen and who isn’t. Duration: 3d4
rounds, recharge 5-6.
Reverse Time: Once per round, Maakina
can make an opponent re-roll a successful
strike against her, or she can re-roll a failed
saving throw.
AL: lawful
Morale: 12
XP: 3,000
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Escaping Sision Tower…
The PCs could simply walk out the front door. The alternate times shown on page 6 are designed as fatal
deterrents to keep the PCs inside the tower, but, you could use Sision Tower as a doorway to adventure.
If the White Widow is destroyed, Maakina will be able to free herself soon after and she will be one
grateful Seraph. Time will be restored, Maakina will heal all wounds, and allow the PCs to keep all
treasure and Artifacts they found...except En`Cial’s Dagger, she won’t let that one out of her sight.
Course, they could fight her for it… Maakina will also give the PCs each a pearl amulet that will allow
them call on her for aid one time and one time only, in which case she will show up in 1d4 rounds and
stay for 1d4 rounds assisting them however she can.
The top of the tower where the White Ravens nest, is miraculously outside the time-flux. The PCs could
attempt to climb down all 600’ of the tower. Follow the climbing rules on page 14 (or use your own) and
call for a climbing check every 50’ or 100’. If they fall, roll 1d6 x 10 to see how far they fell, rolling an-
other 1d6 every time you roll a 6. Not falling all the way down represents the jagged nature of the tower,
but they may have lost their rope (50%), making things more difficult. As if this isn’t dangerous enough,
Ravens may engage in sorties provoking extra climb checks. Most likely, this will be a deadly exercise.
If the PCs manage to get to the top and one of them is wearing the Sky Mask, they can charm the Ravens
into flying them to safety and to hell with the fate of the tower….they are the children of plunder after all!
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Appendix: Artifacts (roll 1d20)
Candle of Remembrance. Burning this black
1. Candle of Remembrance candle in the center of a rune-scribed circle
will allow a wizard to regain access to spells
2. Inquisition Whip they’ve cast that day. Each half-hour burned
3. En`Cial’s Dagger equals a spell-level, so if the candle is burned
for 1 & 1/2 hours, a wizard can regain three 1st
4. Shooting Star
level spells, or, two 1st and one 2nd, or, one
5. Helm of Blood-Lust 3rd level spell. Each candle can burn for
6. Ring of Spider Turning 1d6+2 hours before it becomes a useless glob
of black wax.
7. Onyx of Shadow
8. Scabbard of Restoration
9. Scepter of Protection Inquisition Whip. A Witch-Hunter’s de-
10. Ryn`Athel War-Bow light, this punitive whip does 1d4+2 points
of damage and if it strikes a “magic-user”
11. Ryn`Athel War-Hawk
it depletes from their daily spells a number
12. Scepter of Secrets of spell-levels equal to the damage they
13. Glaive of Gor Besh took starting from the highest spell availa-
ble. E.g., if 3 points of damage were
14. Athel Chain of Silence
dealt, the wizard would lose a third level
15. Sky Mask spell, but if they had no third level spells
16. Shell-Shocker left, then they would lose a second and a
first level spell.
17-20. Choose one.
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Helm of Blood-Lust. While wearing this helm, your face is hid-
den in shadow, your eyes glow red, you gain +3 to-hit and damage,
+3 to all saves, and you do triple damage on a critical hit. You
will always fight to the death, no matter what. Once the helmet is
on, you can only attempt to remove it once per day, and to do so,
you must save vs. spells (you do not get your +3 bonus to saves for
this roll.)
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Scepter of Protection. Slam this scepter into the ground and it
will stand straight up projecting a Holy Circle of Protection 20’
wide. Anything that tries to enter the circle will take 2d6 points
of Holy Shock damage (save vs wands for half damage.) Uber-
lawful beings such as Angels are immune to this damage. The
circle also repels all spells. The circle of protection will last for
1d6+3 turns per charge (recharge 5-6, must roll just before us-
ing.) This scepter also functions as a Mace+1.
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Glaive of Gor Besh (unique). It’s no wonder that the
infamous Arbalonian gladiator Gor Besh killed so many
men in the arena...he was cheating. This glaive is only
detectable as magic by a wizard of at least 10th level. It
is +2 to hit and damage (doing 1d10+2) and scores a
critical hit on a natural 19 or 20. Also, if your strike
brings your opponent to 3 hit points or less, you are given
a bonus strike to finish them.
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SRV-2
Sision Tower
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