Friday, July 17, 2015

The Gathering of Wizards Revised - a Deluxe Tunnels & Trolls Solitaire Adventure for Very Tough Wizards

The Gathering of Wizards Revised – a Deluxe Tunnels & Trolls Solo Adventure

This module appeared in an early issue of The Sorcerers Scrolls, probably around 1985-1986, and has been unpublished since. I had a print copy from an effort in 1992 to recover old data on my dying computer and that was it, so the following text has been hand-typed. I have attempted preserve as much of the original as possible except where my modern aesthetics were forced to intervene, which turned out to be often, so think of this as a right proper revision…especially since it expanded from 31 paragraphs to 59!

Fun Fact: this module is supposed to take place about eight centuries before all the other Lingusia-based solo adventures although it doesn’t explain that anywhere in the original.

The following solitaire is open to wizards, specialists and paragons of levels 2 or better in DT&T; and yes, even a high level wizard should find a challenges here. During the solo you spend WIZ to power spells; track this. Each time you progress one paragraph regain 1 WIZ unless the paragraph tells you to regain more. 

If you encounter foes, they usually list weapons; use the attack value based on MR, but the dice and adds never drop lower than the weapon being used. A foe with MR 40 and a scimitar, for example, starts at 5+20 dice and adds, but if reduced to MR 20 it still fights with 4 dice (but adds drop to 10).

Don't forget to track XP earned (DT&T page 63) for saves rolled and monsters defeated (equal to MR). 

If you are using an earlier edition of T&T you should have little problem with using this module; the core conceits are all the same and I just moved some cheese around a bit to update it.

To begin the adventure, start at paragraph 1.


1.  It has been several weeks since you met with the wizard Andrathlor in the city of Hyrkania, where he brought you to the darkened council chambers of the Wizard’s Guild (The so-called Order of the Blue Robes). There, your mysterious peers initiated you into the ranks of the Blue Robes, making you an official guild-sanctioned wizard. It was here that you learned to use your arcane ability from your homeland to tap into the unlimited resources of Lingusian magic. Since then you have continued to meet weekly with your fellow guildsmen, whenever necessary, to discuss present matters, summon planar entities for obscure questioning sessions, conjure demons to guard the guild tower and other such matters.

Indeed, activities in the guild are almost addictive as your burgeoning native talent is dramatically enhanced by the secret ways of the Blue Robes.  Such is it that on this night your guildsmen have called a meeting to discuss recent declarations of the Hyrkanian Emperor, Palomar, declaring that all wizards in the city must present themselves before him in the Royal Hall, so that they may be assigned –almost incredulously—bodyguards. So it has been ordered by the Sacrimori himself, the high priest of all gods, Naril, lord of the sun. What nonsense!

This, of course, makes no sense whatsoever. To any of the guild mages, as until now most of them have been strongly disliked by the general public thanks to the efforts by the temple, and the priests of the High Temple have been their political enemies at every turn. Thus it has been decided that the meeting tonight will be held to discuss the emperor’s command –and whether or not it must be obeyed.

Gathering various paraphernalia and casting components, you begin jour journey to the Wizard Guild Tower. If you would like to use some sort of spell to get there then go to 2. If you prefer to walk then go to 3.

2. If you have a conveyance spell which teleports or flies such as “Blow me to…” or “Fly Me” which can take you at least a mile then spend the points and cast it. Traveling by magic means you go to 4; if you can’t cast such a spell go to 3.

3. As you walk through the darkened streets of Hyrkania, wondering why the guild only meets on moonless, fog-shrouded nights make a level 2 save vs. Luck.  If you make the save, then your journey is uneventful (go to 4). If you fail, then something happens (go to 5). Note that you may reduce the save by 1 level if you choose to cast Zingum to speed your pace and avoid risky areas and alleys.

4. You touch down at the Wizard’s Tower of the Blue Robes. Entering through the wide chamber where the doors are propped open, you see that the wide room is poorly lit, with only a few lamps flickering faint light. Along the walls are various arcane objects, ranging from shelves full of chemicals and potions to cauldrons, braziers, enchanted masks and more. The tower is actually the dominion of the wizard-lord Alpharust Jodakin, a Takkain sorcerer of eastern origin, and his eclectic taste in décor shows. It is rumored that he is not only the leader of the guild, but the most powerful wizard in the city, more powerful than all other mages in Hyrkania combined.

One by one the guildsmen trickle in, until all have arrived….or have they? You glance about and see that Andathlor, who recruited you, and Megathruo the cambion are missing. Before you can investigate Alpharust calls the meeting.

“We have a problem,” Alpharust says in his curious accent. “The emperor has fallen to the lies of our enemies, and I worry that his proclamation spells doom. I propose that we summon a demon of knowledge, that we may question it about the intentions of our emperor and our foes who have his ear.”

The council begins to vote. If you raise your hand in favor of summoning a demon to interrogate, go to 6. If you would like to suggest using a different spell of divination then go to 7.

5. Roll a 1D6: on 1-3 go to 8; on 4-6 go to 9.

6. Everyone in the room agrees that this is a wise decision; the eastern demons Alpharust can summon have been a great boon in the past. The group then proceeds with the summoning. Alpharust and the elder mages focus on the summoning spell and the lesser mages such as yourself provide support and spell power to enforce their casting. If you know the summoning spell go to 32 now. Otherwise, you contribute 2 WIZ to the spell effect to power the summoning.

As the spell takes effect a demonic form becomes visible in black and purple smoke which wells from the depths of a yawning maw in the center of the pentagram drawn by the elder guild lord. As the demon manifests make a level 3 save vs. Intelligence. If you succeed, read on; if you fail go to 33. If you fail go to 12.

7. Wise choice! The other wizards all agree with your suggestion, and so they look to cast the most powerful dinivation spell known….looking to Alpharust, he digs deep through his tomes and produces an ancient code. “This was the Fifth Codex of the Fifth Night of the Death Trolls,” he says. “ In it is the spell with which one may be speak with the gods. A…”Dear God” spell, if you will.” He chuckles as he recites the spell and calls upon the reinforcement of the guild mages. You expend 2 WIZ for your part.

An ominous darkness fills the chamber, and the flickering lamp light evaporates. A voice speaking the primordial tongue rolls out of the darkness, translated only by the chamber’s magic. “I…AWAIT….YOUR….QUESTIONS…” it echoes ominously. Everyone looks at you…..

Alpharust looks at you as well. “It seems the voice has chosen you to ask the questions….”

What will you ask first?

To ask the voice, “Should we heed the call of the Emperor?” go to 34.

To ask the voice, “Is the summons of the emperor a trap?” go to 15.

8. As you travel the darkened streets a gang of 1D6 brutish thugs emerge from a side street, threatening you. They are armed with short swords and cudgels. If you would like to make a break for it the go to 16. If you would like to cast a spell go to 17. If you would rather confront them and see what they want go to 18. Finally, there is probably a city watch patrol near by…you could always scream for help (go to 19).

9. You pass through the richer quarter of town where your ally Andrathlor dwells. As you walk down his street you are shocked to see red orcs –thyzakon—setting fire to his house, and in the upper story windows you see the flash of battle magic! You can attack the red orcs right away (go to 20< or cast “Fly Me” or a similar levitation spell to reach the windows upstairs to join the duel of magic (go to 21). You may also go straight to break down the front door (22).

10. You return to the tower, only to find it engulfed in flames, a horde of demons rampaging! You are too late…..you may take the fight to the demons

11. You hear the sound of crackling energies, followed by a slithering, hissing noise from what sounds like the heads of dozens of giant snakes. You bash through the doors exiting the chamber and seconds later are pelted with rubble and debris as you hear first the shocked cries of your allies, then a second of silence followed by the rending and crushing of stone. You can flee now to your room at the inn (go to 23), turn and attack whatever demon appeared (go to 12), or you can cast Ghostly Going and then turn to attack your foe (go to 25).


12. Before your very eyes the Demon God Lazar appears, a ten foot tall snake-headed demo whose very body is comprised of thousands of writhing serpents. You know Lazar well from your studies, for he is the Abyssal lord of serpents and petrification….make a level 4 save vs. Luck. If you make it you turn your gaze away an instant before all of your allies are petrified in stone. If you fail, he shatters you and all the rest of your companions with a thundering crack of his great obsidian club. If you succeed then you may turn and run (go to 11) or fight (24).

13. The cost to banish this demon is 160 WIZ…yes, you read that right. Can you pay that amount? If not, go to 12. If you can, then the spell takes hold and the demon is forced back in to the Abysss before it can manifest. For a brief moment you see writhing serpents in humanoid form….and realize this was Lazar, the Stone Death, a demon god of serpents and gorgons. It was a VERY close call.

Your fellow guildmates owe you their lives. No one is certain why the spell failed; it should have summoned a lesser knowledge demon, not a demon god. Alpharust pulls you aside. “You have more talent then you realize,” and he presses in to your hand a glimmering blue stone. The stone is a Blue Diamond Power Battery that can store your WIZ in power within it. “I expect more greatness from you, dear mage.” He leaves.

You may now return to your inn room at 14, or go to 35 to investigate why your ally Andrathlor did not appear earlier.

14. You arrive at the Blue Balrog Tavern, which also has some cheap rooms in the back with hourly, daily and weekly rates (no maid service, though). In the morning, you awakened refreshed and mysteriously still alive. After bathing and eating you are ready for the next day. You may proceed to the Emerald Palace to answer the emperor’s summons (26) or or you may ignore the summons and decide you and you alone know what is best for you (27).

15. The voice responds, “NO.” Go to 36.

16. Make a level 2 save vs. Speed. If you succeed then your bony wizard legs carry you as fast as they can and you arrive at the Wizard’s Tower in time to make a quick escape (go to 4). If you fail then the thugs rapidly catch up to you and you must face them (go to 17).

17. Fire off a combat spell first and deal the damage before regular combat begins; each thug is MR 32 (4 dice +16 adds) and is armed with a short sword (3 dice) and cudgel (3 dice); they don’t drop below 3 dice for hit totals due to the weapons. Each round of combat total spell damage to them first per the spell description. If you survive, then walk, crawl or drag yourself to the Wizard’s Tower (4). If you perish, make a level 2 save vs. Constitution (against your normal score, not your injured score). If you succeed then they overlook that you still have a pulse; go to 40. If you fail,  then they did notice you still have a pulse and a swift barrage of cudgels finishes you off.

18. Make a level 1 save vs. Intelligence. If you roll a 3 (2 and 1) on this go to 45. If you fail normally then as you ask the men what they want they rush you and get a free strike in; you have only enough time to cast a defensive spell if you have one available; go to  17 if you live. If you make the save then you realize these are not muggers, but assassins! You may fight normally (go to 17), flee (go to 16), or call for help (19).

19. You shout for help, trying not to sound too desperate and girlish as you do. A block away a squadron of guards heeds your call, and comes rushing to your aid! The thugs flee quickly, not wanting to tangle with the fully armed and armored warriors. Make a level 1 save vs.Luck. If you succeed, go to 46. If you fail, go to 47.

20. You charge in to the red orc firestarters. The red orcs are MR 28 each, and armed with burning torches that double as clubs (3 dice plus 1D6 fire damage) and scimitars (4 dice). You may open fire with whatever combat magic you have; they have no ranged weapons however, so if you cast Fly Me first then you have range on them and they will flee after the first round.

If you slay or drive them away, you may Fly Me to the window (21), or bash your way through the front (22).

21. You fly through the window in time to see Andrathlor battling his last as a party of six infernal Bone Demons slash him to bits, though Andrathlor made a good accounting for himself as six others lie in burbling pools of molten flesh on the floor.

The demons turn to you: fight them! All six are MR 38 each (4+19), not strong, but each one has Magic Resistance so you must make a Level 1 save vs. WIZ to overcome their resistance; these demons are covered in bony spikes, and deal spite damage on every 5 and 6 they roll in their attacks. The demons are immune to fire damage but take double damage from cold. As you burst in to the chamber you can get one spell off for free before regular combat begins.

If you are defeated, make a level 1 save vs. Constitution and go to 40 if you succeed. If you win, rush to Andrathlor’s side at 51.

22. You reach the front door, which is heavy and locked; make a level 3 save vs. Strength to bash it in, otherwise if you have a spell that will aid you in passing the door cast it now. If you are unable to enter, then you are forced to listen to the screams on the second floor as your ally perishes and the building goes up in flames. You resume your journey to the Wizard’s Tower at 52.

If you break the door open, you rush upstairs in time to see six hideous white bone demons slay Andrathlor. The demons evaporate into smoke as they return to the Abyss, leaving Andrathlor dying on the ground.  Go to 51.

23. You return to your inn, and quickly hide under the bed covers. In the morning, you awaken to news on the street that the Wizard’s Guild of the Blue Robes have been assassinated….not news to you, really.

You may proceed to the Emerald Palace to answer the emperor’s summons (26) or or you may ignore the summons and decide you and you alone know what is best for you (27).

24. Lazar is a beast to fight. Each round you have to make a level 4 save vs. Luck to avoid his petrifying gaze (reduce this to level 2 if you blindfold yourself, but note that affects sight-directed magic without some item or other spell to substitute for sight). Lazar is MR 250 (26+125) and has 12 points of natural armor protection. Each point of spite damage he deals induces poison from a snake bite, which requires a level 1 save vs. Constitution (per spite damage!) or you are poisoned and take 1 additional spite per round until you can bind your wounds (which take a full round a a level 2 save vs. Intelligence).

Lazar is initially recovering from his opening attack on your now petrified comrades, so you have one round to cast a defensive or offensive spell. If you can cast a spell that speeds you up first you can stay ahead of him, as well; he will hurl stone wizards at you if you do this each round (He has Dexterity 30 for ranged attacks, and each wizard is a 10 die missile strike).  However, Lazar can levitate and fly at will so Fly Me won’t let you escape. After five rounds of fighting Lazar will immolate everything with a hellbomb burst  (for 130 damage).

If you somehow live through this (and it is possible if you’re tough enough) then the demon lets out a strangled wail of defeat and evaporates in smoke, the dark aspect of the god returning to the Abyss. You may look about the ruins of the Guild Tower, and realize it is a total loss….everyone is destroyed. Go to 41.

25. Your body falls to the ground as your astral form gazes upon the form of Lazar, Demon God of the Death Gaze, lord of serpents and gorgons. In the astral realm Lazar is immense, a grotesque beast a hundred feet tall, with a humanoid form wreathed in thousands of snakes. His serpentine head is crowned by two shimmering yellow eyes, from which beams of petrification constantly sweep. As he shatters the petrified forms of your allies, you realize you have second to act before he notices your crumpled body….you see a silver cord of energy connecting Lazar to a whirling pool of darkness. You think this is his planar tether…..make a level 4 save vs. Wizardry. If you succeed, you may attempt to sever the cord and see what happens (go to 54). If you fail, he spots you and your astral form is sucked into the void of his Abyssal Soul Gem around his neck, trapped for eternity as demon food (go to 59).

26. You make your way through the sunny but still smoky streets of Hyrkania’s great capitol until you spot the Emerald Dome, an immense relic from the bygone days of the empire’s lost glory. After presenting yourself before the Royal Guard you are escorted to the Emperor’s Hall, where a procession of many souls, including other mages who have been summoned (and lived through the night) await the Emperor’s proclamation. The High Sacrimori,  a stern priest with a suspicious gaze, studies the chamber as you enter. Go to 28.

27. You have survived for two whole days in Hyrkania during the Great Purge. Take 500 XP for reaching this point, along with the experience gained for making saving throws and defeating foes. Congratulations! 

28.  When at last the emperor deigns to address the mages in the chamber, he looks upon you with a stern eye. “Word is out,” he says, “that the vile cultists of Lazar, demon god of the Stone Death I am told, have declared that all mages of the emperor must be killed.” He clears his throat. “Last night, many appear to have died in a pre-emptive strike against all mages. If you are so valuable that such evil must seek your doom, then I see now that wizards do indeed have value in my empire. As such, I have called upon my trusted confident, the Sacrimori, to offer a solution.”

The Sacrimori looks like he has swallowed a rotten egg. “The Emperor has….charged the Temple of Naril…with your protection.” He sounds exasperated. “So it is, and so I offer you our finest warriors, Solarian Knights all, to serve as your bodyguards.”

The knights enter the room and one by one are assigned to the mages so summoned. When you meet your night, roll as follows:
Gender: Roll 1D6: odd female, even male
Name: choose your own or roll:
1D6 (male): 1-Davin, 2-Erik, 3-Astos, 4-Daraphon, 5-Kalvin, 6-Draegos
1D6 (female): 1-Torvas, 2-Lakuna, 3-Tericia, 4-Eritria, 5-Tawny, 6-Devorah
Class: The solarian paladins are all chosen from paragon stock!!! They are Level 4 paragons.
Stats: STR 40, DEX 18, CON 32, INT 12, WIZ 18, CHA 18, LK 12, SPD 12 (+34 adds)
Spells: solarian paladins know all level 1 spells plus Poor Baby and Vorpal Blade.
Weapons and Armor: Solarian paladins train with the medium sword (4D6) and knight’s shield (5 hits, doubled). They wear plate armor (16 hits, doubled).
Personality: 1-dour, 2-grim, 3-perky, 4-reverent, 5-naïve, 6-irritated
Special: solarian paladins are gifted with a special sight; they can make a saving throw vs. the level of an undead or demonic/fiendish target to piece any disguise and see them for what they truly are.

You now have a bodyguard, albeit a faithful servant of the Temple of Naril. Go to 27 as the emperor’s court disperses for the day.

29. As you travel through the dark streets, you are attacked by a vicious horde of parademons, monstrous dog-like mutants hunting for anyone with a traint of magic about them. There are 6D10 of them in the mob and each has an MR of 22 (3+11). They are immune to fire damage, and if you take 5 or more spite damage from the mob in a round you need to make a level 3 save vs. Constitution or contract Abyssal Rot, a terrible disease which reduces your Charisma by ½ and makes you look like a horrid undead creature (anything which remove curses will cure this affliction).

If you die, make a level 1 save vs. Constitution and go to 40 if you make it, otherwise you perish. If you survive and defeat the horde, then seek refuge in your rented quarters (23).

30. You are escorted to a comfortable detention room with facilities in the Emerald Palace. In the morning the guards escort you, and several other wizards taken into custody, to the hall of the emperor. As they take you there, the guards mention that terrible things happened in the night. “Hordes of demons slaughtering every hedge wizard and oracle they could find; assassins killing peddlers of potions and high mages alike. Madness! They’re calling it the Great Purge already. Terrible stuff.”

You ponder what wizards could have done in the empire to deserve such doom when you arrive at the emperor’s hall (go to 28).

31. Megathruo nods. “Wise choice.” You depart for ways unknown. Megathruo will remain by your side for as long as you adventure. He is a Half-Demon wizard, level 4, STR 18, DEX 22, CON 15, INT 34, WIZ 42, CHA 13, LK 25, SPD 10 (+29 adds), with all level 1-3 spells and a sax (2D6+4). He is a reliable fellow who’s personality is best described as “quirky but loyal.” Now head out of the city at 27.

32. As you prepare to use the Summoning spell, cast collectively you feel the magical force pulled from you. You find that it will cost 12 WIZ for your portion of the casting as a major contributor, but as you cast make a level 3 save vs. Intelligence….if you succeed, you realize something is off (go to 33). If you fail, then the casting completes (go to 12).

33. Something does not seem right! The demon manifesting does not look like the knowledge demon you expected. You may continue to finish the ritual (go to 12), avert your gaze and run (go to 11), or if you know Banishing you may cast it now and go to 13.

34. The voice responds, “YES.” Go to 36.

35. You come across the burning wreckage of Andrathlor’s house in the upper commons of the city’s rich quarter; not even a bucket brigade is present, but most of the fire is out now….almost as if it was a quick flash-fire, as magic tends to make….

You may continue to your inn ( go to 37) or investigate further (go to 38). You may also return to the tower to report what you have found (go to 10).

36. The guild mages seem satisfied. As they break for the evening, intent on heeding the emperor’s summons, Alpharust pulls you aside. “You have more talent then you realize,” and he presses in to your hand a glimmering blue stone. The stone is a Blue Diamond Power Battery that can store your WIZ in power within it. “I expect more greatness from you, dear mage.” He leaves.

Will you go back to the inn where you’ve been staying (14), or head out to determine why Andrathlor did not show (35)?

37. As you resume your journey to the inn where you rent a room make a level 3 save vs. Luck. If you make it go to 23, if you fail go to 29.

38. You find evidence of charred human remains, probably Andralthor based on the gold teeth that have melted in the heat. The charred reains of blackened bones and oil-like smoke are unusually odd….roll a level 2 save vs. Intelligence (I you have a talent for the occult or arcana add it). If you make it, go to 39, if you fail then you find no further clues; go to your room at the inn (37), or report what you have found to the tower (10).

39. The smoky oil and black bones are the mark of demon corpses, which slowly disincorporate as the essence of chaos returns to the planes. With no further clues, head back to your room at 37, or return to the wizard’s tower of Alpharust to report what happened (go to 10).

40. You awaken in a gutter, lying next to a dozen other corpses gathered by the corpse-gatherers during the night. A hunchbacked worker a few feet away is whistling an odd tune while pulling bodies from a wagon. “Busy night,” a nearby ratkin on a kask mutters as he breathes deep from a corn-cob pipe. You seem to have recovered enough; you have 1 Constitution right now, enough to be conscious.

Do you lie still until they leave (go to 44) or sit up and surprise them (42)?

41. You make it back to your room at The Blue Balrog Tavern and Inn, only to find it has been rented out already! The barkeep, a burly half-ogre named Morn looks surprised to see you. “I thot y’all died last night, wasn’t ya meetin’ yer Blue Robe buddies?”

You explain you got mugged and he shakes his head. “Yer damned lucky then!” He explains that the entire council of guild mages died last night, turned to stone and shattered by an unknown source. “My advice is yer keep that luck’a yours runnin’ and get outta town, friend.”

Morn feeds you a hot meal and lets you wash up. You may proceed to the Emerald Palace to answer the emperor’s summons (26) or or you may ignore the summons and decide you and you alone know what is best for you (27).

42. The ratkin and the corpse hauler are shocked, indeed! Make a quick level 1 Save vs. Charisma. If you succeed, then they both relax as the hauler pacifies the ratkin’s endless screams of “Zombie!!!!” but if you fail go to 43.

“Thought you was a right goner, we did. Didn’t take nuttin from ya’s, we saw what yer spell book and robes, figured someone would be along soon to claim you, if ya didn’t rise from the dead like just now.” You thank them and head out….go to 41.

43. The corpse hauler and the ratkin are used to zombies spawning from their haul and attack! The corpse hauler is MR 38 (4+19) and he wields a mean shovel (4 dice). The ratkin is a MR 44 (5+22) rogue with an attitude and two saxes (2+5 each). If you take a moment to make a level 3 save vs. Charisma you can convince them you are a very terrifying undead and they will flee instead. If they do flee or you defeat them, go to 41.

44. Eventually the corpse collectors leave for a new haul. You slip away, limping from your injuries. Go to 41.

45. “Hi there sir, we are collecting for the Sanderon Oprhanarium, where hundreds of orphaned half-orcs and half-dwarves are waiting for kind and generous noble families to recruit them for wait staff. Would you be willing to make a donation?” The man looks at you earnestly, a big smile half-full of teeth greeting you.

As you reach for your purse to offer some coin, their cudgels suddenly rise and strike. “On second thought, never mind. We’re just gonna haff to help the orphanarium another way!” You are dealt a severe beating totaling 30 points of damage per thug. If you are still alive go to 16!

46. The guards warn you to watch out, there’s been an unusual level of violence this evening. You arrive safely at the Wizard’s Tower (go to 4).

47. The guards recognize you are a wizard. “You have been summoned by the Emperor, and there is an unusual level of violence on the streets aimed at spell casters,” the watch captain explains. “I insist that you come with us for your own protection.”

If you accompany them without question go to 30. If you want to give them a slip, you may do so the old fashioned way (go to 48) or via magic (go to 49). You can also always fight them at 50.

48. Make a level 3 save vs. Dexterity. If you make it, you escape into a dark alley and lose the guards; go to 4. If you fail, they catch up to you. The watch captain insists you accompany them, and via physical force they drag you to a detention room in the Emerald Palace (go to 30).

49. If you have Hidey Hole or a similar concealment spell cast in and make good your escape! Go to 4. If you do not, then try it the old fashioned way (go to 48).

50. Each guard (there are 12) is MR 44  (5+22) and armed with great swords (5 dice) and plate armor (11 hits). If you live, go to 4 but make note that the Hyrkanian City Watch will probably be looking for you soon!

51. Andrathlor has an ounce of life left, though his intestines are all over the place. “The demons….they have turned on us….warn the others….” And then he dies. You can go to the Wizard’s Tower, but now more informed. Go to 52.

52. You touch down at the Wizard’s Tower of the Blue Robes. Entering through the wide chamber where the doors are propped open, you see that the wide room is poorly lit, with only a few lamps flickering faint light. Along the walls are various arcane objects, ranging from shelves full of chemicals and potions to cauldrons, braziers, enchanted masks and more. The tower is actually the dominion of the wizard-lord Alpharust Jodakin, a Takkain sorcerer of eastern origin, and his eclectic taste in décor shows. It is rumored that he is not only the leader of the guild, but the most powerful wizard in the city, more powerful than all other mages in Hyrkania combined.

One by one the guildsmen trickle in, until all have arrived….or have they? You glance about and see that aside from Andrathlor, whom you know the fate of, one other named Megathruo the cambion is missing. Before you can investigate Alpharust calls the meeting.

“We have a problem,” Alpharust says in his curious accent. “The emperor has fallen to the lies of our enemies, and I worry that his proclamation spells doom. I propose that we summon a demon of knowledge, that we may question it about the intentions of our emperor and our foes who have his ear.”

The council begins to vote. You may call out and warn them of what happened to Andrathlor (go to 53) now.  If you are curious as to what nightmares are imminent, then you may raise your hand in favor of summoning a demon to interrogate (go to 6). If you would like to suggest using a different spell of divination then go to 7.

53. “Guildmaster, I must warn you: Andrathlor was slain, by demons and red orcs. Before he died he warned me that the demons have turned against us.”

The mages are shocked, and a babble begins. “Silence!” Alpharust calls out. “We must still answer the question of whether to honor the summons of the Emperor. In light of this revelation, I propose we use divination instead.” Go to 7.

54. You blast or cut the silver cord and in a flash it is severed; the physical and astral form of Lazar is severed from his tether to the Abyss. The astral form of Lazar turns its gaze upon you,  and a thousand serpentine voices hiss at you, “You should not have done that, mortal…” make a level 3 save vs. Luck. If you make it, Lazar’s astral form disincorporates (take 400 XP and go to 55). If you fail, his gaze falls upon you and your astral form is drawn into his demonic soul gem, trapping you forever more (go to 59).

55. You awaken in your body as you escape Lazar from the astral realm. Nearby, his physical form in the real world has degenerated into a writhing mass of serpents. You look around at the ruins of the tower and the shattered remnants of the guild and flee! Go to 41.


56. You attack the vicious horde of parademons, monstrous dog-like mutants hunting for anyone with a traint of magic about them. There are 6D10 of them in the mob and each has an MR of 22 (3+11). They are immune to fire damage, and if you take 5 or more spite damage from the mob in a round you need to make a level 3 save vs. Constitution or contract Abyssal Rot, a terrible disease which reduces your Charisma by ½ and makes you look like a horrid undead creature (anything which remove curses will cure this affliction). You have the advantage in the first round of battle and may make a full attack (spell or otherwise) against them.

If you die, make a level 1 save vs. Constitution and go to 40 if you make it, otherwise you perish. If you survive and defeat the horde, then after a thorough search you find that many of your fellow guildmates are dead, slain by the surpise attack. A glimmer of hope is found in the form of a teleportation circle, recently used….and it looks like several bodies are missing, so your hope is that Alpharust and some of your fellow mages escaped.

With nothing else to see, you may seek refuge in your rented quarters (23) or flee the city immediately (57).

57. As you depart the Capitol through the Great Western Gate, a figure emerges from the shadows. “Ah, I’m not the only one to live,” it’s Megathruo, the cambion mage.

“What are you doing alive?” you ask suspiciously.

Megathruo shrugs. “I saw what was happening…mages everywhere killed in their sleep, while divining, while even summoning previously loyal demons. It was a nightmare. I fled, and I think only the taint of demon blood in my veins threw the parademons off my scent. I smelled too much like one of them….. In any case, there is safety in numbers. I will travel out of this accursed place with you if you like.”

You contemplate. Will you accept Megathruo as an ally and traveling companion (31), or turn him down (59)?

58. Megathruo nods. “Well, I wouldn’t trust myself either.” And with that he disappears into the shadows. You ponder the encounter, wondering if he had escaped the purge due to some act of betrayal as you march your way out of the city, done with this thrice-cursed realm. Go to 27.

59. As you find yourself an errant soul trapped in a demiplane of evil where Lazar’s soul reigns supreme, your very essence leaked away to power his infernal godhood, you may make a Level 8 Save vs. Dexterity. Each time you fail you lose 1D6 WIZ permanently, drained by Lazar, and then you must repeat the save; when you reach zero WIZ your soul disincorporates. When or if you succeed at a luck save you suddenly awaken one day to the light….a bright white light! You have a pasty, fresh new body, with fresh new physical stats but the same Intelligence and Luck scores and whatever is left of your Wizardry. Standing over you are a trio of adventurers, who just discovered the Soul Gem of Lazar and accidentally freed you when they rubbed the gem.  “By the gods!” says the dwarven warrior named Aurangabad. Next to him the dark elf Flavious shakes his head. “Did not expect that.” Finally the wizardess Saitana leans over. “You, my friend, are very lucky….how long have you been trapped in that gem?”


After a short discussion you realize that your companions are saying it is the year 2,090 of the reign of the great empire….some eight hundred years since you were trapped! Lazar’s cult was driven of f to the degenerate Isle of Serpents, and they have just freed you. Congratulations on your revival. Gain 400 XP and your saviors will give you 500 GP to buy new equipment and get you back on your feet. If you lost so much WIZ that being a wizard is a tough proposition, you may change class to Warrior or Rogue now.

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