d20 Goodman Games Dark Tower.pdf

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DARK TOWER
SILVER EDITION
Concept
Paul Jaquays and Kara Geilman
Contents
Introduction
2
History of The Dark Tower
3
Original Author & Design
Paul Jaquays
Adventure Summary
4
Judges Section
4
Developed by Eostros Games,
Published by Goodman Games.
Rumor Mill
7
Field Guide to Encounters
8
3.5 Authors and Design
Greg Geilman and Steve Stottrup
Area Map
10
Village of Mitra’s Fist
11
Level 1
23
Producer and Publisher
Joseph Goodman
Level 2
41
Level 3
52
Cover Design
Chris Solis
Level 4
62
White Tower of Mitra
69
Layout
Robert Conley
Dark Tower of Set
73
Appendix 1 - New Monsters
80
Managing Editor
Kara Geilman
Appendix 2 - New Magic
91
Appendix 3 - New Spells
94
Legend for all maps
52
Proofreading
Gabor Lux and Michael Reagin
Maps
Robert Conley
Art
William McAusland
Copyright 1981, 2007 by Judges Guild and
Goodman Games
Playtest
Robert Dodge, Hugh Henry, Issac Green,
Arthur Dullinger, Ray Quinn
Vickie Simmons, Jason Perry,
Michael Reagin, Richard Joseph Henson,
Marty Watts, Greg Geilman, Kara Geilman
Judges Guild
Eostros Games
Dedicated to Mark Ruhe who got me started in
D&D.
Special Thanks: Thanks to Chris Solis of Solis
designs for all his work on the cover designs for all
3 of these books.
Email Contacts
Goodman Games: goodmangames@mindspring.com
Eostros Games: ggeilman@eostros.com
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Introduction
Dark Tower was originally written by Paul Jaquays and published by The Judges Guild in 1980. It quickly became
one of the most beloved adventures ever published for the classic game. It was intended for use for the new first
edition, and it continues to inspire writers and designers of fantasy role playing adventures to this day. As we are
also big fans of this classic adventure, we’ve attempted to make only the most minor updates and modifications to it
in this edition. Any such updates, modifications, or new material were done with great reverence for the original
work. Some of the key updates we’ve added were actually suggestions from Paul Jaquays from The Dungeoneer
issue #12, pp 22-23, and 57-58 in which Mr. Jaquays suggests the most appropriate location within the Judges Guild
Wilderlands world to set the adventure, corrects some printing mistakes, and proposes some rumors to help
adventurers get started with the adventure. Other changes and modifications (other than updating the stats) were
added to clear up inconsistencies from the original, or to enhance places or characters from the original. It is a very
difficult task to make any alterations to such a cherished work, but our modifications were done with great care and
respect, and we hope that those who loved the original will appreciate the minor changes we’ve made.
We expect that each referee will alter, expand and illuminate areas that they wish. The setting may be changed to
fit your individual campaign (Wilderlands-based or no). If the deities Set and Mitra are not part of your campaign
world, you may either consider adding them as isolated cults of strange deities, or you may substitute your own good
vs. evil rivalry in their place (but you will need to modify many of the characteristics of the followers detailed herein).
Inspiration may require deleting, shrinking and modifying areas of your choice and is desirable in personalizing this
area of your campaign. It is important for you to add and delete treasures that are appropriate to your campaign
flavor. Likewise, the mix of creatures might be modified to suit your world mythos. And, finally, consider replacing
some characters here with important characters (heroes or villains) from your own campaign to create an adventure
thread. Whether you change it extensively or use it as is, we hope you enjoy this updated version as much as we have
enjoyed the original for nearly 30 years.
Greg Geilman
Stephen Stottrup
This product requires the use of the Dungeons and Dragons™ Player's Handbook, Edition 3.5
published by Wizards of the Coast™
©2007 Goodman Games and Judges Guild; All rights reserved. Reproduction without the written permission of Judges
Guild or Goodman Games is expressly forbidden. Goodman Games and the Goodman Games logo are trademarks of
Goodman Games and Joseph Goodman. Judges Guild and the Judges Guild logo are trademarks of Judges Guild and Robert
Bledsaw. Dark Tower is a trademark of Judges Guild, Robert Bledsaw and its licensees and partners. Eostros Games and the
Eostros Games logo are trademarks of Eostros Games and Gregory Geilman. All rights reserved. All characters, names, places,
items, art and text herein are copyrighted by Goodman Games and Judges Guild. "D20 System" and the D20 System logo are
trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License contained in the
Legal Appendix. The mention of or reference to any company or product in these pages is not a challenge to the trademark or
copyright concerned. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are
used in accordance with the Open Game and D20 Trademark Licenses contained in the Legal Appendix.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and
intended for entertainment purposes only. Reader discretion is advised.
Check out Goodman Games online at http://www.goodmangames.com
Visit Judges Guild online at http://www.judgesguild.net
For downloads and product support come see Eostros Games at http://www.eostros.com
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History of the Dark Tower
Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?
The Inn keep, Melkor, was a shady fellow to be sure, and the Sheriff had sent men over to watch them for no reason.
He began to feel like they were in some kind of trap. Just then a stranger from a nearby table approached them. He
was a smallish man, thin, balding, and ugly. He looked nervously over his shoulder at the Sheriff’s men as he sat
down. “Made a wrong turn in the pass, did ye?” he laughed as his hands twitched around his wooden cup, spilling ale
down the sides. “Nobody ever comes here anymore, as they doesn’t make no wrong turn neither. Maybe I can help ya
though: I got maps, & me name’s Rufo.” He leans in close, lowering his voice to a whisper, “Listen, you’re in danger.
These thugs here’ll kill you as soon as look at you. They’re protecting the treasure, they is. This town sits on top of a
treasure bigger than anything you’ve ever dreamed of! Ol’ Rufo knows how to get down there. If ya help me, I’ll show
you a map I’ve drawn. Be warned though: them’ snake worshippers are down there, and they don’t fool around
none…”
With the expansion of the Empire (City State of the World
Emperor, otherwise known as Viridistan) and the extension
of her protection to other, less ominous trade routes,
Redmoon Pass has become frequented only by ignorant,
wayward or weather driven travellers who fear the whim of
the elements more than they dread the terror of old legends.
Situated centrally in the pass, the tiny village of Mitra's Fist
appears to be a haven from the many storms that stalk
wayfarers in the high mountain reaches. Even so, the wise
and knowing do their best to avoid Mitra's Fist, better known
as "Mitra's Curse".
Legend and Church history relate that it is nigh unto fifteen
centuries since the patriarch of Law and Good, Mitra,
established a sanctuary in this mountain pass. Tales were
told of his holiness and many pilgrims sought the wise man
to be healed and blessed. He was indeed a living Saint.
Near the end of his mortal years, it became his task to
lead a holy crusade against worshippers of the snake demon,
Set, destroying the demon's mortal form and routing his
army of evil. However, as a result of the encounter, Mitra
also died.
It was not long before pilgrims once again came to the
sanctuary seeking healing and blessing. Mitra's former
assistants began to call on their mentor's name, finding
power in it. Soon, Mitra's hermitage became the first temple
of the god Mitra. As the centuries fled by and the religion
spread, the founding place was not forgotten. Devotees
erected a tall, ornate, White Tower over the place where the
crumbling first temple once stood. Temple rites were
conducted by a High Priest and his entourage of patriarchs.
Not only humans, but also good creatures could often be
found waiting faithfully on the now ascended god.
After the battle, a millennium passed before Set, no longer
a demon, but a god of evil, saw fit to attack the birthplace of
the religion that opposed his.
On an overcast lightless night, a mighty tower of black
stone from the abyss appeared mysteriously out of nowhere,
crushing fully half the village in its wake. That night, those
villagers who could not reach the comparative safety of the
White Tower of Mitra were destroyed in the carnage that
ravaged the surrounding land. Very few survived to tell the
tale of what would happen.
The battle that week was dear. Mitra’s high priest was
murdered as he prayed and all but a few of his attendants
slain. Only the creatures of law helped the living survive.
The final events came quickly as the surrounding mountains
reacted to the disturbing power of magic that roiled the
ground. Landslides that left the village strangely intact,
though buried came down around them. Soon the area in
the pass was covered to depths of hundreds of feet.
The mystery of the destruction of the shrine was never
truly solved by those who investigated. The church, though
dumbstruck, quietly moved the spiritual heart of the religion
to the site of the battle in which Mitra originally died, in
Modron, some hundreds of leagues away.
Within a decade, a village of treasure seekers grew atop
the debris piles, guided by tales and maps. The small hamlet
of tents and shacks became known as Mitra's Fist or as
"Mitra's Curse" to unbelievers. After several years, the church
of Mitra built a shrine and established a mission to keep an
eye on the fortune hunters, in case any of the lost artifacts of
their god should turn up.
It took a hundred years of digging before searchers found
the location of the original village. However, they
encountered the unexpected. Something was digging up to
meet them. Small amounts of treasure began to trickle out
the tunnels and Mitra's Fist became a popular stop for
trader’s enroute to the cities of the newly founded empire. It
was ten decades before news stopped coming from the village
and caravan leaders found excuses to brave the danger
fraught western passes rather than use Redmoon Pass.
Mitra's Fist had changed almost overnight. Some force had
possessed the village and its occupants, causing them to slay
children, non-humans and Mitraic priests in one night of
hell possessed fury. It is rumored that these are the very same
villagers who have inhabited the old decaying buildings of
Mitra's Fist for three hundred years since, never aging.
For three centuries the village of Mitra's Fist has existed,
unmolested by the outside world. Few have noticed that the
village has had the same occupants for over ten generations.
Only few have noticed because only those few telling the tale
have visited the village and have not fell prey to the sharp,
ceremonial dagger of Avvakris, High Priest of Set.
JUDGES NOTE: A sacrifice is an eating of the victim's soul by Set. This makes it impossible to resurrect or reincarnate the
victim. Divine intervention, miracle or wish would allow resurrection, reincarnation or true resurrection to work.
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Adventure Summary
Long has it been since anyone has heard from the village of Mitra’s Fist. Hundreds of years ago the village fell into
shadow beneath the shifting sands as the mighty gods Mitra and Set and their minions fought to destroy each other
through the annihilation of their sacred temples and artifacts. In the nearest towns and villages, tales can still be heard of
the folks who went to Mitra’s Fist in search of fortune among the buried ruins.
Among those tales there are no happy endings: the fortune seekers never returned, and the village of Mitra’s Fist has
grown quiet...too quiet. Rumors persist of sightings of villagers in Mitra’s Fist who should long ago have perished among
the sand, and of the horrors that haunt the night in Redmoon Pass. Occasionally, through error or bravado, caravans of
pilgrims or traders are known to have ventured into Redmoon Pass, but they are rarely, if ever heard from again.
Folks from the nearby towns and villages would have it known what has happened to their loved ones who have vanished
within Redmoon Pass. The priests of Mitra would have their shrine rebuilt upon its original site. The leaders from the
surrounding area would have the pass cleansed of the evil which has left Mitra’s Fist silent for 300 years. And the mighty
lords of Viridistan and the City State would pay handsomely to have the most direct trading route to the Holy Cities restored.
Yet the rumors are clear: none who go there have return to tell of it. Something unspeakably wrong lurks beneath the sands
of Mitra’s Fist…waiting…
Judges Section
Adventure overview
Dark Tower has been designed for use by players with experience in using fairly high power characters. It is suggested
that in order for a group of adventurers to survive, that the composition of the adventuring party be fairly diverse and
balanced between fighters or paladins and wizards with at least one rogue and one or more clerics.
A party of adventurers of 8th - 10th level should have little more than a difficult time in making it all the way to the top of
the Dark Tower itself. Even lower level characters (5th to 7th) might survive if they encounter the right artifacts or some
magical weapons. In addition, a Judge could run forays into the dungeon until the party reaches an area they are
uncomfortable with, they would then leave for another area and come back when they reach a higher level. The Judge
should adjust and add new creatures when they do return to add the dynamic of time to the adventure. Some parties have
been as high as 12th level before completing Dark Tower when using this method.
It should also be noted here that one or two well chosen magic items, especially weapons will be most useful for each
character to have. A paladin with a holy avenger would work well in this adventure.
The main source of conflict in this adventure is a centuries old rivalry between two gods: Mitra (good) and Set (evil).
While it is possible to modify these deities to reflect the mythos or politics of your individual world, it is also possible that
Set and Mitra can be imported into your world as isolated cults of ancient gods no longer ‘in vogue’.
Field Guide to Designers Notes
Pain among pains, it is strongly suggested that the Judge read through the entire booklet and become as familiar as
possible with this adventure prior to beginning play. Additionally, there are some items of design that we would like to
point out up front:
The numbering in the booklet is set up by levels, so that
room number 3 - 21 in the text would correspond with
the room marked 21 on the level 3 map. Buildings in the
village are designated with a "V" prefixed to the number.
Rooms in both of the towers have their numbers prefixed
by the letter designation of the level they are on, such as
C-8 or K-19.
With the existence of powerful personalities in the
dungeon, there are bound to be certain factions working
against each other on both sides of the good vs. evil
struggle that are keeping a final confrontation from
occurring between the forces of Mitra and the powers
that serve Set. This political battle between factions is
not played up in the text, but it can be intensified by the
individual Judge if so desired. It is, in fact, the existence
of these petty, mortal factors that have kept the battle
from coming to a conclusion long ago.
There are quite a number of NPC’s or "personalities" in
the dungeon. These non-player characters can
sometimes be powerful allies in the game or even more
powerful enemies. Each of these characters has been
detailed for you with armor, weapons and possessions
and many have their personalities described to some
extent. This is designed to make the creatures as
individual as possible and hopefully allow for more
interaction and roleplaying between dungeon residents
and adventurers (rather than just putting them at the
edge of a sword and roll playing). The Judge should
familiarize their self with as many of these personalities
as is possible.
Some rooms and encounters may have to be toned
down or beefed up to match the strength of a party of
adventurers. As with all Judges Guild adventures,
Judges should feel free to modify this adventure to suit
your own campaign.
There are several new creatures described in this
adventure. They are included because they are either
divine servants of an individual god or creatures who do
not fit the ordinary. If your campaign does not include
the worship of Set or Mitra, you may wish to replace
some of these creatures with ones from your own
campaign for this scenario.
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