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Cpeoits of Contents Design: Blake Mobley and Timothy B. Brown The Ruins of Castle 2 Editing: Timothy B. Brown Monster Design: Grant Boucher, Getting to the Ruins of Greyhawk 3 William W. Connors, Steve Gilbert, Bruce Nesmith, Monster Statistics 4 Chris Mortika, and Skip Williams Monster Editing: Mike Breault Dungeon Mechanics 8 Cover Art: Fred Fields Interior Art: Thomas Baxa, The Tower of War 10 Mark Nelson and Dave Simons Typography: Tracey Zamagne The Tower of Power 36 Keylining: Paul Hanchette, Sara Feggesead The Tower of Zagig 69

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random NeSamplew Monster files 87 House of Canada, Ltd. Distributed to the toy and nobby trade by regional distributors. Distributed in Maps of the Ruins 103 the United Kingdom by TSR UK Ltd.

This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc.

ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF GREYHAWK, and GREYHAWK are registered trademarks owned by TSR, Inc.

PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc.

°1990 TSR Inc. AD Rights Reserved. Printed in the U.S.A.

TSR, Inc. TSR Ltd. POB756 120 Church End Cherry Hinton Lake Geneva, Cambridge CB1 3LB WI53147 USA United Kingdom 9292

ISBN 0-88038-860-9 the Rums of Castle Qaeyhawk Centuries past, when Greyhawk city was still a homes, again protected by evil traps. (WBO0). This is the headquarters of the trapped burgeoning riverbank trading post, Zagig was al- Tower of Power, Dungeon Level 8 underworlders and capstone to the great spiral ready a powerful magician. His adventurous ex- (P800). This is the bottom level ofthe tribes and stairway leading into the underworld. ploits had taken him the length and breadth of the the upper level of the wizards' domain. The underworlders guard their great stairway Oerth and beyond—bis command of magic had Tower of Power, Dungeon Level 9 with a giant capstone which is also a pyramid grown to heroic proportions. Zagig buut for him- (P900). This is the wizards' home and personal shaped temple to the god NeruD. Just as the un- self an enormous castle complex north of young experimentation level. derworlders were about to break into the castle, Greyhawk. He used it to conduct his experi- Tower of Power, Dungeon Level 10 an angry demigod released a band of monsters ments, to bufld his personal guard of soldiers, (PBOO). The Cavern of Magic and home to the which laid waste to W500 and W600. Now NeruD and to store the treasures of his career. great obelisk and this demigod, named \faprak are locked in a However, after just a century of occupation, One of the main reasons Zagig chose this area deific battle over the loyalty of these unde- the castle was mysteriously abandoned. to build bis castle on was the great magical obe- rworlders. Due to this struggle, NeruD is no Since then, the upper towers have crumbled lisk he discovered at PBOO. Unable to move it longer able to aid bis priests in lifting the cap- and fallen, the grounds have succumbed to the even with his great powers, be sought to use it in stone on WB00, trapping the underworlders and erosion of time. What remains are the extensive other ways and discovered its ability to aid in further dividing them. underground mazes, overrun by monstrous evil magic item construction and research. creatures carefully guarding the legacy of the ru- ins of Castle Greyhawk. The Tower of Zagig In its prime, Castle Greyhawk consisted of The Tower of War three main towers. They have fallen into nibble, The central tower and corresponding dungeon but the corresponding dungeon levels beneath Zagig used this tower to store his arsenal of levels were Zagig's personal creations. Meant them stiD exist. Though below ground, they are weapons and to house bis own small army. In its for his enjoyment and work, they also reflect in still referred to as the Tower of WJT, the Tower of lowest reaches is a corridor which might one day their construction the growing madness of Zagig Power, and the Tower of Zagig. bring forth an invading horde of foul unde- through his later years. rworlders. The corridor is now blocked by a Tower of Zagig, Dungeon Level 1 (Z1OO). great capstone. Originally a minor recreation area, this level is The Tower of Power Tower of War, Dungeon Level 1 (W10O). now completely overrun with monsters. This is actually the bottom floor of the old tower. Tower of Zagig, Dungeon Level 2 (Z200). This tower was home to Zagig's clerics and It housed the W&r Wagon, and now its undead Here Zagig created his personal art gallery and wizard apprentices. The tower originally con- his own laboratories. sisted of a ground floor,te n upper stories (which Tower of War, Dungeon Level 2 (W200). Tower ofZagig, Dungeon Level 3 (Z300). magically repeated themselves ten times for a Under construction at the time of Zagig's disap- Zagig placed here a'living'museum with many of total of 100 stories!), two sub levels, and a great pearance, this level is now fiBedwit h undead and the relics he had collected. Zagig also put here an cavern deep under ground. Now the cavern and gold. It is the interface between the secret lair of auditorium and apartments for guests. sub levels are connected due to the desires of a the underworlderSamples and th efile original Castle Tower of Zagig, Dungeon Level 4 (Z4O0). secret ring of archmages. Greyhawk. Zagig created a small level of dungeon specifically What follows are brief descriptions of the ten Tower of War, Dungeon Level 3 (W300). to hold in captivity nine demigods. Those cham- dungeon levels below the lower of Power. This is the highest level of the upper trapped un- bers are now empty and in ruin. Umber tun- Tower of Power, Dungeon Level 1 derworlders. nels now link them with an underground cavern (P100). This was once the great cathedral of Tower of War, Dungeon Level 4 (W400). and stream. Boccob (Zagig's god). This level is home to the upper trapped unde- Tower of Zagig, Dungeon Level 5 (Z5O0). Tower of Power, Dungeon Level 2 rworlders The cavern from above connects to a great ca- (P200). Here is the fun house and death maze Tower of War, Dungeon Level 5 (W500). vern here, home and lair of Farchnm, an ancient designed by Zagig to protect the crypts on the This is a ruined level separating the upper and red dragon. Beyond are more mazes and traps next level below. lower trapped underworlders. The groups are built by the increasingly mad Zagig. Tower of Power, Dungeon Level 3 divided over worship of different gods. Also, Tower of Zagig, Dungeon Level6(Z600). (P300). These crypts hold Zagig's parents and there is a secret complex of the escaped derro This final level contains the bounty of caravans to others he was close to. This level is also an inter- slaves here. strange places, an aviary, a private library, and face between the original and more recent con- Tower of War, Dungeon Level 6 (W600). Zagig's body's final resting place. struction. This level is also ruined, another battleground Tower of Power, Dungeon Level 4 between the upper and lower trapped unde- (P400). This is the tribal arena and testing rworlders. grounds for magical items. The various tribes are Tower of War, Dungeon Level 7 (W700). organized around different alignments as part of a This is now an entertainment level and top level bizarre experiment by the wizards here. of the lower trapped underworlders. Tower of Power, Dungeon Level 5 Tower of War, Dungeon Level 8 (W800). (P50O). These are the tribe's homes, protected This is now completely populated by the lower by golem guards and unforgiving traps. trapped underworlders Tower of Power, Dungeon Level 6 Tower of War, Dungeon Level 9 (W900). (P600). The tribes have also taken over this These are mines dominated by underworlders. level for their own purposes. Their slaves perform the actual work in the Tower of Power, Dungeon Level 7 mines. (P700). This level has some of the tribes' Tower of War, Dungeon Level 10

, Qettinq to the Rums of QReyhawk Greyhawk Ruins are the remains of Castle curs within the Power Tower. to the ruins, they will come across a large stone Greyhawk built by Zagig Yrageme (The Mad 8. Zagig, The Black One of the Vale of the . It is nearly seven feet taD and is leaning Archmage) around 320 CY. When the timeless Mage, Leomund, Melf, and Serten, an powerful precariously against a tree. The grass and weeds Zagig vanished after years of rule over the City of archmages and rivals to the circle of eight, watch growing up around the falcon suggest that it has Greyhawk, the castle was likewise abandoned, the comings and goings of the Power Tower. been there for quite some time. and rumors tell of a terrible curse placed upon They can themselves the "Ring of Five". This falcon was originally part of the decoration the fortress. 9. There is a great underworld host beneath for a room on the very lowest dungeon level of The ruins rest upon three rock pinnacles with the ruins. the central tower. Somehow it was teleported each supporting a tower. The two smaller towers 10. There are shrines to both Boccob and here years ago and has not been bothered since. were once the War Tower and the Tower of Nerull within the ruins. Encounters: Roll Id6 when the party Magic (which is now more popularly called the 11. A great Mack obelisk of unlimited magical reaches one mile from the ruins, a half a mile, and Power lower). The main tower is called the abilities rests deep within the ruins. It grants once when they just get to the bridge (reverse Tower of Zagig and is equipped with an outer wishes to any who ask. this when they are leaving instead of approach- wall. Both lesser towers are connected to the 12. Without a magical Made, combat within the ing). Rolls of one indicate an encounter. lower of Zagig via a natural stone archway. Like- ruins is suicide. 1 2d6 Bandits (F2s and F3s) wise, The Tower of Zagig has a stone archway 13. There are several, secret passages deep 2 Id6 Bandits (F4s and F5s) connecting it to a nearby cliff top. The three pin- under ground connecting the three towers. 3 Id3 Bandits (F6s and F7s) nacles have sheer slopes and ledges raising some 14. Bandits ambush those who survive the 75 to 100 feet above the valley floor. 4 1 Thief (T5 or greater) 5 3d6Orcs At first none dared approach the castle for fear 15. There is a terrible curse upon the ruins 6 ld6GnoIls of the curse, but eventually adventure hist over- which is worse than any treasure warrants. took a band of wandering barbarians from the 16. Zagig's famed War Wagon and escort of north who entered the castle and returned with eight chariots are lost in the ruins, but have been great wealth in gold and magical items. This at- seen bunting down and slaying any who plunder The Bridge tracted the attention of local dwarves and elves the War Tower. The stone archway that leads across the respectfully. After heavssey los in the depths of 17. Zagig's very body exists within the depths chasm to the central pinnacle is extremely nar- the ruins, these groups both decided to set up a of the tower of his name. row and hazardous. Your PCs wQl feel a great "taxation'' on all wealth plundered from "their" 18. There are round teleportals in the Tower of sense of foreboding as they approach it, and towers. This process has been going on for sev- Magic which separate members from one an- some may even want to turn back. The air gets eral years now and is still in operation. The other. very still, and everything grows silent as they dwarves guard the entrance to the old lower of 19. You can purchase magic items from a sect take their first steps onto the bridge. War, and the elves guard the Tower of Power. of clerics in the Power lower. The feelings of fear and dread are very strong, The mysterious lower of Zagig is guarded by 20. It is dangerous to use magic within the and the sense of vertigo from the great height reputation, entered by few, and none return. Power Tower. wfll be too much for some characters to take. The upper stories of all three towers are in Sample file Make each PC ran a save vs. paralyzation. Those mass ruin and are structurally unsafe for explora- who fail win have to drop to the stone bridge and tion. However, the passages and catacombs be- Encounters hang on for their very lives in utter terror. Let low these towers have a near endless supply of them re-roD every round until they cross its 300 adventure! Though well-travelled, the path from foot length. Greyhawk City to the ruins can still be danger- The time spent struggling to get across will ous. Groups of adventurers, especially those re- prove to be a good time to have bandits attack turning with loads of treasure and few spells to Rumors from the rear or for the ogres to attack from be- protect it, are ripe targets for various bandits. yond (see The Tower of Zagig). Rumors about the ruins are rampant in the City The Falcon: Just as the party is getting close of Greyhawk and beyond. They may draw the PCs with their tales of wealth and power. The truth or falsehood of these rumors is left unde- fined as they often have elements of both.

1. The War Tower holds tons of gold for the taking if you can only defeat the undead army which guards it. 2. The Power Tower has been plundered fully and contains little of value. 3. Great magical items have been removed from the Power lower. 4. The Tower of Zagig spells death to all who enter and is powerfully cursed. 5. The dwarven tax collectors would be a push over in melee. 6. Zagig once held nine powerful demigods captive in the lower of Zagig. Only Iuz escaped. 7. Zagig still exists and observes an that oc- v . » • ' z LEGEND NO V \ 1 1 1 / / / b in = Contour ^» \V<* ^^ • = 100ft (£) = Raven Statue 50

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Ant, Giant Vferrior N ldlOO m 3 14 16 2d4 Basilisk, lesser N Id4 3 18 6 + 1 28 15 ldlO Bear, Brown N Id6 4 6 5+5 28 15 Id6/ld6/l d8 6 12

Beholder-kin, Gauth NE 1 0/2/7 F19(B) 6+6-9+9 * 11-13 Bugbear CE 2d4 5(10) 9 3 + 1 15 17 Bulette N Id2 -2/4/6 14 (3) 9 41 12 ;#- IS Claw, Crawling N ld20 7 9 Id3 + lhp 3 20 Construct-Caryatid N Idl2 5 6 5 22 15 Construct-Guardian N Id4 2 9 4+4 22 15

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Dwarf, Duergar LE Id8+1 4 6 1+2* 7 19 1 W Y Y - S 13 MC ! Dwarf, Duergar, Steeder N 2dlO 4 12 4 18 17 1 Id8 Y Y - M 11 MC Dwarf LG 40dl0 4(10) 6 1 5 20 1 Id8 or W Y Y * S-M 13-14 MC

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• *•. EK. CE 5dlO 4(10)12 2 9 19 1-2 W Y Y * M 14 MC * Ettin CE Iorld4 3 12 10 45 10 2 ldlO/2d6orW Y - H 14 MC Fish, Giant Pike N Id8 5 Sw36 4 18 15 1 4d4 Y _ L-H 8 MC

Gargoyle CE 2d8 5 9,F115(C) 4+4 22 17 4 Id3/ld3/ld6/ld4 - Y - M 11 MC Genie, Dao NE 1 3 9.F115 8+3 39 11 1 3d6 Y Y - L 15-16 MC (B)/Br6 Genie, Efreeti N(LE)1 2 9, FL 24 (A) 10 45 11 1 3d8 Y Y - L 15-16 MC

Giant, Mountain CN Id4 1 ld8or4dlO+10W Y - H 15-16 WGR1 Giant-kin, Cyclops CE Id8 1 2d4+4 - - L 13 MC Giant-kin, Fomorian NE Id4 Sample file 1 2xW+8 Y Y H 14 MC

Gnon,Ffind LE Id4 1-2 ld6World4(x2)W Y - - M 11-12 MC Goblin LE 4d6 1 ld6W ... S 10 MC Golems Flesh N 1 2 2d8/2d8 - Y - L 19-20 MC

I Guardian Daemon Lsr mmN 1 36 12 3 Id6/ldl2/ldl2 Y Y 16 MC Hen Hound LE 2d4 * 13-17 1 ldlO Y Y M 13 MC Hobgoblin LE 2dlO 5(10) 9 6 19 1 W M 11-12 MC

Imp, Smoke Mephit *(E) 1/ldlO 4 12,F124(B)3 14 17 2 Id2/ld2 Y Y M 8-10 WGR1 Imp, Steam Mephit *(E) 1/ldlO 7 12,F124(B)3+3 17 17 2 Id4+l/ld4 + l Y Y M 8-10 WGR1 Invisible Stalker N 1 3 12,F112(A)8 36 13 1 4d4 Y Y 30 L 13-14 MC