TEXT: ADVENTURE BACKGROUND
  The Elreli were a sect of wizards who dedicated their
  lives to research and experimentation regarding the
  infusion of magic into living creatures.
  While the
  infusion wasn’t a difficult process, all creatures they
  infused shared the same flaw: the infusion process left
  them with an overwhelming hatred for all other living
  beings.
  The research lasted for many years until an accident
  caused the remaining of the Elreli to abandon their
  tower.
  With a mispronunciation of a word in his
  experimental spell, Jaoth, the Elreli’s head wizard,
  commanded his magic to combine the stone of the
  table he was working on with himself. The result was
  a magic-wielding stone colossus that wreaked havoc
  on the third floor of the tower, which caused a
  magical corruption of the tower and its surrounding
  area.
  Those Elreli that weren’t killed by Jaoth fled the
  tower. The Tower of the Elreli has remained in this
  state since, though the magic of
  the area has
  continued to carry out Jaoth’s last spell: combining
  creatures in the area with nearby pieces of
  the
  landscape.
  THE MAGICAL CORRUPTION
  Due to the magical corruption in and around the
  tower, each time a spell is cast the effect is amplified in
  a random way. Roll 1d4. On a 1, the spell is boosted,
  increasing all numerical aspects by 50%. On a 2, the
  spell is cast but is retained by the caster. On a 3, the
  spell also affects the caster (if the spell was targeting
  the caster, it affects her twice). On a 4, in addition to
  the spell’s regular effects, the magic of the spell arcs
  off to a nearby critter and creates an amalgamation.
  Roll for a random amalgamation.
  AMALGAMATIONS
  The amalgamations are the result of the magical
  energies in the area combining critters with nearby
  objects.
  1. 2d6 Blade Amalgamations: HD 2; AC 8 [11];
  Atk slash (1d6); Move 12; Save 16; AL C; CL/XP
  3/60; Special: Takes half damage from slashing or
  piercing weapons; Appearance: This small creature is
  an amalgamation of a rat and bladed objects.
  2. 1 Spike Amalgamation: HD 4+1; AC 7 [12];
  Atk 2 claws (1d3) and bite (1d6); Move 9; Save 13; AL
  C; CL/XP 4/120; Special: hit for both claws causes a
  spiked
  hug
  for
  1d10
  additional
  damage,
  spikes
  protruding from body cause 1d3 damage to melee
  attackers; Appearance: This large creature is an
  amalgamation of a bear and a set of spears.
  3. 1 Potion Amalgamation: HD 3; AC 8 [11]; Atk
  smash (1d3); Move 15; Save 14; AL C; CL/XP 4/120;
  Special: When hit, gains the effect of a random
  potion.
  When smashing, target gains effect of
  random potion; Appearance: This small creature is an
  amalgamation of a small fey with a number of filled
  potions.
  4. 4d6 Dinnerware Amalgamations: HD 1hp;
  AC 6 [13]; Atk break (1d3); Move 24 (flying); Save 18;
  AL C; CL/XP A/5; Special: Dies as it shatters after
  hitting with an attack, 50% chance to shatter on miss;
  Appearance: This small creature is an amalgamation
  of a dinner plate and a small bird.
  5. 1 Clock Amalgamation: HD 3; AC 5 [14]; Atk
  2 bashes (1d8); Move 18; Save 14; AL C; CL/XP
  4/120; Special: Controls time and moves and attacks
  with increased speed (already factored in stats), takes
  50% additional damage from fire attacks; Appearance:
  A squirrel has been combined with the grandfather
  clock it nested in.
  6. 1d6 Spore Amalgamations: HD 3; AC 4 [15];
  Atk 2 claws (1d4) and bite (1d6); Move 6; Save 14; AL
  C; CL/XP 3/60; Special: When it dies, 1d6 spores are
  released
  which
  quickly
  become
  sporelings;
  Appearance: A giant badger has been combined with a
  troop of mushrooms.
  Sporeling: HD 1d6; AC 7 [12]; Atk fist (1d6);
  Move 12; Save 17; AL C; CL/XP B/10; Special:
  None.
  GROUND FLOOR. The front door to the ground
  floor has been broken open.
  TOWER OF THE ELRELI
  A Swords and Wizardry one-page mini-dungeon for
  four to six characters of levels 1-3
  Written By Steve Gilman
  Edited by Sarah Gilman
  Art by Gary Dupuis
  1. MAIN HALL. The first floor of the tower is a
  large main hall.
  Stairs lead up to a viewing balcony
  with a second set of stairs leading to the second level.
  Once decorated with fancy carpets and tapestries, the
  main hall is now filled with rubble, dirt, and the
  remains of many animals.
  Monsters: A spike amalgamation roams the ground
  floor.
  SECOND FLOOR. The doors to the 4 labs on this
  floor have either been broken open or have rotted
  away.
  2. FUNGI LAB. This lab was once used by wizards
  experimenting with the infusion of magic into various
  types of fungi.
  Monsters: There are 4 spore amalgamations in the
  fungi lab.
  3. DESTROYED LAB. The original purpose of this
  lab is no longer discernable.
  The outside wall has
  crumbled away, leaving the room open to the outside.
  Monsters: 20 dinnerware amalgamations will flock to
  this room if it’s disturbed.
  They will begin dive
  bombing into the room at any living creatures inside.
  4. ALCHEMY LAB. This laboratory was once used
  for the crafting of potions. Most of the equipment
  here has been destroyed.
  Monsters: A potion amalgamation is hiding in the
  room amongst the rubble.
  Treasure: 2 potions of healing, 1 potion of heroism,
  and 1 potion of levitation.
  5. ANIMAL LAB. The remains of many animals can
  be found here, along with tools and instruments for
  dissecting them.
  Monsters: A colony of rats have been turned into 10
  blade amalgamations, which swarm out to attack the
  PCs when they become aware of them.
  THIRD FLOOR.
  The doors on this floor are all
  closed and have stayed intact.
  6. LIVING QUARTERS.
  The living quarters for
  the wizards of the Elreli are arranged in a maze-like
  fashion on this floor. There are two separate sections
  of quarters depending on which set of stairs were
  used to get to the third floor. There is a 2 in 6 chance
  in each area (room or hall) of amalgamations being
  present (roll randomly to determine which kind).
  7. HIGH WIZARD QUARTERS. This large area
  was once the living quarters and personal lab of Jaoth
  and is where he miscast his spell and transformed.
  The room has been thoroughly smashed. The outer
  wall has been broken open, which is what caused the
  rest of the tower to tip and break off.
  Monsters: A stone amalgamation, which was once
  Jaoth, can be found here.
  Stone Amalgamation: HD 4; AC 3 [16]; Atk 1
  slam (1d8); Move 9; Save 13; AL C; CL/XP 5/240;
  Special: Takes half damage from physical damage,
  spells as 3rd level magic-user (mirror image, magic
  missile x2, sleep); Appearance: A twisted humanoid
  form made out of a mix of flesh and rock.
  Treasure: In a chest partially buried by some rubble
  is Jaoth’s wealth: an Atrophied Staff of the High
  Wizard,
  a
  ruby
  worth
  821gp,
  Jaoth’s
  spellbook
  (contains charm person, detect magic, light, magic
  missile, read languages, read magic, sleep, mirror
  image, wizard lock), and 860gp in various coins.
  Atrophied Staff of the High Wizard: This staff was
  once held a more powerful magic, but has been sapped
  by the magic in the area. Currently, if a magic-user or
  cleric casts a 1st level spell into the staff, it will hold it
  indefinitely until it is expended to cast the spell.
  A
  stored spell can only be cast from the staff by the
  same type of caster that put it into the staff.
  GROUND FLOOR - 1sq = 5ft
  SECOND FLOOR - 1sq = 5ft
  THIRD FLOOR - 1sq = 5ft
  
  LEGAL APPENDIX
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  in the Open Gaming License version 1.0a Section 1(d).
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  this work other than the material designated as Open Game Content may
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
  Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Tower of the Elreli, Copyright 2015, Steve Gilman
  Copyright © 2015 Steve Gilman. All rights reserved.
  Tower of the Elreli, Betrayal at Lucir, The Sundered
  Blade, and Sundered Blade Games are trademarks of
  Steve Gilman.
  Swords & Wizardry, S&W, and Mythmere Games
  are trademarks of Matthew J. Finch. Sundered Blade
  Games and Steve Gilman are not affiliated with
  Matthew J. Finch, Mythmere Games™, or Frog God
  Games.
  Swords & Wizardry Compatibility Logo by
  Christopher Arendt is licensed under a Creative
  Commons Attribution-ShareAlike 4.0 International
  License.
  Visit us on the web at www.sunderedblade.com.
  TOWER OF THE ELRELI
  A mini-dungeon for four to six characters of levels 1-3
  Compatible with the Swords and Wizardry rules
  By Steve Gilman
  This mini-dungeon is
  designed to be easily
  dropped into your existing
  campaign or adventure.
  You can also use it to
  expand Area E in module
  SC2: Betrayal at Lucir. Find
  out more about Betrayal at
  Lucir and other roleplaying
  game products at
  www.sunderedblade.com.
  This module can be printed double-sided and folded
  in half to create a 5.5in x 8.5in booklet.
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Sundered Chronicles (SW)/O2 Sundered Chronicles Tower of the Elreli (SW).pdf