TEXT: Frog God 
  Games
  by Bill Webb
  The Tower of Bells
  
  Sword of Air: The Tower of Bells
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Shadow Frog
  James Redmon
  Don’t Look at the Man Behind the Curtain
  Skeeter Green
  Frog God 
  Games
  FROG GOD GAMES IS
  Sword of Air: The Tower of Bells©2014 Bill Webb & Frog God Games, 
  LLC. All rights reserved. Reproduction without the written permission of 
  the publisher is expressly forbidden. Frog God Games and the Frog God 
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  Product Identity: The following items are hereby identified as Frog God 
  Games LLC’s Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Game Content: product and product 
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  trademark clearly identified as Product Identity. Previously released Open Game 
  Content is excluded from the above list.
  Author: Bill Webb 
  Additional Material by: Casey Christofferson, Greg Ragland, 
  and Vicki Potter
  Developers: Bill Webb, Greg Vaughan, Skeeter Green
  Editors: Jeff Harkness, James Redmon
  Art Direction: Bill Webb, Charles A. Wright
  Layout Design: Charles A. Wright
  Cover Art: Artem Shukaev
  Interior Art: Andrew DeFelice, Chris McFann, and Artem Shukaev 
  Cartography: Robert Altbauer 
  PaizoCon Seminar Team for the Tower of Bells:
  Bryan Moe, Lee Graham, Ron Wroczynski, John Whistler,  
  Tyler Giesbrecht, Tristan Farley, Andrew Rauch, Brian Farley,  
  Ryan Dewey, Jon Hulvarson, Scott Raglund, Joshua Robertson, Chris 
  Van Horn, Dave Derocha, Cass McQueen, Steve Dolges, Matt Riggen
  
  1
  Sword of Air: The Tower of Bells
  This mini-dungeon is the product of a seminar at PaizoCon in 2013. 
  The idea here was to assist a number of participants in developing an 
  old-school style adventure. We had more than 20 participants in the 
  seminar, and I believe the results were excellent. The general premise 
  is an old dwarf mining complex taken over by kobolds. The kobolds, 
  in turn, serve another mistress. The tower itself sits on a small hill 
  rising a few dozen feet above the wooded hillsides. No entrances are 
  visible on the tower itself, and the lack of windows and doors seems 
  rather strange.
  The entrance to the hillside and tower is an old mineshaft hidden inside 
  an old, ruined mansion. The mansion itself is obscured by the trees and 
  brush of the forest. The whole is composed of a 20,000 sq. ft. structure, all 
  on one layer. Careful searching can discover it, and a ranger or druid notes 
  the presence of dozens of small, reptilian tracks and a few larger bear-like 
  tracks leading into the old, broken-down gatehouse. 
  The gatehouse itself consists of stone blocks, a corroded and rusted 
  portcullis, and two shattered oak doors, each fully 3in thick and double-
  planked. The splintered oak shows signs of being battered down some 
  time long in the past.
  Inside the gatehouse is a sundry of broken and smashed mining carts, 
  seemingly used as a last ditch barricade by long-dead defenders. Careful 
  searching through the rubble reveals the bones of no fewer than 20 
  dwarves. Of note is that every one of the skulls is splintered and smashed 
  into bits. On the top wall of the gatehouse are four perfectly formed dwarf 
  statues — almost too perfect — with surprised looks on their faces and 
  crossbows in their hands, pointing down at the courtyard below.
  Should stone to flesh be cast on these dwarves, they animate. They are 
  normal dwarf miners. They recall being attacked by a large number of 
  kobolds. The last thing they remember is a beautiful woman appearing 
  next to them — then everything went black. They gladly accompany 
  the characters into the dungeon. However, their knowledge of the whole 
  is limited to the upper level; the lower caverns were excavated by the 
  kobolds, not them. They do have a perfect knowledge of the map of the 
  upper mine and mansion, though.
  Beyond the gatehouse is the great hall. This area is currently inhabited 
  by a charmed (by the kobold grand shaman) and very aggressive grizzly 
  bear. This bear attacks anyone but a kobold who enters the great hall. 
  It fights until slain. A druid immediately notices that the bear is under a 
  magical influence and a ranger notices something is amiss with the bear. If 
  the charm is broken (by another charm spell, or by dispel magic or similar 
  means), the bear backs off and fights only if attacked. Otherwise, it leaves 
  the area as soon as the charm is broken.
  Bear, Grizzly: HD 6; HP 48; AC 6[13]; Atk 2 claws (1d6), bite 
  (1d10); Move 9; Save 11; AL N; CL/XP 6/400; Special: hug (if 
  both claws hit, 2d6 additional damage). (Monstrosities 37)
  In the center of the great hall is a large, rather weathered (and bear-
  scratched) rug. The rug measures 20ft by 20ft and depicts (or used 
  to) scenes of caves and caverns, with large waterfalls and crystalline 
  structures. Once beautiful, the whole is worth 200gp if cleaned up, and 
  more than 2000gp if thoroughly mended.
  Under the rug is a large trapdoor that leads to a sloping ramp delving 
  40ft over the course of its 240ft span. The slope drops 1ft for every 6ft 
  traveled. This leads to the mine entrance.
  The rest of the old dwarf mansion is nondescript, its rooms looted and 
  defaced, doors taken and burned for firewood, and contains nothing of 
  value. If the dwarf statues are revived, they express great sadness at this 
  and fight with great resolve while here. Should any survive, they gladly 
  join their rescuers as hirelings as long as the characters get revenge on the 
  kobolds and medusa.
  A few notes on the dungeon bear discussion: 
  • First, the hallways are rarely taller than 5ft, presenting some difficulty 
  for anyone over that height. This translates into half movement and –2 
  penalty to hit for all tall folk, as well as prohibiting the use of two-handed 
  weapons other than the thrusting sort (e.g. pokey polearms work fine, but 
  two-handed swords and halberds do not). 
  • Second, the kobolds have a series of small tunnels and hidey holes 
  and rarely face an armed group of adventurers if they can avoid doing so. 
  • Third, the kobolds retrieve their dead when possible. Since their 
  primary tactics include hit and run (really shoot and run) or dropping 
  grenade-like missiles from above and then fleeing, it is possible that 
  the party fails to understand what they are facing for some time. This is 
  desirable.
  It is imperative that the Referee not reveal that the party is in fact facing 
  kobolds. These little buggers frequently coat themselves with a red-
  stained mud, leaving them an untraditional color. They are best described 
  as “three-foot-tall, red-colored, fanged dog men, with scaly hides and 
  a short, pointed tail.” Only a dwarf character, or someone with a racial 
  hatred of kobolds (such as a ranger) would immediately recognize them 
  for what they are. 
  As stated earlier, this complex is older and predates the kobolds. 
  They fear several areas and leave them alone. The main portion of the 
  complex itself is obviously mined by creatures not only with skill, but 
  with an artistic talent that belies its current occupants. Numerous headless 
  and defaced bas-relief carvings of short, humanoid creatures (dwarves) 
  are present in the hallways and rooms of this place. Since dwarves are 
  the kobolds’ most hated race, they have taken special care to deface 
  and destroy these carvings. Readily apparent, however, to anyone who 
  can read or write Dwarvish is that this place was once occupied by the 
  former race. While no texts of scribing remain of any significant meaning, 
  fragmented sentences and partial names adorn several areas, as well as the 
  base of each statue carving. 
  The reason the kobolds are here in the first place is that Cash, the quasit 
  familiar of the grand shaman, Nesbitt, was commanded by a demonic 
  force to excavate the area beneath the mines. Helena, a medusa, serves 
  the same force, a nalfeshnee demon. This demon (named Trifiska) was 
  imprisoned deep within the earth by an archmage many hundreds of 
  years ago. The dwarves did not break it free. Their delvings, however, 
  cut deep enough that the demon was able to communicate outward, 
  summoning the closest demon (the quasit) to do its bidding. Nesbitt is 
  unaware of his pet quasit’s purpose and thinks the kobolds are digging 
  Sword of Air
  Area SM-14: 
  The Tower of Bells
  
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  Sword of Air: The Tower of Bells
  for gold and silver. Cash successfully stole a scroll with an unbinding 
  ritual from another wizard (he was guided by Trifiska, of course) and 
  gave the scroll to Helena. Of course, none of these creatures understands 
  the nature of the imprisonment and are being very careful not to waste 
  their master’s scroll until they are convinced it will free him. Once freed, 
  the demon likely just slays all the kobolds (and everything else except 
  Cash and Helena).
  The entire purpose of the kobolds attacking the dwarf stronghold, 
  as well as their continued mining within the lower caverns, is to 
  free this creature. Trifiska cannot act, or even communicate, with 
  anything other than another demon. Through the quasit, the kobold 
  leader was convinced that great wealth awaits anyone who digs and 
  mines this area. The kobold shaman, intent on great power, and with 
  more than a small amount of delusions of grandeur, was convinced 
  by his familiar that he could become the greatest kobold mage of all 
  time should he uncover the “artifact” buried here. If uncovered and 
  freed, Trifiska will, of course, just brush the kobolds aside. The only 
  “winner” would be the quasit, who has been promised promotion to 
  vrock level if he succeeds.
  Several of the lower rooms are flooded, and most of the larger  
  halls and pathways through the place are trapped. The random 
  encounter chart below should be used to demonstrate the randomness 
  of these traps.
  Random encounters have a 1-in-6 chance of occurring every 10 
  minutes. The result is as follows:
  Roll 
  1d100
  Result
  01–15
  Covered pit trap, save or fall 10ft, taking 1d6 
  points of damage.
  16–25
  Crossbow trap, three random targets, roll to hit at 
  +2, damage 1d6 per hit.
  26–29
  Falling block trap, all creatures in a 10ft by 10ft 
  area save or take 2d6 damage.
  30–34
  Deep pit trap, save or fall 60ft. into caverns 
  below (6d6-12 damage)
  35–45
  Pit trap with feces covered spikes, save or fall 
  10 ft.
  46–50
  Gelatinous cube
  51–70
  3d6 kobolds armed with light crossbows; two 
  have oil and one has a lit torch.
  71–80
  2d6 kobolds armed with light crossbows and 1d2 
  kobold shamans, and 1d3 trained attack stirges 
  per shaman.
  81–90
  2d6 kobolds with 1d6 giant weasels.
  91–95
  Loud bells ringing (from the tower).
  96–97
  A trail of silver nuggets, 2d6 x 5 ft. long, spaced 5 
  ft. apart. At a random interval is a trap (Referee’s 
  choice).
  98–99
  Cash, the quasit familiar 
  00
  Helena the medusa 
  Pit Traps: These traps are cleverly disguised and cannot be triggered 
  by prodding with poles and such. They trigger if more than 100 lbs. is 
  placed on their lids. The lids reseal (they are counterweighted) and anyone 
  trapped must be rescued from above. Kobolds check these traps every 
  few hours, and drop scorpions and other nasty things in them if anyone 
  remains inside.
  Crossbow Traps: These traps fire at a height of 5 ft. Anyone not wearing 
  a helm is attacked as if unarmored.
  Falling Block Traps: These traps typically are triggered by tripwires 
  (75%) or pressure plates (25%). 
  Deep Pit Traps: These traps consist of a shaft dug completely through 
  the floor so that they drop anyone falling into the flooded caverns below 
  the main mine area. The water in the receiving area is typically 10 ft. to 30 
  ft. deep. The reduced damage reflects falling into the water. Drowning is 
  still a possibility, however.
  Pit Trap with Spikes: Similar to the standard pit traps, except that they 
  are filled with a nasty set of wooden and iron spikes. Anyone “spiked” has 
  a 25% chance of contracting a septic-related disease.
  Gelatinous Cube: Two of these creatures roam the mines. Once both are 
  slain, no more are encountered.
  Gelatinous Cube: HD 4; AC 8[11]; Atk slam (2d4 plus 
  paralysis); Move 6; Save 13; AL N; CL/XP 5/240; Special: 
  immune to lightning and cold, paralysis for 6 turns (save 
  avoids).
  Kobolds (all): Kobolds are universally armed with light crossbows 
  and 2d6 bolts. Each also has a long, thin-bladed dagger (treat as a short 
  sword). Each has a 10% chance of carrying some weird item: 
  Roll 
  1d00
  Result
  01–20
  Poison animal (scorpion, snake)
  21–55
  Oil flask
  56–70
  Lasso and net
  71–80
  Magic potion (randomly determined)
  81–95
  Caltrops (cover a 10 ft. by 10 ft. area)
  96–99
  Jug of vile feces (if hit, save or incapacitated for 
  1d3 rounds)
  00
  Jug of green slime (just bad, bad news).
  Kobold: HD 1d4hp; AC 7 [12]; Atk dagger (1d4) or light 
  crossbow (1d4+1); Move 6; Save 18; AL C; CL/XP A/15; 
  Special: none.
  Kobold Shaman: The shamans have trained pet stirges, typically 1d3 
  per shaman. They have similar toys as do regular kobolds 20% of the time, 
  however each also has a 20% chance per level of having a scroll of a spell 
  of Level 1d3 (50%) or a potion (50%).
  Kobold Shaman: HD 1d6hp; HP 6 each; AC 7 [12]; Atk 
  dagger (1d4) or light crossbow (1d4+1); Move 6; Save 18; AL 
  C; CL/XP 1/15; Special: spells Clr3 (2).
  Spells: 1st—cause light wounds, protection from good.
  Equipment: dagger, potion of healing, 14gp. 
  Stirge: HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3 (fly 18); 
  Save 17; AL N; CL/XP 2/30; Special: blood drain (1d4), +2 to 
  hit bonus.
  Giant Weasels: These beasts are pets of the kobolds. They typically 
  attack lightly armored opponents, draining blood once they latch on 
  until an opponent stops moving (playing possum causes them to 
  move on).
  Weasel, Giant: HD 3+3; AC 6[13]; Atk bite (2d6 plus blood 
  drain); Move 15; Save 14; AL N; CL/XP 4/120; Special: drain 
  blood. (Monstrosities 506)
  Loud Bells Ringing: This sound is from the clock in the bell tower 
  striking 12, 3, 6 or 9 o’clock. The sound is loud, but only deafening if it 
  occurs within the top floor of the bell tower.
  Trail of Silver Nuggets: This is a “how dumb can you be?” trail of 
  
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  Sword of Air: The Tower of Bells
  
  4
  Sword of Air: The Tower of Bells
  
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  Sword of Air: The Tower of Bells
  breadcrumbs left by the kobolds. The Referee should select whichever 
  style of trap (or a new one) that they desire if anyone is so foolish as to 
  follow it. The nuggets are worth 1d4sp each, and the trap is not necessarily 
  triggered at the last one (the end nugget is too obvious).
  Cash, the Quasit: Cash wanders the halls of this place occasionally, 
  usually in the form of a bat. He does not engage anyone in combat. He 
  immediately alerts Nesbitt to the intruders’ presence, however.
  Helena: Helena seldom wanders from her clock tower. Should she be 
  encountered elsewhere, she typically retreats slowly back to the tower, 
  keeping her eyes facing intruders. See The Tower of Bells, below, for 
  Helena’s statistics.
  The Mines
  The entrance to the mines leads down from above (see description of 
  the mansion). The mines themselves are unlit at all times since kobolds 
  and zombies can see in the dark. Strange echoes occasionally are heard, 
  including the sounds of picks hitting rock, the wind blowing through 
  the tunnels, or even a screeching metal-on-metal sound like mining 
  carts being moved. The mine tunnels run for hundreds of yards and are 
  not detailed here. In general terms, the tunnels are 5ft by 5ft by 5ft in 
  dimension, with rough rails running through all of the straight sections. 
  Every 200 yards or so, there is a 50% chance of finding a mining cart. 
  These carts carry up to 500 lbs. of material (or two characters), and have 
  a pump lever to propel them along the tracks at speeds of 10ft per round, 
  plus 10ft per additional round until a maximum speed of 40ft per round 
  is reached. Slowing a cart down by use of the brake requires the same 
  amount of time as speeding up (10ft per round decelerating). Specific 
  encounter areas are described below. 
  The Grand Mining Hall
  The grand hall is where one arrives when coming down the ramp from 
  the mansion above. The hall itself is 200ft by 400ft long, with a central 
  pillar filling a 40ft by 60ft area. The walls and floor are perfectly squared 
  off, obviously cut with great skill. Piles of waste rock are lined up against 
  the south wall, and mining cart tracks lead from this pile to the east and 
  west of the hall. Buried under 10ft of waste rock is a trapdoor leading to 
  Cave K below. 
  The mining carts have steering mechanisms (although they turn poorly 
  at high speeds: 50% chance of derailing if moving 30 ft./round; 75% 
  chance if moving 40ft/round). Of course, instead of carts, the party could 
  choose to walk the tunnels. A favorite tactic of the kobolds is to send a 
  loaded cart at anyone on foot in the tunnels. Being hit by a loaded cart 
  inflicts 1d6 points of damage per 10ft of movement to any hit by one (save 
  at –4 to dodge due to the tight quarters)
  The Central Pillar 
  This pillar rises 80ft into the air and is constructed of the granite bedrock 
  that makes up the walls of this place. Its top connects into the ceiling 
  of the room. Carved statues of dwarves (with their heads removed and 
  otherwise defaced) line the sides of the central pillar. Stone protrusions 
  dot the walls of each side of this structure in its center (ladders that have 
  since been destroyed). About 60ft up are platforms overhanging each side 
  of the structure. Eight intact mining carts are lined up near the rubble pile. 
  
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  Sword of Air: The Tower of Bells
  Ten intact pickaxes and 4 rock bars lie within the carts.
  What is not readily apparent is that the pillar itself is partially hollow, as well 
  as occupied. Stationed inside the pillar are 12 kobolds (see Tower of Bells 
  Random Encounters) with access to the area below using sets of rope ladders 
  they constructed (the ladders are currently rolled up next to the platforms). 
  The kobolds, in addition to their crossbows, are armed with a total of 
  40 large rocks (treat as grenade-like missiles). The kobolds attack with 
  these rocks attack at –2 to hit, and inflict 1d6+1 points of damage on 
  anyone they hit. The western platform also has a gong suspended by two 
  chains about 10ft back from the platform’s edge. If anyone tries to climb 
  up the central pillar, or if anyone flies around the chamber, the kobolds 
  immediately target all missile fire (or rocks) at that individual. Otherwise, 
  they sit quietly and let the party pass through the room. 
  The kobolds have no treasure. However, six large water barrels, as well 
  as a hanging rack containing numerous small dead animals (food), are 
  present on the southern platform. 
  In the center of the hollow area is a staircase leading up to the tower 
  interior. The staircase is 5ft wide and rises 80ft at a steep, winding 
  slope. Should the gong be rung, the bells in the tower begin ringing in 
  a loud, deafening cacophony of sound. This noise causes the equivalent 
  of a deafness spell on all within the tower and staircase. Under no 
  circumstances do the kobold guards go up the stairs, even jumping off the 
  pillar to their deaths instead.
  The Tower of Bells
  The top of the tower is an 80ft diameter circular room containing a 
  dramatic series of chains, bells and a huge granite clock face, as well as a 
  stone menagerie of kobolds, dwarves and adventurers, all expertly carved 
  and lifelike. When the bells and chimes go off in this room, no verbal 
  communication is allowed, and any glass items (yes, including mirrors) 
  shatter 50% of the time (each round). A total of 6 kobolds (5 normal and a 
  shaman), 4 dwarves (hp 7) and 3 humans have been turned to stone here. 
  The humans are as follows:
  • Hoffa (Ftr6), a Lawful fighter wearing +1 chainmail and carrying a 
  sword, crossbow and 3 bolts of splashing (Appendix).
  • Cricket (MU7), a Neutral magic-user wearing robes, with a wand of 
  lightning bolts (8 charges) on her belt.
  • Zeebo (Clr6), a Lawful cleric, carrying a mace, wearing plate mail, 
  and has a scroll (cure disease, neutralize poison, cure serious wounds) in 
  his belt pouch.
  The kobolds are just, well, kobolds. The dwarves react at first with surprise, 
  and then with gratitude. While normal dwarves, all three are skilled engineers, 
  and gladly take service with any who rescue them at half normal rates 
  (basically human engineer price for gone engineers!). The humans are grateful 
  for being rescued as well, and are potential henchmen or allies. Cricket lacks 
  her spellbook and would need to create a new one to be effective, however. 
  (It’s long lost — the innkeeper she left it with sold it years ago.)
  A set of stairs leads up to the huge clockwork mechanism and clock face. 
  When the dwarves lived here, this was a clock tower. Each hour it struck 
  and played different songs. While the clock is still working, the musical 
  sounds only sound now once every three hours. Helena the medusa lives 
  here in the clock. Like a proverbial cuckoo when the clock strikes 12, 3, 6 
  or 9, the medusa pops out on a platform 8ft above the floor, uses her gaze 
  attack for 2 rounds, and then retreats back inside the structure. Helena can 
  manipulate the clock hands from the inside, dictating when she pops out 
  by changing the time. Clever adventurers will note the time change and 
  see the pattern of what she is doing.
  Helena, Medusa: HD 6; HP 30; AC 6[13]; Atk +1 flaming 
  longsword (1d8+1 plus 1d6 fire), snake bite (1hp plus poison); 
  Move 9; Save 9 (with cloak); AL C; CL/XP 8/800; Special: 
  gaze turns to stone (save avoids), poison.
  Equipment: cloak of protection +2, +1 flaming 
  longsword, potion of extra healing, ring of protection 
  from normal missiles, unbinding ritual scroll, silver 
  bracelet with 3 rubies worth 160gp, a gold signet ring 
  (40gp) and a small iron key on a braided string around 
  her neck.
  
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  Sword of Air: The Tower of Bells
   Until she changes the clock’s hands and emerges, she is well protected 
  by 3ft of solid stone and cannot be attacked. The platform can be extended 
  by physically forcing the hands of the clock into the proper position from 
  the outside; however, attempts to do this have a 30% change of breaking 
  the mechanism permanently. Again, the clever adventurer simply spikes 
  the mechanism shut (e.g. not at the hour position), let the medusa starve, 
  and comes back in a few weeks to open it again. 
  The medusa’s lair is inside the clock. Besides Helena, there is a cushy 
  bed made of straw and feathers from some brightly colored creature 
  (feathers worth 200gp), a wooden chest (locked, but the key is on Helena’s 
  neck), and a series of silk blankets (worth 60gp) and feather pillows (the 
  pillows are covered in a black goo — the snake poison from the medusa, 
  see Helena’s statistics above for poison damage if touched).
  The chest contains a fine set of stoneworker’s tools (worth 120gp), 
  a scroll of stone to flesh, feeblemind, and disintegrate, and a set of 
  engineering drawings depicting the workings of the clock (worth 1200gp, 
  but priceless to the dwarves). 
  The East Tunnel 
  This tunnel has four major forks that can be taken by rail or by foot 
  off the main stem. The first spur dead ends after 200ft in a mining area 
  (Cave A). The second runs straight for 800 yards, ending at Cave B after a 
  watery splash. The third leads 200 yards to a small maze entrance created 
  by the kobolds as a hive (Cave C). The final fork leads 180 yards to a 60ft 
  deadfall into the water below (Cave D). The sides of the tunnel (anything 
  off the rail track) are often trapped (roll on wandering monster table at 
  –45% for each 50 yards traveled, with any result less than 0 being no trap). 
  This roll is in addition to normal wandering monster rolls. Remember, 
  slowing a cart down takes 1 round per 10ft of movement.
  Cave A
  This dead-end tunnel ends in a 60ft diameter cave. The cave is occupied 
  by 6 dwarf zombie miners that ignore characters unless molested (they 
  attack only if attacked). The miners continuously cut into the rock face and 
  load ore carts (several of which are currently overflowing with worthless 
  rock). If told to “stop work,” they stand motionless. If told to “start work,” 
  they resume mining. The zombies themselves have dry, shrunken features 
  and are eyeless. Creepy, but harmless. The zombies do not even defend 
  themselves if attacks, and are with no XP if defeated.
  Cave B
  This cave exit from the mining tracks dead-ends in Cave B. The last 100 
  yards slopes slightly downhill (adding 10ft to cart movement rate per 50 
  yards), and ends in a pool of water. The pool itself is 40ft in diameter but 
  only 6ft deep, and it leads nowhere. Of much more concern is the gelatinous 
  cube living in the pool. Anything crashing into the pool has a 30% chance 
  of striking the cube. If no one hits it on the way in, the cube moves to engulf 
  anyone in the water starting 1 round after the crash occurs. The pool has a 
  small, 6ft diameter tunnel at the bottom. This tunnel leads to Cave F in the 
  depths below. The tunnel itself has a large, rich vein of silver (200,000 sp of 
  silver in nearly 2 million gp weight of rock). The vein can be seen if magical 
  light is introduced into the tunnel. Good luck mining it underwater, though.
  Gelatinous Cube: HD 4; AC 8[11]; Atk slam (2d4 plus paralysis); 
  Move 6; Save 13; AL N; CL/XP 5/240; Special: immune to 
  lightning and cold, paralysis for 6 turns (save avoids).
  Cave C
  This rail line ends in a 40ft diameter cave with three 5ft diameter 
  tunnels leading out of it. The left and center tunnels are false entrances; 
  each leads a few dozen yards back and ends in a trap. 
  The left tunnel ends in a small, 20ft diameter cave filled with 11 gas 
  spores. Further, a pressure plate 20ft from the end triggers 6 crossbows to 
  fire in 1d3 rounds after it is stepped on, assuming that the person steps off 
  it. Stepping onto the plate cocks the crossbows; stepping off releases the 
  bolts. The person treading on the plate immediately knows he has done so, 
  but no effect occurs until a bolt hits a gas spore. Each crossbow has a 1 in 
  3 chance of targeting and hitting a gas spore. When a gas spore is hit, all 
  explode; inflicting 66d6 points of damage to everyone within 30ft. Sorry 
  kids, this is one of my dungeons. The Referee should note a loud series of 
  “clicks” can be heard when the plate is first depressed.
  The center tunnel ends in a seemingly dead-end corridor with an obvious 
  secret door (detected 1-4/6). The door mechanism “opens” by spinning a 
  round plug in the center of the wall to the left. This causes a seam in the 
  floor (detectable by spilling water or other liquid on the floor) to open in 
  the last 40ft of the tunnel and drop all into Cave G below. Anyone in this 
  section of corridor falls 50ft into water (5d6–10 points of damage).
  The right-side tunnel leads into the kobolds’ lair. The lair consists of 
  a small cave complex of 6 individual areas. In the entry cave are 4 large 
  shrieker fungi. No traps are present in these caves. Remember, each adult 
  kobold has a 10% chance of having a “toy.” Each cave entrance has a 
  shifting wall panel (treat as a concealed door) and can be barred from 
  the inside. The kobolds frequently like to make it appear as if this is just 
  another dead-end tunnel complex. 
  Shrieker (4): HD 3; HP 15, 13, 16, 12; AC 7[12]; Atk none; 
  Move 1; Save 14; AL N; CL/XP 3/60; Special: shriek (1hp/
  round within 30ft, save avoids).
  In these small caves are the following:
  Cave C1
  Ten kobolds (see Tower of Bells Random Encounters) and 6 kobold 
  young (non-combative). The kobolds are armed as described above and 
  have no treasure. The kobolds nest in piles of old grass and plants brought 
  in from the surface. Ten kobold eggs are in one nest. The kobolds all have 
  
  8
  Sword of Air: The Tower of Bells
  mining tools in addition to their weapons. Thirty-six large bags of rice and 
  a large cage full of rats are stacked in the room.
   
  Cave C2
  There are 6 kobold elite guards here. Each wears a bone necklace to 
  symbolize his rank (weird, but still worth 1sp). These kobolds have a crate 
  of sharp stakes and mining tools. In the corner of the cave is a wheel-less 
  mining cart containing silver ore worth 12,000sp (weighs 2 tons). Each 
  has 2 pet giant weasels that are bonded to the guards. On a table in this 
  room is a helm of gills (Appendix).
  Kobold Elite (6) HD 1d4hp; HP 4 each; AC 7 [12]; Atk dagger 
  (1d4) or light crossbow (1d4+1); Move 6; Save 18; AL C; CL/
  XP A/5; Special: none.
  Giant Weasels (12): HD 3+3; HP 18; AC 6[13]; Atk bite (2d6 
  plus blood drain); Move 15; Save 14; AL N; CL/XP 4/120; 
  Special: drain blood. (Monstrosities 506)
  Cave C3
  This is the home of 3 kobold under-shamans. They wear extensive 
  arrays of weird bone and rock jewelry, with shiny crystals. One has a 4-ounce 
  chunk of quartz with a continual light spell cast on it. If encountered, this 
  gentleman raises it above his head and threatens any who “don’t run away” 
  with “lightning bolts from his god!” One of the other shamans has a box 
  of scorpions that he throws into combat the first round (the swarm moves 
  and attacks randomly — kobolds and players can both be targeted). A large 
  box of normal rats in the back of the room is used to feed the scorpions. 
  The shamans also have a small cask of mushroom ale (creates the effect of 
  hallucinatory terrain on drinkers for 8 hours, everyone feels like they are in 
  a forest!). There are 5 uses of the draught in the cask.
  Kobold Under-Shaman (3): HD 1d4hp; HP 4 each; AC 7[12]; 
  Atk dagger (1d4) or light crossbow (1d4+1); Move 6; Save 
  18; AL C; CL/XP 1/15; Special: spells Clr2 (1).
  Spells: 1st—cause light wounds.
  Equipment: dagger, potion of healing, 8gp.
  Swarm, Scorpion: HD 4; HP 20; AC 8[11]; Atk swarm (1d6 plus 
  poison); Move 9; Save 13; AL N; CL/XP 4/120; Special: lethal 
  poison (save avoids). (The Tome of Horrors Complete 532, 
  “Swarm, Poisonous Frog).
  Cave C4
  Main kobold lair, containing 64 adult kobolds (see Tower of Bells 
  Random Encounters) and the kobold leader, Charlie. The kobolds are 
  armed as described above, and have no treasure. The kobolds all have 
  mining tools in addition to their weapons. Edible fungus grows in well-
  tended gardens, and 100 sacks of rice are stacked against the back wall. 
  The kobolds typically dine on cold rice and a little rat meat. Charlie does 
  not surf.
  Charlie, Kobold Leader: HD 1; HP 8; AC 6[13]; Atk short sword 
  (1d6) or spear (1d6); Move 6; Save 17; AL C; CL/XP 1/15; 
  Special: none.
  Equipment: leather armor, shield, short sword, spear, 
  potion of healing, 15gp.
  Cave C5: 
  The lair of the grand shaman Nesbitt. In this chamber, Nesbitt, his 
  familiar Cash, the quasit and his pet cave scorpion sleep. Nesbitt is a 
  druid and wizard, quite an accomplishment for a kobold. Nesbitt has no 
  intentions of directly confronting a well-armed party. His initial reaction 
  to any intrusion into the lair itself is to become invisible and flee to warn/
  fetch Helena. He knows how to summon her from the clock tower without 
  using his eyes, and frequently does so. In a pinch, he sends Cash to get her, 
  using his projected images to frighten and hopefully chase off the party.
  Nesbitt, Kobold Grand Shaman: HD 1; HP 8; Atk dagger 
  (1d4); Move 6; Save 17; AL C; CL/XP 2/30; Special: spells Clr4 
  
  9
  Sword of Air: The Tower of Bells
  (2/1), spells MU4 (3/2). 
  Spells (Clr): 1st—cause light wounds, protection from 
  good; 2nd—hold person.
  Spells (MU): 1st—magic missile (x2), shield; 2nd—
  invisibility, mirror image. 
  Equipment: potion of extra-healing, staff of projection 
  (Appendix), locket of soul keeping (Appendix).
  Cash (Demon, Quasit): HD 3; AC 2[17]; Atk 2 claws (1d2 plus 
  poison), bite (1d3); Move 14; Save 14; AL C; CL/XP 7/600; 
  Special: magic resistance (25%), magical abilities, non-lethal 
  poison (reduce dexterity by 1 point for each hit, lasts for 2d6 
  rounds, save avoids), regenerate (1hp/round). 
  Magical Abilities: at will—invisibility; 1/day—fear.
  Scorpion, Cave: HD 2; HP 10; AC 5[14]; Atk 2 pincers (1d4), 
  sting (1 plus poison); Move 9; Save 16; AL N; CL/XP 3/60; 
  Special: lethal poison (+2 on save).
  Cave C6
  Exactly like Cave C-2, this is the lair of 6 kobold elite guards, each 
  wears a bone necklace to symbolize his rank (weird, but still worth 1sp). 
  These kobolds have a crate of sharp stakes and mining tools. In the corner 
  of the cave is a wheel-less mining cart containing silver ore worth 12,000sp 
  (weighs 2 tons). Each has 2 giant weasel pets that are bonded to the guards.
  Cave D:
  This is “the end of the line” for this railroad. Anyone riding in a cart 
  must make a save at the 60ft mark to notice that the rail line ends. An 
  additional save can be made at the 40ft mark. After that, the twisted metal 
  of the rail ends becomes obvious. At some point, anyone within a cart 
  needs to either bail out (taking 1d6 points of damage per 10ft of cart 
  movement greater than 10ft/round) or ride it to the end, falling 60ft into 
  the water below. Damage from the fall is 6d6–6 points of damage. 
  The water below is deep (12ft or so), and no dry land can be seen. 
  Watery tunnels lead to Caves H and I. Great evil can be detected down 
  the tunnel to Cave I.
  West Tunnel:
  This tunnel leads deep into the mines, as well as to the lower mine level, 
  and has three major forks that can be taken by rail or by foot off the main 
  stem. The first spur dead-ends after 800ft in a mining area (Cave E). The 
  second runs straight for 400 yards, ending in a large cave (Cave F) with 
  an exit leading down to the lower level. The final fork leads 80 yards to a 
  60ft deadfall into the water below (Cave G). 
  The sides of the tunnel (anything off the rail track) are often trapped (roll 
  on Random Encounter Table at –45% for each 50 yards traveled, with any 
  result less than 0 being no trap. This roll is in addition to normal wandering 
  monster rolls. Remember, slowing a cart down takes 1 round per 10ft of 
  movement. If kobold miners notice anyone in the tunnels, there is a 50% 
  chance that they run at them with a mining cart, attempting to squash those 
  on the tracks, or force any jumping out of the way into the traps.
  Cave E
  This cave contains the broken and wiggling remains of 6 dwarf zombies, 
  all smashed to bits, with their mining picks lying next to them on the ground. 
  The bodies are battered and ripped to shreds. None is still functional in any 
  way, yet their unlife continues. A very nice-looking mining cart lies at the 
  end of the track here, with fine grade ore lying next to it in a pile. It is by 
  far in the best shape of any of the mining carts seen so far. That is because 
  the mining cart is a mimic. Its best tactic is to allow victims to get inside 
  and start “riding,” giving it complete surprise and a nearly automatic engulf 
  attack. The mimic has no treasure, but the spilled ore on the ground is worth 
  300gp (but weighs as much as 100 lbs.). Ore in the walls contains a vein of 
  silver worth 30,000sp (mixed with 30 tons of rock). 
  Mimic: HD 7; HP 38; AC 6[13]; Atk smash (2d6); Move 2; Save 
  9; AL N; CL/XP 8/800; Special: disguise, glue. (Monstrosities 
  329)
  
  10
  Sword of Air: The Tower of Bells
  Cave F
  The mine tunnel to this area slopes gently down, ending on a low beach. 
  Currently mining the far west wall are 6 dwarf zombies (non-combative) 
  and 22 kobolds (see Tower of Bells Random Encounters) that have 
  exposed some weird black stone (an imprisonment capsule) that they are 
  not even denting with their picks. Nothing mundane can free a creature 
  from this capsule. It requires an unbinding ritual to open it. Once Helena 
  the medusa realizes that this is the “magic area” that Cash the quasit has 
  been looking for, everyone is in for a nasty surprise. The quasit figures this 
  out 3 weeks after the characters first enter the mines. Cave I is directly 
  below this cave and contains the entrance portal to the imprisonment 
  vault. Cave I cannot be accessed from here, however, without extensive 
  digging. In order to successfully free the demon Trifeska, this entrance 
  portal must be cleared.
  Cave G
  Very similar to Cave D, the rail ends here. Anyone riding is a cart must 
  make a save at the 60ft mark to notice that the rail line ends. An additional 
  save can be made at the 40ft mark. After that, the twisted metal of the rail 
  ends becomes obvious. At some point, anyone within a cart needs to either 
  bail out (taking 1d6 points of damage per 10ft of cart movement greater 
  than 10ft/round) or ride it to the end, falling 60ft into the water below. 
  Damage from the fall is 6d6–6 points of damage. 
  The water below is deep (12ft or so), and no dry land can be seen. A 
  watery tunnel leads to Cave H.
  The Lower Mines
  Kobolds excavated the lower mines at the direction of the grand 
  shaman, Nesbitt, with the carefully guided urging of Cash, his familiar. 
  The lower mines radiate a slight taint of evil universally, so detect evil 
  spells are relatively worthless here, as the whole place radiates it. The 
  area is flooded, with main rooms filled with 2ft to 8ft of water. Even the 
  tunnels contain 1ft to 3ft. This creates noisy movement, and any water 
  over 2ft deep is considered difficult terrain and decreases movement by 
  half. Any water deeper than 80% of a creature’s height forces them to 
  make a save to proceed normally. Assume anyone dropped in from a 
  deep pit trap lands in a tunnel section. Caves from above drop into the 
  area noted.
  Cave H
  This cave is the end point of the left tunnel from the water-filled room 
  in Cave D, and is a direct drop from Cave G. The room is filled with 
  approximately 12ft of water. Wooden debris floats in the water, and a large 
  wooden raft (10ft by 10ft) is tied to one wall. The walls are ringed with piled 
  up rubble and debris, with obvious signs of mining and small holes and dead-
  end tunnels branching off in a dozen areas. Warnings and signs in primitive 
  kobold script are scribbled all over the walls to the northern side of the cave.
  Living under the water on the north side of the cave is a black pudding. 
  This creature moves toward anyone swimming or crashing into the water 
  as soon as it notices them. Its main tactic is to move toward the shallow 
  water near the exit to Cave K, as it is not buoyant (it cannot swim, and 
  must crawl along the bottom), and has found that the best way to get a 
  meal is to head to the shallow water at the cave’s exit — it knows that the 
  “food” usually heads that way. The pudding cannot attack anything it is 
  separated from by more than 5ft of water.
  Black Pudding: HD 10; HP 50; AC 6[13]; Atk slam (3d8); Move 
  6; Save 5; AL N; CL/XP 12/2000; Special: acidic surface 
  destroys weapons and armor, divides when hit with lightning, 
  immune to cold.
  The exit tunnel to Cave K is filled with 2ft of water. If the raft is used 
  to traverse the pool of water, there is a 50% chance the pudding ignores 
  intruders (no vibrations to sense). If the party makes noise (splashing, 
  falling, etc.), it is here waiting for them. The pudding moves slowly, so 
  time to reach the tunnel is also a factor in whether it attacks. It moves to 
  the mouth of the tunnel, but does not pursue more than 50ft down the 
  tunnel (it fears what lives in Cave K).
  Cave I
  This cave is accessed from either Cave D through an underwater tunnel 
  (see below), or from Cave K through a dry tunnel. This is the “endgame” 
  cave, so to speak. 
  The tunnel from Cave D runs 200ft, gradually sloping down until no air 
  space is left, and requires an underwater swim of 40ft after the air space 
  runs out. It then slopes back up and after 30ft reaches this cave. Creepy.
  The tunnel from Cave K is relatively dry (water is 1ft deep) and leads 
  directly here after a 200ft twisting walk.
  This cave is composed of the same granite as the rest of the complex. 
  It is only 30ft. in diameter, and has a wet floor, but is not water-filled. The 
  ceiling looms 20 ft. above and contains what looks like a black, stone 
  cylinder, roughly 40ft long (it passes into both side walls) and 10ft in 
  diameter. Roughly half the cylinder is exposed in the roof of the cave. 
  In the center of the cylinder is a strange, black, round 3ft hatch-like 
  protrusion with a series of arcane symbols inscribed on it. A read magic 
  spell is required to decipher the script, and reveals the following:
  Curse be on you to be bound to the earth for all time. Suffer in solitude 
  and may no man release you, lest he be damned as you are.
  This is the entrance portal that can be used to release Trifeska the 
  demon from his prison. The portal can be opened by two means. First, an 
  unbinding ritual scroll can be read. Lacking that, the portal can be opened 
  by a Lawful cleric or paladin by simply breaking the wax-and-silver 
  gasket seal and turning (unscrewing, basically) the plug from the prison. 
  In any case, once released, the fully operational battle nalfeshnee hops 
  out and attacks any not in cahoots with Cash the quasit. Trifeska always 
  begins combat with a gate spell, summoning a glabrezu to assist it. This 
  is typically followed by a symbol of discord. Trifeska is not keen on 
  engaging in hand-to-hand combat unless he has a clear advantage, using 
  his spell abilities instead. If outmatched, he leaves, coming back again and 
  again to torment his rescuers.
  Demon, Nalfeshnee (Category IV): HD 7d10; HP 48; AC 4[15]; 
  Atk 2 claws (1d4), bite (2d4); Move 9 (fly 14); Save 9; AL 
  C; CL/XP 12/2000; Special: +2 on attack rolls, +1 or better 
  weapon to hit, immune to fire, magic resistance (65%), 
  magical abilities.
  Magical Abilities: at will—dispel magic, fear, 
  polymorph self; 1/day—symbol of discord; 1/day—
  gate 60% (glabrezu).
  Cave K
  This cave has two tunnels leading into (out) of it. One tunnel leads 
  to Cave I and one to Cave H. This room is elevated, dry and even a bit 
  warm. Both exits from it lead to watery tunnels. A ladder on the wall leads 
  to the hidden trapdoor in the ceiling (obvious form this side) to the grand 
  mining hall above. This door cannot be opened from this side unless the 
  blocking debris above is cleared. 
  This cave was the foundry used by the dwarves to refine ore. The cave 
  (room, really) is octagonal shaped and shows fine workmanship. It is 40ft 
  per octagon side, and in its center is a large, magical forge. Well, it used 
  to be magical. That was before the kobolds stole the six rubies from the 
  front of it.
  Two kobold skeletons lie in front of the forge, charred beyond all 
  recognition. Six large gems (rubies, 1000gp each) sit on the floor next to 
  the bones. Anyone approaching within 10ft of the forge draws forth its 
  guardian (formerly its bound magic) in the form of a fire elemental. 
  Elemental, Fire: HD 16; HP 90; AC 2[17]; Atk strike (3d8); 
  Move 12; Save 3; AL N; CL/XP 17/3400; Special: +1 or better 
  weapon to hit, ignite materials. 
  The elemental was bound to the forge, but removing the gems destroyed 
  the binding magic. Now it is free and angry at its long captivity. It attacks 
  anyone in the room until slain, but does not enter any of the water-filled 
  areas. The black pudding in Cave H knows of it and fears it, and hence 
  does not come near this room. The elemental has no treasure. The capture 
  traps on the smelter, however, contain 50 large silver ingots (worth 1000sp 
  each) of refined ore.
  
  11
  Legal Appendix
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  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
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