TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NYR4-01 
   
   
   
   
   
  Towers of the Abbor-Alz 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond Regional Adventure 
  Version 1 
   
  by T. Troy McNemar 
   
   
  Ancient towers in the Abbor-Alz may hold the key to the survival of the Kingdom of Nyrond.  Can you succeed where 
  the Nyrondese armies have failed?  An adventure for the brave and the loyal for character levels 3-12. 
  
  Towers of the Abbor-Alz 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  Towers of the Abbor-Alz 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  Kingdon of Nyrond.  Characters 
  native to the Kingdon of Nyrond 
  pay one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Ancient History 
   
   
   
   
  (More information about Sulm is provided in Player 
  Handout #4.) 
   
  Thousands of years ago, a Flannish Kingdom named 
  Sulm ruled much of the lands that became the Bright 
  Desert.  Sulm would have very likely expanded their 
  control into what are now Nyrondese lands had it 
  survived.  But the leaders of the Sulm were vain and 
  power hungry and the Kingdom toppled after its final 
  ruler entered into a pact with the evil god Tharizdun to 
  acquire an artifact known as the Scorpion Crown. 
   
  Canimarr, a Sulmish scholar of the final days of 
  Sulm, devoted his life to arcane knowledge.  Desperate to 
  
  Towers of the Abbor-Alz 
   
  Page 4 
  keep the existence of his arcane discoveries away from 
  the rulers who would use it for improper purposes, he 
  built a series of towers in the Abbor-Alz Mountains to 
  hide away his research.  Casting his most powerful spells, 
  he permanently prevented the location from being found 
  through magical and other means. 
   
  But Canimarr’s female apprentice Beldion slew 
  Canimarr when he was transformed to a manscorpion 
  because of the curse of the Scorpion Crown.  Beldion was 
  not a native of Sulm, and was not affected by the curse.  
  Fleeing to the east with several enchanted weapons, 
  Beldion intended to bring an army to return to the 
  towers and then on to the ruined lands of Sulm with the 
  hope of restoring them. 
   
  But what happened to Beldion was far beyond her 
  intentions.  As she traveled to the East, Beldion learned 
  of the extent of the destruction of Sulm and that the 
  kingdom's destruction was the result of the terrible 
  bargain with Tharizdun.  Beldion found a shrine to 
  Tharizdun and, making a sacrifice of blood, prayed to the 
  God of Entropy and Malign Knowledge for the 
  restoration of her homelands.  She was answered: 
   
  "In the fields on which you stand shall rise a kingdom that 
  will break free of another.  When the unmarried woman who 
  should be queen is sacrificed to me upon this altar, your 
  descendants shall once again know the glory of Sulm." 
   
  Beldion changed her plans and gathered together 
  what few human survivors that she could find who were 
  dedicated to the restoration of Sulm.  Together, they 
  formed a cult that worshipped Tharizdun and lived 
  nomadically in the Bright Desert.  Because most of the 
  initial survivors that Beldion gathered were women, a 
  matriarchal society formed. 
   
  When the Kingdom of Nyrond broke away from the 
  Great Kingdom, the Witches of the Sand realized that the 
  almost-forgotten prophecy might soon come true.  For 
  years, they watched and waited, but Nyrond produced 
  only princesses—never queens. 
  Recent History 
   
   
   
   
  It was in CY 586 that the Witches of the Sand realized 
  that the opportunity was within their grasp.  Archbold 
  had abdicated the throne in favor of his oldest son after 
  Sewarndt's failed assassination attempt.  One of 
  Lynwerd's first acts after deposing those disloyal to his 
  father was to convene a secret council of lords and 
  advisors who declared that Lady Astra Callistor--not 
  Sewarndt--shall be Lynwerd's successor to the throne of 
  Nyrond in the event of Lynwerd's death.  Although the 
  new act of succession was not widely publicized, a mole 
  planted in Lady Astra’s household learned of its 
  promulgation. 
   
  The Witches of the Sand moved much of their 
  operations into the Gnatmarsh shortly thereafter, and 
  their existence was not unknown to the locals who 
  sometimes referred to them as the Gnatmarsh Coven.  
  The Witches of the Sand soon made the acquaintance of 
  Prince Sewarndt.  The Prince and the Coven began to 
  work together.  The death of King Lynwerd was in their 
  mutual interest. 
   
  In CY 590, the mole in Lady Astra's household was 
  able to take advantage of Lady Astra's scholarly and 
  adventurous nature.  The Lady began to dream of a series 
  of towers in the Abbor-Alz.  And she became determined 
  to find them. 
   
  The Witches of the Sand did not disturb the towers 
  that had been built by Canimarr so long ago.  But they 
  did activate a Crystal Hypnosis Ball that had been created 
  by Canimarr prior to Astra’s arrival at the towers.  When 
  Lady Astra gazed into the ball, the suggestion given to 
  her was simple--"The secret to curing Lady Xenia’s illness 
  can be found in the Towers’ ancient library".  When her 
  party left to return to Rel Mord, Lady Astra refused to 
  accompany them and instead remained under the 
  compulsion to complete her research.  The compulsion 
  was renewed as she gazed into the ball every day, and 
  eventually the compulsion matured into a geas that she 
  not leave the towers until she had found a cure for Lady 
  Xenia’s condition.  The remainder of her party was slain 
  as soon as they left the valley that was home to the 
  towers. 
   
  And so the Witches of the Sand have kept the Lady 
  Astra Callistor alive, waiting for their opportunity. 
   
  Approximately four months ago, adventurers in the 
  Gnatmarsh uncovered an ancient artifact that provided a 
  clue to the location of the towers.  Almost three months 
  ago, King Lynwerd dispatched a squadron of the Sixth 
  Legion to investigate.  A month later, having heard 
  nothing from the squadron, he dispatched another.  
  Another squadron was dispatched a month later.  None 
  of the squadrons have yet reported back. 
  Adventure Summary  
  Introduction 
  In which our heroes are summoned to the Royal Castle. 
  Encounter One – The Lady Vanishes 
  In which our heroes have an audience before Archbold 
  III, former king of Nyrond and in which our heroes are 
  assigned to retrieve Lady Astra Callistor from the Towers 
  of the Abbor-Alz. 
  Encounter Two – To Catch a Thief 
  An optional encounter in which our heroes may decide 
  to inquire with various organizations and institutions 
  regarding what is known of the Towers of the Abbor-Alz. 
  Encounter Three – North By Northwest 
  In which our heroes discover the path leading into the 
  Abbor-Alz that is believed to lead to the time-lost towers. 
  
  Towers of the Abbor-Alz 
   
  Page 5 
  Encounter Four – Psycho 
  In which our heroes discover the remaining member of a 
  military squadron that attempted to take the towers.  
  Encounter Five – Rope 
  In which our heroes either bypass or trigger a glyph of 
  warding on the trail to the Towers of the Abbor-Alz. 
  Encounter Six – Torn Curtain 
  In which our heroes penetrate the illusion that obscures 
  the sight of the Towers of the Abbor-Alz. 
  Encounter Seven – Suspicion 
  In which our heroes find themselves overlooking and 
  exploring the valley where the Towers of the Abbor-Alz 
  are located. 
  Encounter Eight – Vertigo 
  In which our heroes attempt to gain access to the Towers 
  of the Abbor-Alz and are assaulted by a creature from the 
  Elemental Plane of Air. 
  Encounter Nine – Frenzy 
  In which our heroes enter combat with a many-eyed 
  aberration. 
  Encounter Ten – Spellbound 
  In which our heroes meet the Lady Astra Callistor and 
  must convince her to leave the library in which she has 
  ensconced herself. 
  Encounter Eleven – Notorious 
  In which our heroes defend the Lady Astra Callistor from 
  a final attempt by the Witches of the Sand to keep her 
  imprisoned within the towers. 
  Preparation for Play 
  Prior to beginning, you will want to do each of the 
  following: 
  • 
  Obtain each of the PCs’ names and a short 
  description of each.  This will be used in Encounter 
  One when Archbold introduces the PCs to each 
  other. 
  • 
  Ask the players about the primary motivation of 
  their character.  Archbold would know this 
  information and might use it to convince reluctant 
  PCs to participate in the mission. 
  • 
  Determine where the PCs are taking their lodging in 
  Rel Mord.  (See the Introduction.) 
  Inasmuch as this is a mission offered by the royal family 
  of Nyrond, there are some restrictions on what PCs will 
  be permitted to participate in the scenario.  PCs who have 
  any expressed any sentiments critical of Nyrond will not 
  be invited to participate.  Additionally, PCs who are 
  wanted for any crimes in any jurisdiction or PCs who 
  have previously been convicted of a felony in any 
  jurisdiction will not be able to participate in the 
  adventure 
  unless 
  the 
  judge 
  believes 
  that 
  the 
  circumstances behind the crime would not disqualify the 
  PC.  (For example, being wanted for a crime by the 
  corrupt and evil officials of the Bandit Kingdoms 
  probably would not affect a PC’s qualification for the 
  scenario.)  King Archbold has some of the finest diviners 
  in the Kingdom at his disposal and will not send a 
  summons for the PC unless that PC is trustworthy and 
  loyal. 
  Introduction 
  The adventure begins with the PCs staying in Rel Mord, 
  the capital city of Nyrond.  Prior to beginning play, 
  determine where the PCs are taking their lodging.  Many 
  Nyrond citizens may have meta-organization connections 
  that provide them housing in the city of Rel Mord or 
  perhaps they are using the tried and true method of 
  staying in an inn.  After the players have had sufficient 
  opportunity to prepare, please read or paraphrase the 
  following: 
  It’s another fine morning in Rel Mord, the capital 
  city of the Kingdom of Nyrond.  You have been in 
  the walled fortress city for several days and have 
  occupied yourself with various pursuits.  Things 
  seem slow all over the city, and only the dock areas 
  seem immune from the calm that embraces the city. 
  With your morning preparations complete, you are 
  preparing yourself for the business of the day when 
  you are approached by a young man whose uniform 
  is emblazoned with an insignia.  “Would you mind 
  informing this royal servant of your name?” he asks 
  in an official tone. 
  If the PC does not provide his or her actual name, the 
  servant will leave and the adventure is over for that PC.  
  For PCs who may attempt to keep their true identity 
  secret, the servant will ask for them by their true name. 
   
  The insignia on the servant’s uniform is the royal 
  crest of the Kingdom of Nyrond—an insignia that can 
  only be worn legally by a servant of the Royal Family of 
  Nyrond.  The insignia is automatically recognizable by a 
  citizen of Nyrond, and even many foreigners will be able 
  to recognize it (Knowledge (Nobility) or Intelligence 
  check of DC 10). 
   
  If the PC answers with their actual name, he or she 
  will be provided with a scroll that reads simply, “Friend of 
  Nyrond, Your presence is required at the Royal Palace at noon 
  tomorrow.”  If the PC decides not to respond, the scenario 
  is over for them. 
   
  Any PC who succeeds at a Knowledge (Nobility and 
  Royalty), Knowledge (Local), Bardic Knowledge, or a 
  general Intelligence check (DC 10) will realize that a 
  traveler’s outfit or explorer’s outfit is not considered 
  
  Towers of the Abbor-Alz 
   
  Page 6 
  proper attire for the Royal Palace.  Such PCs should be 
  encouraged to purchase a suit of courtier’s clothing or 
  better prior to their appointment. 
   
  When the PC is prepared to respond to the 
  summons, please proceed to Encounter One. 
  Encounter One – The Lady 
  Vanishes 
  When the PCs are prepared to respond to the royal 
  summons, please read or paraphrase the following: 
  The sun is high in the sky as you present yourself 
  outside the great wall that surrounds the Royal 
  Palace.  The entire city of Rel Mord is built as a 
  fortress city to protect the castle that is beyond 
  these walls. 
   
  After making your way to the East Gate, the 
  Royal Guardsman examines your summons closely 
  and eventually satisfies himself that the letter is 
  genuine.  The heavily-fortified gate is soon opened 
  and your assigned escort leads you across the 
  grounds to the palace. 
   
  The palace grounds are expansive and dotted 
  with several exterior buildings.  One of the 
  buildings obviously serves as a command post for 
  the hundreds of troops who serve inside the palace 
  walls.  Yet not all of the grounds serve a military 
  purpose.  Lush botanical gardens that would please 
  even the most persnickety follower of Ehlonna or 
  Obad-Hai dominate much of the grounds. 
   
  You are lead past a contingent of guardsmen 
  into the Royal Palace.  Your escort leads you into a 
  large receiving hall.  The centerpiece of the room is a 
  low dais upon which a sturdy throne rests.  A 
  number of chairs surround the dais.  “Please be 
  seated.  His Majesty will be with you shortly.”  Your 
  escort walks out of the room leaving you alone with 
  several others. 
   
  Perhaps fifteen minutes elapse before a human 
  woman with Oerdian features and coloring enters 
  the room.  “His Royal Highness, the Former King of 
  Nyrond, Archbold the Third.” 
   
  Behind her, two young well-armed men assist a 
  human Oerdian male of advancing age.  The man is 
  physically frail and clearly depends on his escorts to 
  provide support.  His clothes are made of fine silks 
  and are of classical style.  His hair is thick and white 
  while his skin is tanned and aged.  His piercing 
  brown eyes regard each of you carefully as he is 
  helped to the top of the dais and into the waiting 
  throne.  Once he is seated, the two men stand at each 
  side of the throne clearly watching the room 
  carefully to anticipate any threat. 
   
  “Our Royal greetings, gentlebeings,” he begins 
  with a surprisingly strong voice.  “Thank you for 
  attending me.  Perhaps you do not know each other.  
  Permit me to make introductions.” 
  At this point, Archbold will introduce each PC to every 
  other PC by name with perhaps even a short descriptive 
  phrase such as “trusted warrior of the Duchy of Almor” or 
  “learned mage and student of the Royal University”.  
  Archbold has had his advisors research each of the PCs 
  prior to summoning them, and his experience in the 
  court has taught him that almost nothing is more 
  flattering to one of his subjects than to be known by their 
  (now former) king.  And it suits Archbold’s goals to have 
  these PCs favorably disposed to him so that they might 
  agree to undertake the mission that he intends to offer. 
   
  After the introductions are made, please continue by 
  reading or paraphrasing the following boxed text.  
  Archbold will become progressively more exhausted as 
  he speaks to the PCs. 
  “We have asked you here to perform a mission on 
  behalf of the Royal House of Nyrond.  This is a 
  mission of ultimate secrecy, but you would not even 
  be here if We could not trust you to be discreet.” 
   
  “Our niece Lady Astra Callistor has been 
  missing for several years.  We have known for some 
  time that she led an expedition into the Abbor-Alz 
  range of hills that encircle the Bright Desert to 
  attempt to find a series of long-lost towers.  She has 
  not been seen since.  Not even the most powerful of 
  divination magic has been able to determine her 
  location or even whether she is alive.  Nor have any 
  of Our search parties found any trace of her.  And 
  any notes that she left in her apartments regarding 
  her destination have disappeared—if they ever 
  existed at all.” 
   
  “However, recently an artifact was recovered 
  that has led some of our most learned scholars to 
  believe that they have discovered the location of a 
  set of ancient Flan towers in the Abbor-Alz.  It is 
  possible that this is the group of towers that Lady 
  Astra left to explore.” 
   
  “Naturally, Our son sent a squadron of his 
  legionnaires to investigate immediately, but they 
  did not return.  When the duration of their absence 
  became conspicuous, We divined that the entire 
  squadron had been eliminated.  A similar fate befell 
  the next two squadrons that We sent into the Abbor-
  Alz.” 
   
  “As you’ve probably deduced for yourself, We are 
  hopeful that the [number of PCs] of you might 
  succeed where Nyrond’s armies have failed.  You 
  adventurers have proven yourself to be a resilient 
  lot, and it is perhaps time to let seasoned explorers 
  make the attempt.” 
  
  Towers of the Abbor-Alz 
   
  Page 7 
   
  “What say you?  Can We count on your 
  assistance?” 
  The PCs will likely have questions for Archbold.  Allow 
  only a very limited number before Archbold is overtaken 
  by exhaustion and needs to be escorted out of the room.  
  If the basics of the mission have not been explained by 
  the time that Archbold leaves, the finer details will be 
  hammered out by his personal aide Halana Dawnstep 
  (the woman who announced his arrival to the PCs). 
   
  Archbold is one of the most important personages in 
  the Kingdom, and will not tolerate insolence from any of 
  the PCs.  If, in the judge’s discretion, any of the PCs 
  behave in a manner that would offend or insult Archbold, 
  he will have the PC dismissed.  The scenario will then 
  over for that PC and player. 
   
  Archbold’s guards will not tolerate any spellcasting 
  or possible violent behavior in Archbold’s presence (such 
  as the drawing of any weapons that might remain in the 
  PC’s possession).  The guards will not allow the casting of 
  any spells even if the PC explains that the spell has a 
  benign nature.  (The guards do not have any ranks of 
  Spellcraft, but they know the casting of a spell when they 
  see it.)  If a PC declares that they are casting a spell or if 
  the PC takes any action that might possibly be construed 
  as violent, tell the PC that the guards look like leopards 
  preparing to pounce as soon as they begin.  If the PC 
  persists, the guards will attack and beat the PC (don't 
  bother to roll any dice), the PC will be killed and 
  permanently removed from the campaign. 
   
  You may provide any PC who succeeds at a 
  Knowledge (Local) check with a Nyrond and Her 
  Environs emphasis (DC 11) or any PC whose home 
  region is Nyrond a copy of Player Handout #1. 
   
  Not much is known about the area itself, so 
  Archbold will reluctantly admit that he cannot provide 
  any specifics about what they might expect to encounter. 
   Sample answers of some other questions that the PCs 
  might pose are as follows: 
  • 
  How much does the mission pay? 
  “Our son has seen fit to open the Royal Treasury to 
  the best of Our ability.  Should you be successful, 
  your reward shall be handsome as befits the nature 
  of the service you perform for Us.” 
   
   
  APL 4: 
   
  200 gold nobles per PC 
   
   
  APL 6: 
   
  200 gold nobles per PC 
   
   
  APL 8: 
   
  300 gold nobles per PC 
   
   
  APL 10: 500 gold nobles per PC 
   
   
  APL 12: 600 gold nobles per PC 
  • 
  What is known of her disappearance? 
  “For over a year prior to her disappearance, Lady 
  Astra was researching for a cure for the condition 
  that has befallen Our son’s fiancé.  Then she 
  suddenly expressed a desire to investigate a series of 
  towers in the Abbor-Alz.” 
   
  “Without much explanation, she closed her 
  apartments and dismissed her staff.  She hired a 
  group of adventurers to accompany her on her 
  journey.  They were last seen in Beetu in the County 
  of Brackenmoor, and never heard from again after 
  leaving that town.” 
  • 
  How do we find the location? 
  “Our cartographer will be able to provide you with a 
  map of where the squadrons of Our son’s army 
  entered the hills.  You will have that map before you 
  leave the Castle.  We understand that Our wizards 
  have been able to conjure an arcane representation 
  of the landmark that once marked the trail into the 
  Abbor-Alz.” 
  • 
  What was the relic? 
  “It was a location that projected an image of an 
  ancient Flan wizard.  We have taken the liberty of 
  having her message transcribed for you” 
  Halana Dawnstep will provide the PCs with a copy of the 
  message, and the judge may distribute Player Handout 
  #2. 
  • 
  Why us?  We’re not even Nyrondese! 
  “If any enemy of the Kingdom is responsible for 
  Lady Astra’s disappearance, they may be looking for 
  Nyrondese rescuers.  Perhaps a party that is not 
  comprised entirely of citizens of Our Kingdom may 
  succeed where Our Legions have failed.” 
  When the PCs have agreed to undertake the mission and 
  have all of their questions answered, Halana Dawnstep 
  will escort them out of the castle—but not before 
  providing them with a map to the area of the Abbor-Alz 
  to which they are supposed to travel.  She will also tell 
  them that they are welcome to make their own inquiries 
  into the matter, but that any such inquiries should be 
  discreet. 
   
  If the PCs wish to ask any questions of any 
  organizations or institutions, proceed to Encounter Two.  
  If the PCs are prepared to start the expedition 
  immediately, proceed to Encounter Three. 
  Encounter Two – To Catch a 
  Thief 
  This is an optional Encounter.  It is possible that the PCs 
  will want to make some inquiries with various 
  organizations, institutions, or important personages prior 
  to leaving Rel Mord.  The judge will largely have to 
  improvise based on the PC destinations.  While little 
  information can be found at most stops, there are a few 
  possible ways of gaining a bit of extra information.  Some 
  of the locations in which the PCs might gain such 
  information are listed below.  
  
  Towers of the Abbor-Alz 
   
  Page 8 
   
  If the PCs wish to go to any location other than 
  those listed below, they will not learn any information of 
  note. 
   
  If the judge determines that the players are 
  becoming restless to roll dice, he or she should feel free 
  to improvise a short, minor combat encounter.  Perhaps a 
  pickpocket fails to steal from one of the PCs or a thug has 
  the temerity to insult a PC.  If the judge improvises an 
  encounter, he or she should use standard NPCs from the 
  DMG for the opponent’s statistics. 
  Knowledge Skills 
   
   
   
   
  As discussed below, any Knowledge checks made after 
  studying for at least an hour at the Royal Annals of Rel 
  Mord will receive a +5 Insight bonus. 
  Knowledge (Arcana) 
   
  DC 15: 
  An obvious method to interfere with 
  any method to divine Lady Astra’s location would be to 
  remove her from the Prime Material Plane.  However, 
  that would not stop a discern location spell from revealing 
  her location. 
   
  DC 25: 
  A number of ancient cultures are 
  rumored to have powerful methods for blocking 
  powerful divination spells.  Such lore is most often 
  associated with the Baklunish and Suloise people prior to 
  the Twin Cataclysms, but some ancient Flannish writings 
  have also linked the research with that race. 
  Knowledge (Architecture and Engineering) 
   
  DC 25: 
  The peoples of the long lost Kingdom 
  of Sulm used numerous free standing towers in their 
  architecture. 
  Knowledge (Geography) 
   
  DC 15 (If specifically made regarding the Abbor-
  Alz):  The Abbor-Alz is the name for the range of rocky 
  hills of mostly granite that ring the Bright Desert.  In the 
  west, the highlands are actually a small mountain range 
  joining the Cairn Hills to their north.  Enclaves of 
  dwarves and gnomes remain in the west, many having 
  shifted from a life of mining to the perfection of 
  craftwork.  The hills of southern Urnst are rich with 
  gems and mineral wealth, as well as bandits, manticores, 
  wyverns, and worse.  The hillfolk of the region 
  surrounding the Bright Desert repel all attempts to learn 
  more about them; the rare giants and ogres here are 
  barely more dangerous. 
   
  DC 25 (if specifically made regarding Sulm):  
  Provide the PC with a copy of Player Handout #4. 
  Knowledge (History) 
   
  DC 25 (if specifically made regarding either 
  Sulm, the Abbor-Alz, or Canimarr):  Provide the PC 
  with a copy of Player Handout #3. 
  Knowledge (Religion) 
   
  DC 
  20 
  (if 
  specifically 
  made 
  regarding 
  Tharizdun):  Tharizdun is an old and evil god of 
  uncertain origin.  His spheres of influence are Eternal 
  Darkness, Decay, Entropy, Malign Knowledge, and 
  Insanity.  For many years, his religion was unheard from. 
   In recent years, however, he has begun to attract 
  worshippers. 
   
  DC 
  25 
  (if 
  specifically 
  made 
  regarding 
  Tharizdun):  Tharizdun was imprisoned by all of the 
  gods in a concerted effort over one thousand years ago.  If 
  freed, it is said that the gods would again unite to lock 
  him away, for he wishes no less than to unravel the very 
  fabric of the universe. 
  Other Knowledge Skills 
  Other Knowledge skills will not assist the PCs in 
  researching this matter. 
  Bardic Knowledge 
  The information of this section is not the sort of 
  knowledge that a bard would normally learn during the 
  course of his career, but it is always possible that a stray 
  story has reached the bard.  For each piece of information 
  provided above, allow the bard a separate Bardic 
  Knowledge check with the DC set 10 higher than those 
  listed above.  Researching at the Royal Annals of Rel 
  Mord will not add to the Bardic Knowledge check. 
  Royal Annals of Rel Mord 
   
   
  It is possible that the PCs will want to do some research 
  in the Royal Annals of Rel Mord.  Unless the PC has an 
  alternative method of access, the fee that the PC must pay 
  to research at the Royal Annals is 10 nobles (10 gp) per 
  PC.  Any PC who spends at least an hour researching at 
  the Royal Annals of Rel Mord will receive a +5 Insight 
  bonus to any Knowledge checks. 
  � 
  Caretaker 
  Unwal 
  Hytalp: 
  Male 
  human 
  Wiz7/Lor10. 
   
  Some of these researching PCs may have access to 
  the Annals via their meta-org.  Others may have the Favor 
  of the Royal Annals of Rel Mord from the BOOK WYRM 
  scenario.  They may even wish to use the one-time 
  assistance of Caretaker Unwal Hytalp for this purpose.  
  In the event that they use the favor, the particular benefit 
  is listed on the cert that granted the favor. 
   
  If any of the PCs do speak to Caretaker Hytalp 
  regarding Lady Astra Callistor, he will provide them with 
  her background, and a copy of Player Handout #1 may be 
  provided to the players if it has not already been 
  provided.  Caretaker Hytalp is a personal friend of Lady 
  Astra’s.  Not only did she spend many hours researching 
  the Annals, but they often attended the same Wizard’s 
  Guild events. 
  
  Towers of the Abbor-Alz 
   
  Page 9 
  Divination Spells 
   
   
   
   
  The PCs may be able to cast a number of spells to attempt 
  to find out information regarding their mission.  The 
  Towers and the areas immediately surrounding them are 
  protected by a powerful and permanent form of the 
  nondetection spell and the caster level check to penetrate 
  the protection—which was cast by the Epic-level 
  Canimarr—is too high for any PC caster to overcome.  
  The protection on the area prevents its location and the 
  location of anyone or anything located in the area from 
  spells such as clairaudience/clairvoyance, scry, locate object, 
  and detect spells.  Magic items such as crystal balls are also 
  unable to prevent the protective wards. 
   
  The augury spell probably does not look far enough 
  into the future to provide the PCs with any assistance, 
  but divination could be useful if cast within the week 
  prior to the PCs arrival at the Towers.  The judge will 
  have to determine an answer based on the specific 
  question, but an answer of “Perils both terrible and subtle 
  must be overcome before she may depart,” may be an 
  appropriate response. 
   
  The use of a commune spell will need to be 
  adjudicated on a case by case basis. 
  Army  
   
   
   
   
   
  The PCs may inquire at the local army barracks or with 
  some army personnel.  Only the highest ranking officers 
  in Rel Mord are aware that adventures are being hired to 
  send to the towers rather than another army squadron.  
  Consequently, the PCs may find that they have 
  inadvertently gaffed when they ask their questions of the 
  army.  Assume that the PCs will have to succeed at a 
  Diplomacy check (DC 10+APL) before being allowed to 
  Gather Information. 
   
  Although the fate of the members of the army who 
  were initially sent to the Towers is unknown, none of the 
  NPCs with which the PCs will interact is naïve enough to 
  believe that there are any survivors.  Because details of 
  the mission were strictly given on a need-to-know basis, 
  it is unlikely that the PCs will discover any useful 
  information from the army. 
  His Majesties’ Secret Service 
   
   
  The only contact that the PCs should have with His 
  Majesties’ Secret Service is if one of the PCs belongs to 
  the organization.  Otherwise, the PCs should have no in-
  game knowledge regarding how to contact the 
  organization. 
   
  The member PC should be discreet about contacting 
  the Service, lest the existence of the organization be 
  revealed in-game to the other PCs.  The PC’s contact with 
  the Service will be Zhenagia—a woman who uses a 
  Rhenee fortuneteller’s booth in the public market for a 
  front.  Zhenagia cannot provide the member PC with any 
  additional 
  information 
  beyond 
  confirming 
  the 
  information given by King Archbold III.  She will likely 
  complain loudly that the Service was not sent to 
  investigate the towers prior to the army being sent in. 
   
  Should a member PC bring any nonmember PC into 
  Zhenagia’s presence, she will feign ignorance of the 
  Service.  Should the member PC fail to leave immediately 
  in such instance, she will summon the City Guard. 
  The Royal Guard 
   
   
   
   
  The Royal Guard has not been informed of the potential 
  finding of Lady Astra Callistor.  Her disappearance is a 
  significant disappointment to the organization and news 
  that she may have been found will be greeted with a 
  significant number of questions.  The Guard cannot 
  supply the PCs with any additional information. 
  The Grey Watch 
   
   
   
   
  The Grey Seer is unavailable to speak with members of 
  the 
  meta-org, 
  but 
  Imarron—one 
  of 
  his 
  junior 
  apprentices—will see any member PCs immediately.  
  Although the Grey Watch has been completely informed 
  and has supplied a great deal of information to the Army 
  regarding the status of the investigation of the Towers of 
  the Abbor-Alz, they do not have any additional 
  information to provide.  They have no information that 
  has not already been shared with the party by King 
  Archbold. 
  Rel Mord Wizard’s Guild 
  Lady Astra Callistor was a ranking member of the Rel 
  Mord Wizard’s Guild.  Even the most focused of the 
  Guild’s members realize that the absence of a member 
  who was so highly placed in the Court is a devastating 
  loss to the Guild.  But many of the ranking Guild 
  members consider Lady Astra to be a friendly 
  acquaintance.  Almost all of the members are very 
  anxious for her return. 
   
  The few members who do not regret her absence are 
  those who dogmatically believe that a wizard has no time 
  for pursuits other than arcane knowledge.  Lady Astra 
  was a Mystic Theurge and servant of Boccob, and 
  strongly presented her position that the pursuit of 
  knowledge should not be myopically focused on arcane 
  lore.  Although Lady Astra’s philosophy did not disappear 
  in her absence, the focus of the Guild is slowly moving 
  away from pursuits that the staunchest conservatives find 
  abhorrent. 
   
  The PCs will not learn any information that can help 
  them from the Wizard’s Guild.  However, they can learn 
  of the schism in the organization regarding her 
  philosophy regarding matters other than divine magic.  
  This schism may become important in a future scenario. 
  Lady Astra’s Friends  
   
   
  If the PCs inquire about any of Lady Astra’s friends, they 
  will be pointed to a Garina Teldun who is a courtier and is 
  often seen in the Royal Palace.  She was a friend of the 
  Lady’s, and will tell the PCs that she tried to talk Lady 
  
  Towers of the Abbor-Alz 
   
  Page 10 
  Astra out of undertaking the journey.  She is appalled 
  that none of the Lady’s personal staff was allowed to 
  accompany her except for one handmaiden. 
   
  When the PCs are ready to proceed to the site on the 
  Nesser River, please proceed to Encounter Three. 
  Encounter Three – North By 
  Northwest 
  This Encounter bridges the events between the PCs 
  leaving Rel Mord and starting up the trail into the Abbor-
  Alz range of hills.  It should be largely descriptive in 
  nature, although the judge is encouraged to interact with 
  anything that the PCs may attempt. 
   
  The following text may be presented to the players, 
  but may need to be largely modified depending on how 
  the PCs accomplish their travel to the location on the 
  Nesser: 
  Rain 
  falls 
  unrelentingly 
  on 
  you 
  and 
  your 
  companions during your travel.  Following the map 
  that you were provided, you travel south around the 
  Gnatmarsh and make your way north staying within 
  a stone’s throw of the range of hills known as the 
  Abbor-Alz. 
   
  Yet your travel along the base of the Abbor-Alz 
  merely seals the dampness and discomfort of your 
  journey.  It seems as if merely being within sight of 
  the Gnatmarsh carries with it the doom of 
  uncomfortable travel.  If there is any glimmer of 
  optimism, it is apparently that the wet weather has 
  kept the legendary Gnatmarsh mosquitoes within 
  the boundaries of that swamp and allowed you to 
  travel in peace. 
   
  Eventually, you find the landmark that is shown 
  on the map that you were provided.  Ahead of you, 
  you see a construct of glowing force that resembles a 
  winged lion with the head and claws of an eagle.  
  This is undoubtedly the arcane reconstruction of 
  the griffon statue that stood here many years ago.  
  However, what the griffon might be marking is not 
  immediately evident.  No trail into the hills presents 
  itself. 
  Finding the trail should be easy for the PCs.  A successful 
  Search or Track check (DC 10) will find a narrow path 
  that is perhaps 500 yards further into the hills beyond the 
  location of the force griffon.  It is an extremely rocky 
  path, and barely qualifies to be called a path. 
   
  Any of the PCs who have brought a mount believe 
  that it will be dangerous for the animal to travel on the 
  path (this is particularly true for large animals such as 
  horses).  Nonetheless, an animal should be able to make 
  its way through the hills if led. 
   
  Any comprehensive search of the area below the 
  path will reveal that a squadron camped here within the 
  last several months.  Although no gear or shelters remain, 
  some of the group’s refuse can be found buried in the 
  muck of the area. 
   
  When the PCs are ready to proceed into the Abbor-
  Alz, proceed to Encounter Four. 
  Encounter Four – Psycho 
  The PCs will have been on the trail for over a day by the 
  time that this encounter occurs and that travel is 
  reflected in the following boxed text.  Barring unusual 
  travel times by the PCs, the Encounter will occur at 
  approximately midmorning on the second day of travel.   
   
  PCs who succeed at a Spot check (DC 10) will sense 
  the presence of Legionnaire Gelvin Pyrtake.  If none of 
  the PCs succeed, then the PC with the highest Spot 
  check will be the one to sense him.  After determining 
  which of the PCs spot the soldier, please read or 
  paraphrase the following: 
  You have left the lands of Nyrond behind you and 
  have begun to journey into the hills of the Abbor-
  Alz.  The path that you travel can barely be called a 
  path.  Although it occasionally broadens to as wide 
  as twenty-five feet, it is more often just broad 
  enough to allow your group to proceed by single file. 
   You cannot help but wonder whether your leap of 
  faith in following this path will lead you to the 
  location that you seek. 
   
  Your first night in the hills passes uneventfully. 
   On midmorning of the second day, [one/some/all] 
  of you realize that someone or something is lurking 
  behind a rock just above the trail perhaps 50 feet 
  ahead of the party and trying to stay out of sight. 
  Ask the player or players who succeeded at the Spot 
  check whether or not their PC is informing the other 
  party members, then ask all of the party members what 
  they intend to do. 
  � Legionnaire Gelvin Pyrtake: Male human War1. 
  Gelvin is the sole survivor of the first squadron of 
  Legionnaires (from the Sixth Legion—the Eagles) who 
  made the first attempt to recover Lady Astra.  Most of the 
  members of his squadron died when a protective glyph 
  that was placed on the trail by the Witches of the Sand 
  exploded in a fireball.  He has been surviving on his own 
  for approximately two and one-half months since his 
  squadron was killed.  He believed that the next squadron 
  was sent to arrest him for desertion, and hid from it. 
   
  Gelvin is a young man with mixed features.  His 
  clothes are mostly rags, but it’s evident that the tatters 
  were once the uniform of a Legionnaire.  He is unusually 
  gaunt, and his hair and thick beard are largely unkempt. 
  Gelvin is a desperate man.  Most of his squadron’s 
  equipment was destroyed in the fireball.  He has been 
  surviving on rainwater and what few bugs and small 
  
  Towers of the Abbor-Alz 
   
  Page 11 
  creatures that he has been able to catch.  He is also 
  convinced that the party has been dispatched to execute 
  him for subordination.  Consequently, he is torn between 
  approaching the party for food and fleeing for his life. 
   
  It is likely that the party will be expecting an attack, 
  and that may color how they respond to Gelvin’s lurking. 
   If weapons are drawn on Gelvin, he will flee.  However, 
  if the party takes no hostile action, it is possible that they 
  can talk Gelvin from his Unfriendly attitude to 
  Indifferent or Friendly with a successful Diplomacy 
  check (DC 15 and 25, respectively).  If any of the PCs are 
  obviously wearing a uniform or any indicia of any 
  Nyrond Legion, this Diplomacy check will be made at a -
  5 penalty.  If the PCs roleplay their diplomatic approach 
  to Gelvin, the judge is encouraged to provide 
  Circumstance bonuses to the check—particularly if the 
  party offers Gelvin food or alcohol. 
   
  If befriended, Gelvin can tell the party the following: 
  • 
  That his squadron was completely destroyed in an 
  explosion of fire. 
  • 
  The location of the explosion (see Encounter Five). 
  • 
  That the second squadron of legionnaires (which he 
  believes was seeking him) figured out where the 
  explosion was going to occur because they saw the 
  remnants of the first squadron, bypassed it, and 
  disappeared deeper into the hills and he has not seen 
  them since.  He has not gone to see what happened 
  to them because he is certain that they are hiding 
  and waiting to arrest him. 
  • 
  He knows nothing about the third squadron of 
  legionnaires.  (The Witches of the Sand killed them 
  and removed the bodies before they had advanced 
  more than a day into the hills.) 
  When the PCs are ready to proceed further into the hills, 
  please proceed to Encounter Five. 
  Encounter Five – Rope 
  This is a minor and brief encounter that both explains 
  what happened to the first squadron of legionnaires and 
  in which the PCs encounter a magical trap.  Please read or 
  paraphrase the following: 
  As you continue along the trail, it widens to allow 
  four to comfortably walk abreast.  Proceeding 
  further, you stop when you see a great deal of debris 
  on the path ahead of you.  Bodies of perhaps a half 
  dozen beings litter the area.  You quickly realize that 
  what you thought was debris is the remains of this 
  group’s equipment.  Evidence of a blast has been 
  mostly washed away by weeks of rain, but some 
  remaining marks can be detected. 
  A cursory examination of either the bodies or the 
  equipment will reveal that the group was comprised of 
  Nyrond Legionnaires. 
   
  A successful Spellcraft check (DC 23) will reveal that 
  a fireball destroyed this squadron. 
   
  It is possible that the PCs either killed Gelvin or 
  allowed him to escape in the prior Encounter and that 
  they will not detect the glyph trap.  In that case, the trap 
  will explode as the first PC walks on the trail past it.  The 
  area of effect will be centered on the intruding PC. 
  � Magical Self-Resetting Glyph Trap (Fireball):  
  Damage 5d6; Reflex save halves damage (DC 14); 
  Search (DC 28); Disable Device (DC 28); Creatures of 
  evil alignment (or who radiate evil alignment from 
  their person—not from items) may bypass the glyph 
  without discharging it.  The glyph will reset itself after 
  approximately three days. 
  Gelvin knows that the trap can easily be bypassed by 
  leaving the trail and scaling the walls of the hills for a 
  short distance.  However, he has only tried it himself 
  twice—once to pass beyond the glyph and once to 
  return.  The hills will easily accommodate scaling if the 
  PCs succeed at a Climb check (DC 10).  The Difficulty 
  check can be reduced to DC 0 if one of the PCs secures a 
  rope on the far side of the trapped portion of the trail.  By 
  climbing with their body positioned between the rope 
  and the wall of the hills, the PC can easily traverse the 
  trapped portion of the trail. 
   
  Tracking beyond the glyph will not reveal any tracks 
  because of the length of time since the second squadron 
  passed. 
   
  When the PCs have bypassed the glyph, proceed to 
  Encounter Six. 
  Encounter Six – Torn Curtain 
  When the PCs are ready to continue along the trail 
  towards their destination, please read or paraphrase the 
  following: 
  You continue along the rough path for several more 
  hours.  The path had once reached as wide as twenty 
  feet, but it continues to narrow the farther that you 
  travel.  As you round a bend in the path, you realize 
  that the path becomes sparser and sparser until it 
  ends approximately one hundred fifty feet ahead of 
  you. 
  The valley in which the Towers of the Abbor-Alz are 
  located is hidden by a form of the permanent illusion spell. 
   Approximately three hundred yards beyond where the 
  path appears to come to an end, the PCs can encounter 
  the veil that hides the valley. 
   
  If the veil is interacted with, a successful Will save 
  (DC 21) will allow the PC to realize that the illusion is 
  there.  If the Will save is successful, it will not disappear 
  completely.  The PC will still perceive it as a translucent 
  image. 
  
  Towers of the Abbor-Alz 
   
  Page 12 
   
  It is possible that the PCs could stumble beyond the 
  illusion and into the valley.  If this happens, the affected 
  PC or PCs can avoid falling down the incline described 
  below by succeeding at a Balance check (DC 10).  The 
  affected PCs will take no more than 1d6 nonlethal 
  damage before they are able to control their descent.  
  Such damage can be reduced to nothing with a successful 
  skilled Tumble check (DC 15). 
   
  When the PCs have penetrated the illusionary cover 
  for the area, please proceed to Encounter Seven. 
  Encounter Seven – Suspicion 
  Please read or paraphrase the following: 
  You find yourself on the side of a steep hill 
  overlooking a valley that is surrounded by all sides 
  by other hills.  Below you are the remnants of many 
  ancient towers.  Six of these still stand. 
   
  Each of the intact towers is built as a cylinder 
  that stretches to the sky above.  Four of them are 
  topped by roofs and crenulations while the tops of 
  the other two appear to have collapsed in ages gone 
  by. 
   
  The path leading down into the valley is steep 
  and direct. 
  No map of the valley is provided, and the judge should 
  feel free to place the intact towers—including the main 
  tower of Encounters Eight through Ten—anywhere on 
  the battlemat. 
   
  Each of the towers is cylindrical in shape.  The intact 
  towers vary in size from 75 feet to 120 feet, and the main 
  tower of Encounters Eight through Ten is 120 feet in 
  height.  None of them have doors at ground level, but 
  each of them has openings approximately one-third up 
  the tower’s length (e.g., 40 feet up from the ground on a 
  120 ft. tower).  Canimarr expected that his allies could fly 
  and hoped that his enemies could not.  A narrow 
  walkway that is perhaps three feet wide with no 
  protective rail encircles each of the towers at the level of 
  the opening. 
   
  Other than the main tower of Encounters Eight 
  through Ten, the towers are long abandoned.  Each of the 
  towers (including the main tower) has a spiral staircase 
  inside the tower that winds down counterclockwise to 
  the floor of the tower and winds up clockwise to a 
  trapdoor.  One complete spiral down on the staircase will 
  bring the PCs to the tower floor.  Two complete spirals up 
  on the staircase will bring the PCs to the trapdoor.  
  Opening the trapdoor will reveal a room with thin slats 
  for windows on each side that overlook the valley. 
   
  Each of the towers that still stand has a subterranean 
  complex of rooms that can be accessed by a staircase in 
  the base of each tower.  There are perhaps no more than 
  seven rooms under any of the towers.  The complex of 
  rooms under the main tower is shown on DM Aid #A. 
   
  If any of the PCs succeed at a Knowledge 
  (Architecture and Engineering) check (DC 25), they will 
  recognize some of the designs of the stonework inside 
  the towers to be Ancient Flan. 
   
  If any of the PCs cast detect magic, they will find that 
  the aura of magic emanating from the towers and even 
  the entire valley is overwhelming.  If they succeed at a 
  Spellcraft check (DC 24), they will recognize that the 
  magical auras are from the Abjuration and Illusion 
  schools. 
   
  The second squadron of Legionnaires made it to this 
  point, but were all killed by the elemental creature 
  described in Encounter Eight.  The creature has removed 
  evidence of the bodies to improve its chances of taking 
  any new intruders by surprise. 
   
  When the PCs are ready to enter the main tower, 
  please proceed to Encounter Eight. 
  Encounter Eight – Vertigo 
  The main tower is 120 feet high, and the opening that 
  serves as an entrance is 40 feet from the ground.  A map 
  of the main tower is provided as DM Aid #A, and the 
  architecture of the main tower matches the description of 
  the other towers provided in Encounter Seven with the 
  exception that this tower is not abandoned. 
   
  Because of a pact with the long dead wizard 
  Canimarr, a creature from the elemental plane of air 
  guards this area from unwelcome parties.  It roams the 
  area outside the towers and will attempt to kill any 
  intruders at the most inconvenient time possible.  At 
  APLs 4 and 6, the Air Elemental will be hiding behind a 
  nearby tower (or nearby ruins) and spring forth to attack. 
   At APLs 8 and higher, the Invisible Stalker will gain a 
  surprise round on any PCs who do not succeed at a Spot 
  check (DC 23). 
   
  If the PCs are attempting to enter the main tower 
  using ropes to scale the tower, the creature will attack the 
  third PC to scale the ropes.  If the PC takes any damage 
  while scaling the rope, he or she must succeed at a Climb 
  check (DC 10 + damage taken) to continue to hold onto 
  the rope. 
   
  If the PCs are flying, levitating, air walking or using 
  similar means of magic to gain access to the tower, the 
  creature will attack as soon as the PCs are within 20 feet 
  of the main tower and will prefer to attack any PC who 
  might be carrying another PC. 
   
  If the PCs are attempting to tunnel their way into 
  the tower (the tower’s statistics are presented below), the 
  creature will attack shortly after the PCs begin to attack 
  the tower walls. 
   
  The judge will have to determine when the creature 
  attacks in other situations. 
  
  Towers of the Abbor-Alz 
   
  Page 13 
  APL 4 (EL 5) 
  � Medium Air Elemental, Advanced:  hp 44, See 
  Appendix II. 
  APL 6 (EL 7) 
  � Large Air Elemental, Advanced:  hp 80, See 
  Appendix III. 
  APL 8 (EL 9) 
  � Invisible Stalker, Advanced:  hp 104, See 
  Appendix IV. 
  APL 10 (EL 11) 
  � Invisible Stalker, Advanced:  hp 136, See 
  Appendix V. 
  APL 12 (EL 13) 
  � Invisible Stalker, Advanced:  hp 168, See 
  Appendix VI. 
  Tactics:  At APLs in which the creature has the Flyby 
  Attack feat, it will hit the PCs on the run using reach and 
  retreat to a safer location.  After its initial attack, it will 
  concentrate on spellcasters, archers, and other character 
  that are able to damage it. 
   
  Note: Due to the circumstances in which the battle 
  likely takes place that disadvantage the PCs, a +1 EL 
  modifier has been added to this encounter. 
  � Magically-Reinforced Stone Walls: 12 in. thick; 
  hardness 10; hp 360; AC 5; Break DC 42. 
   
  When the PCs have all entered the tower or at such 
  other time that the judge determines appropriate, please 
  proceed to Encounter Nine. 
  Encounter Nine – Frenzy 
  Canimarr also made a pact with a dynasty of eye tyrants, 
  and one or more of those guards the inside of the main 
  tower.  At every APL except APL 10, it heard the combat 
  outside and ascended to the highest point in the tower, 
  just below the trap door.  If the PCs enter the tower 
  simultaneously, it will descend to attack when the last PC 
  has entered the tower at every APL except APL 10.  At 
  APL 10, it has descended the stone staircase at the tower 
  floor and will set guard in the great hall described in the 
  boxed text of Encounter Ten.  Otherwise, the judge will 
  have to determine when it attacks. 
   
  The main tower is 120 feet high, and the opening 
  that serves as an entrance is 40 feet from the ground.  A 
  map of the main tower is provided as DM Aid #A, and the 
  architecture of the main tower matches the description of 
  the other towers provided in Encounter Seven with the 
  exception that this tower is not abandoned. 
   
  Running and charging are not possible on the stairs. 
   Otherwise, treat movement normally when on the 
  staircase and do not reduce movement rate for vertical 
  movement. 
  APL 4 (EL 7) 
  � Gauth:  hp 45; See Monster Manual pages 25-26. 
  APL 6 (EL 9) 
  � Gauths (2):  hp 46, 45, See Monster Manual  pages 
  25-26. 
  APL 8 (EL 11) 
  � Gauth, Advanced:  hp 162, See Appendix IV. 
  APL 10 (EL 13) 
  � Beholder:  hp 93; See Monster Manual pages 25-27. 
  APL 12 (EL 15) 
  � Beholder, Advanced:  hp 133, See Appendix VI. 
  The judge should familiarize herself or himself with the 
  rules for using an eye tyrant’s eyes in combat as described 
  on page 25 of the Monster Manual.  For the convenience 
  of the judge, the following is suggested as the rays that 
  the creature can use in each of the relevant directions: 
  Gauth 
  Front: 
  Exhaustion 
   
   
  Sleep 
  Back: 
  Dispel Magic 
   
   
  Scorching Ray 
  Right: 
  Dispel Magic 
   
   
  Inflict Moderate Wounds 
  Left: Paralysis 
   
   
  Scorching Ray 
  Up:  
  Paralysis 
   
   
  Sleep 
  Down: Exhaustion 
   
   
  Inflict Moderate Wounds 
  Beholder 
  Front: 
  Charm Person 
   
   
  Fear 
   
   
  Sleep 
  Back: 
  Charm Monster 
   
   
  Finger of Death 
   
   
  Inflict Moderate Wounds 
  Right: 
  Flesh to Stone 
   
   
  Sleep 
   
   
  Telekinesis 
  Left: Charm Monster 
   
   
  Disintegrate 
   
   
  Fear 
  
  Towers of the Abbor-Alz 
   
  Page 14 
  Up:  
  Charm Person 
   
   
  Disintegrate 
   
   
  Slow 
  Down: Flesh to Stone 
   
   
  Inflict Moderate Wounds 
   
   
  Telekinesis 
  Note: Due to the circumstances in which the battle takes 
  place that disadvantage the PCs, a +1 EL modifier has 
  been added to this encounter at all APLs except APL 10.  
  At APL 10, the beholder will not attack until the PCs 
  have reached the great hall at the base of the stairs 
  leading down from the staircase found at the floor of the 
  tower. 
   
  On the floor of the tower, the PCs will find a heavy 
  pick.  At APLs 10 and higher, this will be an Adamantine 
  Heavy Pick. 
   
  As described in Encounter Seven, there is a staircase 
  on the floor of the tower.  When the PCs are ready to 
  descend the staircase, please proceed to Encounter Ten. 
  Treasure:   
   
  APL 4: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 251 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 251 gp; C: 0 gp; M: 0 gp 
  Encounter Ten – Spellbound 
  This area is detailed on the map in DM Aid #A.  Please 
  read or paraphrase the following: 
  As you descend the stone staircase, it is evident that 
  this area is not abandoned.  You have entered a great 
  hall.  It is still plushly decorated with textured rugs 
  on the floor and dark tapestries of Flannish design 
  on the walls.  Across from the staircase that you have 
  descended are great double doors of what appear to 
  be reinforced oak.  To each side of the staircase is a 
  simple door. 
  At APL 10, the combat with the beholder will take place 
  here. 
   
  The double doors lead to the library described below. 
   The door to the right of the staircase (from the PCs’ 
  perspective as they descend) leads to a bedroom where 
  Lady Astra takes her rest.  The door to the left of the 
  staircase leads to a storage room that contains a stock of 
  food and wine for Lady Astra’s consumption.  A 
  permanent unseen servant patrols this area and sees to 
  many of Lady Astra’s needs.  It will not attack the PCs. 
   
  The double doors are unlocked but closed.  When 
  the PCs are prepared to enter the double doors, please 
  read or paraphrase the following: 
  The doors swing open to reveal a library of 
  impressive size.  Sitting quietly at a table reading is a 
  thin, olive-skinned woman with long, straight, 
  disheveled brown hair.  Her clothing appears 
  tattered and threadbare.  The woman looks up at you 
  briefly revealing hollow brown eyes, but quickly 
  returns to her reading without saying a word.  A 
  large pile of books stands near her on the table.  
  Surrounding her on all of the walls are stacks upon 
  stacks of books, scrolls, and loose sheaves of paper.  
  In the center of  the room is a pedestal upon which 
  rests a ball of crystal. 
  Otherwise known as a crystal ball.  Or, more accurately in 
  this case, a Crystal Hypnosis Ball.  The ball radiates 
  moderate Divination magic if detect magic is cast. 
  � 
  Lady 
  Astra 
  Callistor, 
  Female 
  Human: 
  Clr3/Wiz3/MTh7:  hp 60, See Appendix I. 
   
  As described in the background, Lady Astra is under 
  a geas not to leave the towers until she has found a cure 
  for Lady Xenia’s condition in the library.  Consequently, 
  the dominant trait of her current personality is that she is 
  compelled to study the books of the library.  Her 
  interaction with the PCs will be friendly and polite, but 
  as brief as possible.  She will consistently try to break off 
  the conversation with the PCs and return to her studies.  
  Eventually, she will probably ignore questions unless 
  they can be answered with a brief “yes” or “no.”  Under no 
  circumstances will she agree to accompany the PCs while 
  the geas remains in effect. 
   
  It may be difficult for the PCs to determine how to 
  get Lady Astra free from the enchantment.  A successful 
  Knowledge (Arcana) check (DC 25) indicates that the PC 
  knows of a cursed Crystal Ball that will implant a 
  suggestion in one who gazes into it.  If the PCs have no 
  way of determining the source of Lady Astra’s 
  compulsion, they may have to wait until the following 
  morning when they will see Lady Astra gaze into it as 
  part of her morning routine. 
   
  There are a few ways to break the enchantment on 
  Lady Astra: 
  • 
  Breaking the Crystal Hypnosis Ball will break the 
  enchantment. 
  • 
  The spells lesser wish, wish, and miracle (and no other 
  spells) will break the geas.  You know, in case any of 
  the PCs happen to have those spells handy. 
  It is also possible for the PCs to subdue Lady Astra and 
  carry her out against her will. 
   
  Once the geas is released, Lady Astra will be very 
  appreciative and her personality will begin to return to 
  normal.  She is friendly and polite, but somewhat regal.  
  She will be able to tell the PCs the following: 
  • 
  When she was still in Rel Mord, one of her 
  handmaidens suggested that she might find the 
  
  Towers of the Abbor-Alz 
   
  Page 15 
  answer to curing Lady Xenia in the ancient towers 
  that were hidden in the Abbor-Alz.  She immediately 
  became possessed with the idea, and that her 
  reaction was probably a form of magical compulsion. 
   Had she been of her right mind, she undoubtedly 
  would have questioned how a common maid would 
  know of the Towers of the Abbor-Alz. 
  • 
  After finding the towers, she gazed into the crystal 
  ball in passing.  What she knows now to be the 
  person on the other side of the ball spoke to her and 
  suggested that she stay in the library until she could 
  find a cure to Lady Xenia’s condition.  The magical 
  compulsion took effect and she decided to do so. 
  • 
  She dismissed her companions to return to Rel 
  Mord with news of her new location.  She will be 
  somewhat dismayed to discover that they never 
  returned to Rel Mord. 
  • 
  It is the Witches of the Sand who have kept her 
  captive in the towers for they have visited her from 
  time to time. 
  • 
  Among the papers in the library, she found a few 
  parchments relating a prophecy revealed to Beldion, 
  a female apprentice to the wizard Canimarr.  
  Canimarr apparently was turned into a manscorpion 
  when the King of Sulm found the Scorpion Crown, 
  but Beldion somehow survived.  She apparently 
  spent a long time away from the towers, but 
  eventually returned. 
  • 
  The prophecy read as follows: 
  "In the fields on which you stand shall rise a kingdom 
  that will break free of another.  When the unmarried 
  woman who should be queen is sacrificed to me upon 
  this altar, your descendants shall once again know the 
  glory of Sulm." 
  • 
  It was the forgotten god Tharizdun who tricked the 
  King of Sulm into wearing the Scorpion Crown and 
  causing the downfall of Sulm. 
  • 
  Shortly after Prince Sewarndt’s poisoning of 
  Archbold and the ascension of Lynwerd to the 
  throne, King Lynwerd signed a royal decree in secret 
  that named Lady Astra as the successor to the throne 
  in the event of his death.  The Witches of the Sand 
  apparently believe that she can fulfill the prophecy. 
  The Witches of the Sand have deprived Lady Astra of her 
  spellbook and stolen her holy symbol of Boccob and spell 
  component pouch.  She will be unable to prepare any 
  arcane spells unless she borrows a spellbook from one of 
  the PCs (requiring a Spellcraft check of DC 15+spell 
  level).  She will only prepare spells that do not require a 
  divine focus for casting unless one of the PCs can give 
  her a holy symbol of Boccob.  She will also need a spell 
  component pouch to cast any spells with material 
  components.  Lady Astra’s statblock in Appendix I 
  assumes that she cannot prepare arcane spells and will 
  only prepare divine spells that do not require a material 
  component or divine focus.  The judge will need to revise 
  the spell selection if alternate methods of spell 
  preparation or spell casting are provided by the PCs. 
   
  If any of the PCs were turned to stone by a beholder, 
  Lady Astra will be able to pray for and cast break 
  enchantment on the following day.  That spell can be cast 
  without a holy symbol. 
   
  The PCs may wish to retrieve some or all of the 
  books from the library for scholarly or monetary 
  purposes.  Lady Astra will be anxious to leave the valley 
  after the PCs have broken the enchantment, and she will 
  demonstrate no desire to take any of the materials found 
  in the library.  Any PC that expresses the desire to return 
  a book or books to the Sagacious Society should retain 
  the “Recovery of Unique Tome” designation on their 
  Adventure Record.  The donation of a book to the 
  Sagacious Society should not be suggested by the judge. 
   
  When the PCs are either ready to leave the valley or 
  when the PCs are resting for the evening, please proceed 
  to Encounter Eleven. 
  Encounter Eleven – Notorious 
  The witches have been using a scry spell to keep tabs on 
  Lady Astra, and are alerted to the presence of the PCs 
  when they interact with her.  If the PCs rest and do not 
  guard Lady Astra or the area where she sleeps, the 
  witches will steal away in the night with her.  Proceed to 
  the Conclusion. 
   
  If the PCs spend the night in the Towers guarding 
  Lady Astra or if they immediately leave the valley with 
  her in tow, the witches will attack.  In the former case, 
  the witches will attack shortly after the PC’s first watch 
  commences.  In the latter case, the witches will attack 
  from hiding on the return trail at a point where the trail 
  is merely 10 feet wide. 
   
  At higher APLs, it is possible that the PCs will be 
  able to return Lady Astra immediately to Rel Mord via 
  teleport, wind walk, or other spells.  LIVING GREYHAWK 
  rules prevent experience from being rewarded for this 
  encounter if the battle were completely avoided in such a 
  manner.  If the judge believes that the players would be 
  overly 
  disappointed 
  by 
  losing 
  the 
  experience 
  opportunity, he or she may choose to have the witches 
  show up and disrupt such a spell with dispel magic or 
  greater dispelling. 
  APL 4 (EL 6) 
  � Witch of the Sand, Female Human Clr5: hp 
  41; See Appendix II. 
  � Witch Necromancer, Female Human Ncr3: 
  hp 16; See Appendix II. 
  
  Towers of the Abbor-Alz 
   
  Page 16 
  � Witch Thugs (2), Female Human War1: hp 
  10, 10; See Appendix II. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good on herself, and the Witch Necromancer 
  has precast mage armor on herself.  The Witch Thugs will 
  drink their potions of enlarge person in the first round of 
  combat.  The spellcasters will avoid targeting Lady Astra 
  in area of effect spells if at all possible. 
  APL 6 (EL 8) 
  � Witch of the Sand, Female Human Clr7: hp 53; 
  See Appendix III. 
  � Witch Necromancer, Female Human Ncr5: hp 
  26; See Appendix III. 
  � Shocker Lizard Familiar:  hp 13; See Appendix 
  III. 
  � Witch Thugs (2), Female Human War3: hp 26, 
  26; See Appendix III 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good on herself, and the Witch Necromancer 
  has precast mage armor and shield on herself.  The Witch 
  Thugs will drink their potions of enlarge person in the first 
  round of combat.  The spellcasters will avoid targeting 
  Lady Astra in area of effect spells if at all possible. 
  APL 8 (EL 10) 
  � Witch of the Sand, Female Human Clr9: hp 88; See 
  Appendix IV. 
  � Witch Necromancer, Female Human Ncr7: hp 34; 
  See Appendix IV. 
  � Shocker Lizard Familiar:  hp 17, See Appendix IV. 
  � Witch Thugs (2), Female Human War5: hp 43; See 
  Appendix IV. 
  Tactics:  The Witch of the Sand cleric has precast shield of 
  faith, magic circle against good, bear’s endurance, and freedom 
  of movement on herself, and the Witch Necromancer has 
  precast mage armor, resist energy (electricity), resist energy 
  (fire), shield, and stoneskin on herself.  The Witch Thugs 
  will drink their potions of enlarge person in the first round 
  of combat.  The spellcasters will avoid targeting Lady 
  Astra in area of effect spells if at all possible. 
  APL 10 (EL 12) 
  � Witch of the Sand, Female Human Clr11: hp 105; 
  See Appendix V. 
  � Witch Necromancer, Female Human Ncr9: hp 60; 
  See Appendix V. 
  � Shocker Lizard Familiar:  hp 30; See Appendix V. 
  � Witch Thugs (2), Female Human War7: hp 59, 59; 
  See Appendix V. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good, bear’s endurance, and freedom of movement 
  on herself and has cast shield of faith and magic vestment on 
  herself and both of the witch thugs, and the Witch 
  Necromancer has precast mage armor, bear’s endurance, 
  resist energy (electricity), resist energy (fire), shield, and 
  stoneskin on herself.  The Witch Thugs will drink their 
  potions of enlarge person in the first round of combat.  The 
  Witch Necromancer will attempt to surround Lady Astra 
  in otiluke’s resilient sphere in the first round of combat to 
  prevent her from taking unnecessary damage.  The cleric 
  will wait to see whether the sphere is successful before 
  casting any area of effect spells. 
  APL 12 (EL 14) 
  � Witch of the Sand, Female Human Clr13: hp 130; 
  See Appendix VI. 
  � Witch Necromancer, Female Human Ncr11: hp 78; 
  See Appendix VI. 
  � Shocker Lizard Familiar:  hp 39; See Appendix VI. 
  � Witch Thugs (2), Female Human War9: hp 93, 93; 
  See Appendix VI. 
  Tactics:  The Witch of the Sand cleric has precast magic 
  circle against good, bear’s endurance, and freedom of movement 
  on herself and has cast shield of faith and magic vestment on 
  herself and both of the witch thugs and has precast greater 
  magic weapon on both of the Witch Thugs’ spiked chains, 
  and the Witch Necromancer has precast mage armor, 
  bear’s endurance, resist energy (electricity), resist energy (fire), 
  shield, and stoneskin on herself.  The Witch Thugs will 
  drink their potions of enlarge person in the first round of 
  combat.  The Witch Necromancer will attempt to 
  surround Lady Astra in otiluke’s resilient sphere in the first 
  round of combat to prevent her from taking unnecessary 
  damage.  The cleric will wait to see whether the sphere is 
  successful before casting any area of effect spells. 
  Treasure:   
   
  APL 4: L: 283 gp; C: 0 gp; M: 167 gp 
   
  APL 6: L: 284 gp; C: 0 gp; M: 500 gp 
   
  APL 8: L: 309 gp; C: 0 gp; M: 692 gp 
   
  APL 10: L: 727 gp; C: 0 gp; M: 1,332 gp 
   
  APL 12: L: 282 gp; C: 0 gp; M: 2,211 gp 
  Conclusion 
  The PCs may wish to pick up Legionnaire Gelvin Pyrtake 
  on their way back to Rel Mord.  He has nothing to 
  reward them, but will be greatly appreciative.  Naturally, 
  the army will not consider him a deserter. 
  Complete Success (Lady Astra Returned Alive) 
  If the PCs successfully return Lady Astra to Rel Mord, 
  she will have a banquet held in their honor.  Each of the 
  
  Towers of the Abbor-Alz 
   
  Page 17 
  PCs will be rewarded with both the Favor of Archbold 
  III, Former King of Nyrond and the Favor of Lady Astra 
  Callistor.  The PCs will also receive all of the promised 
  treasure.  Please read or paraphrase the following: 
  Upon your return to Rel Mord, a banquet is held at 
  the Royal Palace to celebrate the return of Lady 
  Astra Callistor to Rel Mord, and each of you are 
  guests of honor at that banquet.  In a public speech, 
  Lady Astra honors you and promises her undying 
  gratitude for the service that you have performed for 
  her. 
   
  Your 
  heroism 
  is 
  quickly 
  overshadowed, 
  however, 
  when 
  King 
  Lynwerd 
  makes 
  his 
  appearance.  Commanding the attention of all in 
  attendance, he proclaims, “All of us know well that 
  the Kingdom of Nyrond has been a troubled land 
  since the treachery of the traitor prince.  Know Ye 
  that Lady Astra Callistor has been proclaimed by 
  Myself and My Council as the rightful and lawful 
  heir to the throne of Nyrond.  Until such time as I 
  should sire an heir, should I be unable to continue 
  as King, then Astra Callistor shall succeed me as 
  your queen.”  Shouting at the top of its voice, the 
  crowd answers “Long Live the King!” 
  Partial Success (PCs Lose Lady Astra) 
  If the Witches of the Sand remove Lady Astra because 
  the PCs did not guard her during the night, the Grey Seer 
  will be able to divine her location because the witches 
  will have removed her from the valley.  She will be 
  recovered by the Nyrond Legions and returned to Rel 
  Mord.  The PCs will not obtain the Favor of Archbold III, 
  but will retain the Favor of Lady Astra Callistor.  The PCs 
  will receive one-half of the promised treasure.  Please 
  read or paraphrase the following: 
  You return to Rel Mord with the news of your 
  failure. Nevertheless, you soon hear the news that 
  the Grey Seer has discovered Lady Astra’s location 
  and that the Legions of Nyrond have recovered her 
  from the Witches of the Sand.  Soon there is no 
  other news in Nyrond but that Lady Astra Callistor 
  has returned that that King Lynwerd publicly 
  announced that she shall succeed him to the throne 
  of Nyrond if he should not produce an heir.  
  Nonetheless, Lady Astra sends message that she is 
  grateful to you for forcing the witches to move her 
  to a location where her location could be divined. 
  Partial Success (Lady Astra Killed But Body 
  Returned to Rel Mord) 
  If Lady Astra is killed, but her body is returned to Rel 
  Mord, she will be resurrected and she will return to her 
  standing in Rel Mord.  The PCs will gain neither of the 
  favors on the Adventure Record.  The PCs will receive 
  one-half of the promised treasure.  Please read or 
  paraphrase the following: 
  You return to Rel Mord with Lady Astra’s body and 
  the news of your failure. Nevertheless, you soon 
  hear the news that Durinken, High Priest of Rao, 
  has resurrected Lady Astra.  Soon there is no other 
  news in Nyrond but that Lady Astra Callistor has 
  returned 
  that 
  that 
  King 
  Lynwerd 
  publicly 
  announced that she shall succeed him to the throne 
  of Nyrond if he should not produce an heir. 
  Complete Failure (Lady Astra Killed and Body Not 
  Returned) 
  If Lady Astra is killed, and her body cannot be returned 
  to Rel Mord, then the PCs will be berated by Halana 
  Dawnstep.  They will gain neither of the favors on the 
  Adventure Record nor will they be rewarded any 
  treasure. 
  Treasure:   
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Eight - Vertigo 
  Defeat the Elemental Creature 
   
  APL4 
  150 xp 
   
  APL6 
  210 xp 
   
  APL8 
  270 xp 
   
  APL10 
  330 xp 
   
  APL 12 
  390 xp 
   
  Encounter Nine - Frenzy 
  Defeat the Eye Tyrant 
   
  APL4 
  210 xp 
   
  APL6 
  270 xp 
   
  APL8 
  330 xp 
   
  APL10 
  390 xp 
   
  APL 12 
  450 xp 
  
  Towers of the Abbor-Alz 
   
  Page 18 
  Encounter Eleven - Notorious 
  Defeat the Witches of the Sand 
   
  APL4 
  180 xp 
   
  APL6 
  240 xp 
   
  APL8 
  300 xp 
   
  APL10 
  360 xp 
   
  APL 12 
  420 xp 
  Story Award 
  Return Lady Astra Callistor unharmed to Rel Mord 
   
  APL4 
  90 xp 
   
  APL6 
  120 xp 
   
  APL8 
  150 xp 
   
  APL10 
  180 xp 
   
  APL 12 
  240 xp 
  Discretionary roleplaying award 
   
  APL4 
  45 xp 
   
  APL6 
  60 xp 
   
  APL8 
  75 xp 
   
  APL10 
  90 xp 
   
  APL 12 
  105 xp 
  Total possible experience:  
   
   
  APL4 
  675 xp 
   
  APL6 
  900 xp 
   
  APL8 
  1,125 xp 
   
  APL10 
  1,350 xp 
   
  APL 12 
  1,575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Nine - Frenzy 
   
  APL 4: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 1 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 251 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 251 gp; C: 0 gp; M: 0 gp 
  Encounter Eleven - Notorious 
   
  APL 4: L: 283 gp; C: 0 gp; M: 167 gp 
   
  APL 6: L: 284 gp; C: 0 gp; M: 500 gp 
   
  APL 8: L: 309 gp; C: 0 gp; M: 692 gp 
   
  APL 10: L: 727 gp; C: 0 gp; M: 1,332 gp 
   
  APL 12: L: 282 gp; C: 0 gp; M: 2,211 gp 
  Conclusion 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
  Total Possible Treasure 
  APL 4: L: 284 gp; C: 200 gp; M: 167 gp  - Total: 650 gp 
  APL 6: L: 285 gp; C: 200 gp; M: 500 gp  - Total: 900 gp 
  
  Towers of the Abbor-Alz 
   
  Page 19 
  APL 8: L: 310 gp; C: 300 gp; M: 692 gp  - Total: 1,300 gp 
  APL 10: L: 928 gp; C: 500 gp; M: 1,332 gp  - Total: 2,300 gp 
  APL 12: L: 533 gp; C: 600 gp; M: 2,211 gp  - Total: 3,300 gp 
  Items for the Adventure Record 
  Favor of Archbold III, Former King of Nyrond:  You 
  have performed an important task at the request of 
  Former King Archbold III, and he regards you favorably. 
   The favor may be redeemed to obtain access to one of the 
  following specific types of armor listed on Table 7-7 of 
  the Dungeon Master’s Guide:  Dragonhide Plate (green), 
  Dwarven Plate, or Plate Armor of the Deep.  This favor is 
  only good for the acquisition of one of such items, and 
  counts only as access.  The item must still be purchased 
  normally.  Until redeemed, this favor counts as a Royal 
  influence point in the Kingdom of Nyrond. 
  Favor of Lady Astra Callistor:  You have rescued the 
  Lady Astra Callistor from her imprisonment in the 
  Towers of the Abbor-Alz, and have won her gratitude.  
  The favor may be redeemed to obtain access to the Mystic 
  Theurge prestige class.  This favor counts only as access to 
  such class.  Until redeemed, this favor counts as two 
  Royal influence points in the Kingdom of Nyrond, as two 
  influence points with the Temple of Boccob in the 
  Kingdom of Nyrond, and as two influence points with 
  the Rel Mord Wizard’s Guild.  After redemption, the 
  favor still counts as one influence point with all of such 
  parties. 
  Boots, Steadfast:  These thick and heavy iron-toed boots 
  help keep the wearer from getting knocked down.  
  Someone wearing steadfast boots cannot be tripped or 
  pushed back by a bull rush.  As long as the wearer carries 
  a melee weapon that is Medium-size or larger, she also 
  counts as being set against a charge.  The weapon does 
  not have to have reach. 
   
  Caster Level:  3rd; Prerequisite: Craft Wondrous Item, 
  bull’s strength; Market Price: 6,000 gp; Weight: 1 lb. 
  Recovery of Unique Tome:  The PC has recovered a 
  unique tome from the library of the Towers of the Abbor-
  Alz.  He or she has met the Sagacious Society’s 
  membership requirement for a Society Sage that such an 
  item be recovered and donated to the Society. 
  Item Access 
  APL 6 and 8: 
   
  Boots, Steadfast (Adventure; Arms & Equipment 
  Guide) 
  APL 10 (all of APLs 6-8 plus the following): 
   
  Adamantine Heavy Pick (Adventure; DMG) 
  APL 12 (all of APLs 6-10 plus the following): 
   
  Amulet of Natural Armor, +2 (Adventure; DMG) 
   
  Bag of Holding Type II (Adventure; DMG) 
   
  Ring of Feather Falling (Adventure; DMG) 
   
  +2 Breastplate (Adventure; DMG) 
   
   
  
  Towers of the Abbor-Alz 
   
  Page 20 
  Appendix I – Lady Astra Callistor 
   
  All APLs 
  Lady Astra Callistor: Female human (Oerdian) 
  Clr3/Wiz3/MTh7; Medium humanoid; HD 3d4+3 and 
  3d8+3 and 7d4+7; hp 60; Init +5; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 10) [+1 Dex]; Atk +6 melee [1d6 
  damage, quarterstaff] or +7 ranged; AL LN; SV Fort +9, 
  Ref +5, Will +15; Str 10, Dex 12, Con 12, Int 18, Wis 18, 
  Cha 16. 
  Skills and Feats: Concentration +20 (includes Skill Focus 
  but not Combat Casting), Craft (Alchemy) +7, 
  Knowledge (Arcana) +20, Knowledge (History) +16, 
  Knowledge (Local-NMR) +16, Knowledge (Nobility 
  and Royalty) +16, Knowledge (Religion) +20, Spellcraft 
  +20; Combat Casting, Great Fortitude, Greater Spell 
  Penetration, Improved Initiative, Scribe Scroll, Skill 
  Focus (Concentration), Spell Penetration. 
   
  Possessions: Explorer’s Outfit (extremely tattered). 
   
  Arcane Spells Prepared (4/5/5/4/4/2; base DC = 14 + 
  spell level): No arcane spells prepared. 
   
  Divine Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; 
  base DC = 14 + spell level): 0—[cure minor wounds(x4)]; 
  1st—[cure light wounds (x4), detect secret doors*, remove 
  fear;] 2nd—[cure moderate wounds (x4), detect secret doors*, 
  remove paralysis]; 3rd—[cure serious wounds, dispel magic*, 
  remove blindness, remove curse, remove disease]; 4th—[cure 
  critical wounds (x4), dispel magic*, second]; 5th—[dispel 
  magic*, break enchantment]. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  knowledge skills are cleric class skills); Magic (May 
  add ½ of cleric level to arcane caster level checks). 
  
  Towers of the Abbor-Alz 
   
  Page 21 
  Appendix II – NPCs and Evil Nasties for APL 4 
   
  Encounter Eight – Vertigo (EL 5) 
  Medium Air Elemental, Advanced: CR 4; Medium 
  elemental (air, extraplanar); HD 7d8+14; hp 44; Init +9; 
  Spd fly 100 ft. (perfect); AC 18 (touch 15, flat-footed 13) 
  [[+5 Dex, +3 natural]]; BAB/Grapple +5/+6 Atk +10 
  melee (1d6+1, slam), Full Atk +10 melee (1d6+1, slam); 
  SA Air mastery, Whirlwind; SQ Darkvision 60 ft., 
  Elemental traits; AL NE; SV Fort +4, Ref +12, Will +2; 
  Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +5, Spot +5; Combat 
  Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Weapon Finesse. 
   
  Air Mastery (Ex):  Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
   
  Whirlwind (Su): The elemental can transform 
  itself into a whirlwind once every 10 minutes and 
  remain in that form for up to 1 round for every 2 HD it 
  has. In this form, the elemental can move through the 
  air or along a surface at its fly speed. 
   
  The whirlwind is 5 feet wide at the base, up to 30 
  feet wide at the top, and up to 50 feet tall, depending 
  on the elemental’s size. The elemental controls the 
  exact height, but it must be at least 10 feet. 
   
  The elemental’s movement while in whirlwind 
  form does not provoke attacks of opportunity, even if 
  the elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (see the table below for details) and may be 
  lifted into the air. An affected creature must succeed 
  on a Reflex save when it comes into contact with the 
  whirlwind or take the indicated damage. It must also 
  succeed on a second Reflex save or be picked up bodily 
  and held suspended in the powerful winds, 
  automatically taking the indicated damage each round. 
  A creature that can fly is allowed a Reflex save each 
  round to escape the whirlwind. The creature still takes 
  damage but can leave if the save is successful. The DC 
  for saves against the whirlwind’s effects varies with the 
  elemental’s size (see the table). The save DC is Strength 
  based. 
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind. 
   
  Creatures caught in the whirlwind can otherwise 
  act normally, but must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell. Creatures 
  caught in the whirlwind take a –4 penalty to Dexterity 
  and a –2 penalty on attack rolls. The elemental can 
  have only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the whirlwind’s 
  volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to its 
  home plane. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal to 
  half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment, while those farther away 
  have total concealment. 
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell. 
   
  An elemental in whirlwind form cannot make 
  slam attacks and does not threaten the area around it. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
   
  Encounter Nine – Frenzy (EL 7) 
  Gauth:  hp 45; See Monster Manual pages 25-26. 
   
  Encounter Eleven – Notorious (EL 6) 
  Witch of the Sand, Female Human Clr5 (Tharizdun), 
  HD 5d8+13; hp 41; Init +1; Spd 20 ft.; AC 22 (touch 11, 
  flat-footed 20) [+8 Armor, +2 Shield, +1 Nat, +1 Dex]; 
  Base Atk/Grapple: +3/+3; Atk +4 melee (1d8, 
  masterwork morningstar), +4 ranged (1d8, light 
  crossbow); AL NE; SV Fort +6, Ref +2, Will +7; Str 10, 
  Dex 12, Con 14, Int 12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  (Religion) +9, Sense Motive +7, Spellcraft +9; Combat 
  Casting, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (5/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—[cure minor wounds (x3), detect magic, 
  light]; 1st—[bless, cause fear (x2), entropic shield, inflict light 
  wounds*]; 2nd—[cure moderate wounds, hold person, 
  shatter*, silence]; 3rd—[blindness/deafness, cure serious 
  wounds, magic circle against good*]. 
   
  *Domain spell. Domains: Destruction (smite 1/day-
  -+4 bonus on attack, bonus equal to cleric’s level on 
  damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: 
  Masterwork 
  Morningstar, 
  Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  
  Towers of the Abbor-Alz 
   
  Page 22 
  Holy Symbol, Wooden Holy Symbol (backup), .Amulet 
  of Natural Armor, +1. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her AC or in 
  her saving throws. 
  Witch Necromancer, Female Human Ncr3; HD 
  3d4+6; hp 16; Init +2; Spd 30 ft.; AC 16 (touch 12, flat-
  footed 14) [+4 Armor, +2 Dex]; Base Atk/Grapple: 
  +1/+1; Atk +1 melee (1d6, quarterstaff); AL NE; SV Fort 
  +5, Ref +3, Will +3; Str 10, Dex 14, Con 14, Int 16, Wis 
  10, Cha 8. 
   
  Skills and Feats: Concentration +8, Craft (Alchemy) 
  +9, Knowledge (Arcana) +9, Knowledge (History) +9, 
  Knowledge (Religion) +9, Spellcraft +9; Skill Focus 
  (Concentration), Point Blank Shot, Precise Shot. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[acid splash (x2), detect magic, ray of frost]; 1st—
  [mage armor, magic missile (x2), ray of enfeeblement*]; 
  2nd—[blindness/deafness*, scare*, scorching ray]. 
   
  *Necromancy school spell. 
   
  Possessions: Quarterstaff, Spell Component Pouch. 
   
  Familiar: Rat. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The bonus to 
  her Fortitude save for the rat familiar is included.  The 
  effect of mage armor is reflected in her AC and should 
  be eliminated if that spell is dispelled. 
  Witch Thugs (2), Female Human War1; HD 1d8+2; 
  hp 10; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 
  15) [+5 Armor, +3 Dex]; Base Atk/Grapple: +1/+4; Atk 
  +5 melee (2d4+4, masterwork spiked chain), +4 ranged 
  (1d8, longbow); AL NE; SV Fort +4, Ref +3, Will -1; Str 
  16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +1/+8; Atk +5 melee (2d6+6, 
  masterwork spiked chain), +2 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +2; Str 18, Dex 14. 
  Tactics:  The Witch of the Sand cleric has precast 
  magic circle against good on herself, and the Witch 
  Necromancer has precast mage armor on herself.  The 
  Witch Thugs will drink their potions of enlarge person 
  in the first round of combat.  The spellcasters will 
  avoid targeting Lady Astra in area of effect spells if at 
  all possible. 
   
  
  Towers of the Abbor-Alz 
   
  Page 23 
  Appendix III – NPCs and Evil Nasties for APL 6 
   
  Encounter Eight – Vertigo (EL 7) 
  Large Air Elemental, Advanced: CR 6; Large 
  elemental (air, extraplanar); HD 12d8+36; hp 80; Init 
  +12; Spd fly 100 ft. (perfect); AC 21 (touch 17, flat-
  footed 13) [-1 size, +8 Dex, +4 natural]; BAB/Grapple 
  +9/+15 Atk +16 melee (2d6+2, slam), Full Atk +16 
  melee (2d6+2, 2 slams); Space/Reach 10ft/10ft; SA Air 
  mastery, Whirlwind; SQ Damage reduction 5/- , 
  Darkvision 60 ft., Elemental traits; AL NE; SV Fort +7, 
  Ref +16, Will +4; Str 14, Dex 26, Con 16, Int 6, Wis 11, 
  Cha 11. 
   
  Skills and Feats: Listen +7, Spot +8; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Mobility, Weapon Finesse. 
   
  Air Mastery (Ex):  Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
   
  Whirlwind (Su): The elemental can transform 
  itself into a whirlwind once every 10 minutes and 
  remain in that form for up to 1 round for every 2 HD it 
  has. In this form, the elemental can move through the 
  air or along a surface at its fly speed. 
   
  The whirlwind is 5 feet wide at the base, up to 30 
  feet wide at the top, and up to 50 feet tall, depending 
  on the elemental’s size. The elemental controls the 
  exact height, but it must be at least 10 feet. 
   
  The elemental’s movement while in whirlwind 
  form does not provoke attacks of opportunity, even if 
  the elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  whirlwind if it touches or enters the whirlwind, or if 
  the elemental moves into or through the creature’s 
  space. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind (see the table below for details) and may be 
  lifted into the air. An affected creature must succeed 
  on a Reflex save when it comes into contact with the 
  whirlwind or take the indicated damage. It must also 
  succeed on a second Reflex save or be picked up bodily 
  and held suspended in the powerful winds, 
  automatically taking the indicated damage each round. 
  A creature that can fly is allowed a Reflex save each 
  round to escape the whirlwind. The creature still takes 
  damage but can leave if the save is successful. The DC 
  for saves against the whirlwind’s effects varies with the 
  elemental’s size (see the table). The save DC is Strength 
  based. 
   
  Creatures trapped in the whirlwind cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind. 
   
  Creatures caught in the whirlwind can otherwise 
  act normally, but must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell. Creatures 
  caught in the whirlwind take a –4 penalty to Dexterity 
  and a –2 penalty on attack rolls. The elemental can 
  have only as many creatures trapped inside the 
  whirlwind at one time as will fit inside the whirlwind’s 
  volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be. A summoned elemental 
  always ejects trapped creatures before returning to its 
  home plane. 
   
  If the whirlwind’s base touches the ground, it 
  creates a swirling cloud of debris. This cloud is 
  centered on the elemental and has a diameter equal to 
  half the whirlwind’s height. The cloud obscures all 
  vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment, while those farther away 
  have total concealment. 
   
  Those caught in the cloud must succeed on a 
  Concentration check (DC 15 + spell level) to cast a 
  spell. 
   
  An elemental in whirlwind form cannot make 
  slam attacks and does not threaten the area around it. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
   
  Encounter Nine – Frenzy (EL 9) 
  Gauths (2):  hp 46, 45, See Monster Manual  pages 25-
  26. 
   
  Encounter Eleven – Notorious (EL 8) 
  Witch of the Sand, Female Human Clr7 (Tharizdun), 
  HD 7d8+17; hp 53; Init +5; Spd 20 ft.; AC 21 (touch 11, 
  flat-footed 20) [+8 Armor, +2 Shield, +1 Dex]; Base 
  Atk/Grapple: +5/+5; Atk +6 melee (1d8, masterwork 
  morningstar), +5 ranged (1d8, light crossbow); AL NE; 
  SV Fort +7, Ref +3, Will +8; Str 10, Dex 12, Con 14, Int 
  12, Wis 17, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (Religion) +11, Sense Motive +8, Spellcraft +11; 
  Combat Casting, Improved Initiative, Skill Focus 
  (Concentration), Toughness. 
   
  Spells Prepared: (6/5+1/4+1/3+1/1+1; base DC = 13 
  + spell level): 0—[cure minor wounds (x4), detect magic, 
  light]; 1st—[bless, divine favor, entropic shield, inflict light 
  wounds*, magic weapon, remove fear]; 2nd—[cure moderate 
  wounds, hold person, shatter*, silence, sound burst]; 3rd—
  [blindness/deafness, cure serious wounds, magic circle against 
  good*, searing light]; 4th—[cure critical wounds, unholy 
  blight*]. 
  
  Towers of the Abbor-Alz 
   
  Page 24 
   
  *Domain spell. Domains: Destruction (smite 1/day-
  -+4 bonus on attack, bonus equal to cleric’s level on 
  damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: 
  Masterwork 
  Morningstar, 
  Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup), 
  .Steadfast Boots. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her AC or in 
  her saving throws. 
  Witch Necromancer, Female Human Ncr5; HD 
  5d4+10; hp 26; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-
  footed 18) [+4 Armor, +4 Shield, +2 Dex]; Base 
  Atk/Grapple: +2/+2; Atk +2 melee (1d6, quarterstaff); 
  AL NE; SV Fort +3, Ref +3, Will +4; Str 10, Dex 14, Con 
  14, Int 17, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Craft 
  (Alchemy) +11, Knowledge (Arcana) +11, Knowledge 
  (History) +11, Knowledge (Religion) +11, Spellcraft 
  +11; Improved Familiar, Point Blank Shot, Precise 
  Shot. 
   
  Spells Prepared (4/4+1/3+1/2+1; base DC = 13 + 
  spell level): 0—[acid splash (x2), detect magic, ray of frost]; 
  1st—[mage armor, magic missile (x2), ray of enfeeblement*, 
  shield]; 
  2nd—[blindness/deafness*, 
  glitterdust, 
  scare*, 
  scorching ray]; 3rd—[fireball, ray of exhaustion*, slow]. 
   
  *Necromancy school spell. 
   
  Possessions: Quarterstaff, Spell Component Pouch. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  included in her AC calculation and the corresponding 
  effect or effects should be eliminated if dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 13; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 17 
  (touch 13, flat-footed 15) [+1 Size, +2 Dex, +4 natural]]; 
  BAB/Grapple +2/-2 Atk +3 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +5; Str 10, Dex 
  15, Con 12, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a 
  shocker lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
  Witch Thugs (2), Female Human War3; HD 3d8+6; 
  hp 26; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 
  15) [+5 Armor, +3 Dex]; Base Atk/Grapple: +3/+6; Atk 
  +8 melee (2d4+4, masterwork spiked chain), +6 ranged 
  (1d8, longbow); AL NE; SV Fort +5, Ref +4, Will +0; Str 
  16, Dex 16, Con 15, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +3/+11; Atk +8 melee (2d6+6, 
  masterwork spiked chain), +4 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +3; Str 18, Dex 14. 
  Tactics:  The Witch of the Sand cleric has precast 
  magic circle against good on herself, and the Witch 
  Necromancer has precast mage armor and shield on 
  herself.  The Witch Thugs will drink their potions of 
  enlarge person in the first round of combat.  The 
  spellcasters will avoid targeting Lady Astra in area of 
  effect spells if at all possible. 
  
  Towers of the Abbor-Alz 
   
  Page 25 
  Appendix IV – NPCs and Evil Nasties for APL 8 
   
  Encounter Eight – Vertigo (EL 9) 
  Invisible Stalker, Advanced: CR 8; Huge elemental 
  (air, extraplanar); HD 13d12+52; hp 104; Init +8; Spd 30 
  ft, fly 30 ft. (perfect); AC 18 (touch 12, flat-footed 15) [-
  2 size, +4 Dex, +7 natural]; BAB/Grapple +9/+25; Atk 
  +16 melee (3d6+8, slam), Full Atk +16 melee (3d6+8, 2 
  slams); Space/Reach 15ft/15ft; SQ Natural invisibility, 
  Improved tracking, Darkvision 60 ft., Elemental traits; 
  AL NE; SV Fort +10, Ref +12, Will +8; Str 26, Dex 18, 
  Con 18, Int 14, Wis 15, Cha 11. 
   
  Skills and Feats: Listen +17, Move Silently +19, 
  Search +17, Spot +17, Survival +2 (+4 following tracks); 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Iron Will, Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
   
  Encounter Nine – Frenzy (EL 11) 
  Gauth, Advanced:  CR 10; Large Aberration; HD 
  18d8+90; hp 162; Init +5; Spd 5 ft., fly 20 ft. (good); AC 
  19 (touch 10, flat-footed 17) [+1 Dex, –1 size, +9 
  natural]; BAB/Grapple +13/+20; Atk +14 ranged touch 
  (Eye rays) and bite +10 melee (1d8+3 bite); Full Atk +14 
  ranged touch (Eye rays) and bite +10 melee (1d8+3, 
  bite); Space/Reach 10 ft./5 ft.; SA Eye rays, stunning 
  gaze; SQ All-around vision, darkvision 60 ft., flight; AL 
  LE; SV Fort +11, Ref +9, Will +13; Str 15, Dex 12, Con 
  20, Int 15, Wis 15, Cha 16. 
   
  Skills and Feats: Hide +19, Knowledge (arcana) +23, 
  Listen +4, Search +27, Spot +29, Survival +2 (+4 
  following tracks); Alertness, Flyby Attack, Improved 
  Initiative, Iron Will, Lightning Reflexes, Point Blank 
  Shot, Precise Shot, Weapon Focus (ray). 
   
  Eye Rays (Su):  Each of a gauth’s small eyes can 
  produce a magical ray once per round as a free action.  
  During a single round, a creature can aim only two eye 
  rays at targets in any 90-degree arc (up, forward, 
  backward, left, right, or down).  The remaining eyes 
  must aim at targets in other arcs, or not at all.  A gauth 
  can tilt and pan its body each round to change which 
  rays it can bring to bear in any given arc. 
   
  Each eye’s effect resembles a spell (caster level 8th 
  level), but follows the rules for a ray (see Aiming a 
  Spell, page 175 of the Player’s Handbook.) 
   
  Each eye ray has a range of 100 feet, and this 18 
  Hit Dice Gauth’s eye rays have a save DC of 22.  The 
  save DCs are Charisma-based.  The six eye rays include: 
   
  Sleep:  This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates).  Gauths like to use this ray against warriors 
  and other physically powerful creatures. 
   
  Inflict Moderate Wounds:  This works like the spell, 
  causing 2d8+8 points of damage (Will half). 
   
  Dispel Magic:  This works like the targeted dispel 
  function of the spell.  The gauth’s dispel check is 
  1d20+8. 
   
  Scorching Ray:  This works like the spell, dealing 
  4d6 points of fire damage (no save).  A gauth creates 
  only one fiery ray per use of this ability. 
   
  Paralysis:  The target must succeed on a Fortitude 
  save or be paralyzed for 2d10 minutes. 
   
  Exhaustion:  This works like the spell ray of 
  exhaustion (no save). 
   
  Stunning Gaze (Su):  Stun for 1 round, 30 feet, 
  Will DC 22 negates.  The save DC is Charisma-based.  
  Any creature meeting the gaze of the gauth’s central 
  eye is subject to its stunning gaze attack.  Since the 
  gauth can use its eye rays as a free action, the creature 
  can use a standard action to focus its stunning gaze on 
  an opponent and attack with all eye rays that bear on 
  its foes at the same time. 
   
  All-around 
  Vision 
  (Ex): 
   
  Gauths 
  are 
  exceptionally alert and circumspect.  Their many eyes 
  give them a +4 racial bonus on Spot and Search checks, 
  and they can’t be flanked. 
   
  Flight (Ex):  A gauth’s body is naturally buoyant.  
  This buoyancy allows it to fly at a speed of 20 feet.  This 
  buoyancy allows it to fly at a speed of 20 feet.  This 
  buoyancy also grants it a permanent feather fall effect 
  (as the spell) with personal range. 
   
  Encounter Eleven – Notorious (EL 10) 
  Witch of the Sand, Female Human Clr9 (Tharizdun), 
  HD 9d8+39; hp 88; Init +5; Spd 20 ft.; AC 27 (touch 14, 
  flat-footed 26) [+10 Armor, +2 Shield, +1 Nat, +1 Dex, 
  +3 Defl]; Base Atk/Grapple: +6/+6; Atk +7 melee (1d8, 
  masterwork morningstar), +7 ranged (1d8, light 
  crossbow); Full Atk +7/+2 melee (1d8, masterwork 
  morningstar), +7 ranged (1d8, light crossbow); AL NE; 
  
  Towers of the Abbor-Alz 
   
  Page 26 
  SV Fort +12, Ref +6, Will +10; Str 10, Dex 12, Con 18, 
  Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Concentration +19, Knowledge 
  (Religion) +13, Sense Motive +10, Spellcraft +13; 
  Greater Fortitude, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (6/5+1/5+1/4+1/3+1/1+1; base DC = 
  14 + spell level): 0—[cure minor wounds (x4), detect magic, 
  light]; 1st—[bless, divine favor, entropic shield, inflict light 
  wounds*, magic weapon, remove fear, shield of faith]; 2nd—
  [bear’s endurance, cure moderate wounds, hold person, 
  shatter*, silence, sound burst]; 3rd—[blindness/deafness, cure 
  serious wounds, magic circle against good*, magic vestment, 
  searing light]; 4th—[cure critical wounds, divine power, 
  freedom of movement, unholy blight*]; 5th—[flame strike, 
  mass inflict light wounds*]. 
   
  *Domain spell. Domains: Destruction (smite 1/day-
  -+4 bonus on attack, bonus equal to cleric’s level on 
  damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: 
  Masterwork 
  Morningstar, 
  Light 
  Crossbow, 10 bolts, Spell Component Pouch, Silver 
  Holy Symbol, Wooden Holy Symbol (backup), 
  .Steadfast Boots, Amulet of Natural Armor, +1. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her saving 
  throws.  The effect of shield of faith is included in her 
  AC; the effect of bear’s endurance is reflected in her hit 
  points, Fortitude save, Concentration skill, and 
  Constitution stat; the effect of magic vestment is 
  reflected in her hit points; and the effects of all of these 
  spells may need to be eliminated if any or all of the 
  spells are dispelled. 
  Witch Necromancer, Female Human Ncr7; HD 
  7d4+14; hp 34; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-
  footed 18) [+4 Armor, +4 Shield, +2 Dex]; Base 
  Atk/Grapple: +3/+3; Atk +3 melee (1d6, quarterstaff); 
  AL NE; SV Fort +4, Ref +4, Will +5; Str 10, Dex 14, Con 
  14, Int 17, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (Alchemy) +13, Knowledge (Arcana) +13, Knowledge 
  (History) +13, Knowledge (Religion) +13, Spellcraft 
  +13; Improved Familiar, Point Blank Shot, Precise 
  Shot, Spell Focus (Necromancy). 
   
  Spells Prepared (4/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level, or 14 + spell level if Necromancy): 0—[acid 
  splash (x2), detect magic, ray of frost]; 1st—[mage armor, 
  magic missile (x2), ray of enfeeblement*(x2), shield]; 2nd—
  [blindness/deafness*, resist energy (electricity), resist energy 
  (fire), glitterdust, scorching ray]; 3rd—[dispel magic, fireball, 
  ray of exhaustion*, slow]; 4th—[fear*, stoneskin].. 
   
  *Necromancy school spell. 
   
  Possessions: Quarterstaff, Spell Component Pouch, 
  Potion of Cure Moderate Wounds. 
   
  Familiar: Shocker Lizard (see below). 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 17; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 20 
  (touch 13, flat-footed 18) [+1 Size, +2 Dex, +7 natural]]; 
  BAB/Grapple +3/-1 Atk +4 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +6; Str 10, Dex 
  15, Con 12, Int 9, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a 
  shocker lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
  Witch Thugs (2), Female Human War5; HD 5d8+15; 
  hp 43; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 
  15) [+5 Armor, +3 Dex]; Base Atk/Grapple: +5/+8; Atk 
  +10 melee (2d4+4, masterwork spiked chain), +8 
  ranged (1d8, longbow); AL NE; SV Fort +7, Ref +4, Will 
  +0; Str 16, Dex 16, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +8, Jump +8; Combat 
  Reflexes, Exotic Weapon Proficiency (Spiked Chain), 
  Weapon Focus (Spiked Chain). 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 16 
  (touch 11, flat-footed 14) [+5 Armor, +2 Dex, -1 Size]; 
  Base Atk/Grapple: +5/+13; Atk +10 melee (2d6+6, 
  masterwork spiked chain), +6 ranged (2d6, longbow); 
  Reach 20 ft; SV Ref +3; Str 18, Dex 14. 
  Tactics:  The Witch of the Sand cleric has precast shield 
  of faith, magic circle against good, bear’s endurance, and 
  freedom of movement on herself, and the Witch 
  Necromancer has precast mage armor, resist energy 
  (electricity), resist energy (fire), shield, and stoneskin on 
  herself.  The Witch Thugs will drink their potions of 
  enlarge person in the first round of combat.  The 
  spellcasters will avoid targeting Lady Astra in area of 
  effect spells if at all possible. 
  
  Towers of the Abbor-Alz 
   
  Page 27 
   
  Appendix V – NPCs and Evil Nasties for APL 10 
   
  Encounter Eight – Vertigo (EL 11) 
  Invisible Stalker, Advanced: CR 10; Huge elemental 
  (air, extraplanar); HD 17d12+68; hp 136; Init +8; Spd 30 
  ft, fly 30 ft. (perfect); AC 18 (touch 12, flat-footed 15) [-
  2 size, +4 Dex, +7 natural]; BAB/Grapple +12/+28; Atk 
  +19 melee (3d6+8, slam), Full Atk +19 melee (3d6+8, 2 
  slams); Space/Reach 15ft/15ft; SQ Natural invisibility, 
  Improved tracking, Darkvision 60 ft., Elemental traits; 
  AL NE; SV Fort +11, Ref +16, Will +9; Str 26, Dex 19, 
  Con 18, Int 14, Wis 15, Cha 11. 
   
  Skills and Feats: Listen +21, Move Silently +23, 
  Search +21, Spot +21, Survival +2 (+4 following tracks); 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
   
  Encounter Nine – Frenzy (EL 13) 
  Beholder:  hp 93; See Monster Manual pages 25-27. 
   
  Encounter Eleven – Notorious (EL 12) 
  Witch 
  of 
  the 
  Sand, 
  Female 
  Human 
  Clr11 
  (Tharizdun), HD 11d8+47; hp 105; Init +5; Spd 20 ft.; 
  AC 28 (touch 14, flat-footed 27) [+10 Armor, +3 Shield, 
  +1 Nat, +1 Dex, +3 Defl]; Base Atk/Grapple: +8/+8; Atk 
  +9 melee (1d8+1, +1 morningstar), +9 ranged (1d8, light 
  crossbow); Full Atk +9/+4 melee (1d8+1, +1 
  morningstar), +9 ranged (1d8, light crossbow); AL NE; 
  SV Fort +13, Ref +6, Will +12; Str 10, Dex 12, Con 18, 
  Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Concentration +21, Knowledge 
  (Religion) +15, Sense Motive +12, Spellcraft +15; 
  Greater Fortitude, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Concentration), Toughness. 
   
  Spells Prepared: (6/7+1/5+1/5+1/4+1/3+1/1+1; base 
  DC = 15 + spell level): 0—[cure minor wounds (x4), detect 
  magic, light]; 1st—[bless, divine favor, entropic shield, inflict 
  light wounds*, remove fear, shield of faith(x3)]; 2nd—[bear’s 
  endurance, cure moderate wounds, hold person, shatter*, 
  silence, sound burst]; 3rd—[blindness/deafness, magic circle 
  against good*, magic vestment (x3), searing light]; 4th—[cure 
  critical wounds(x2), divine power, freedom of movement, 
  unholy blight*]; 5th—[flame strike, mass inflict light 
  wounds*, slay living]; 6th—[harm*, heal]. 
   
  *Domain spell. Domains: Destruction (smite 1/day-
  -+4 bonus on attack, bonus equal to cleric’s level on 
  damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: +1 Morningstar, Full Plate Armor, +1 
  Heavy Steel Shield, Light Crossbow, 10 bolts, Spell 
  Component Pouch, Silver Holy Symbol, Wooden Holy 
  Symbol (backup), .Steadfast Boots, Amulet of Natural 
  Armor, +1. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her saving 
  throws.  The effect of shield of faith is included in her 
  AC; the effect of bear’s endurance is reflected in her hit 
  points, Fortitude save, Concentration skill, and 
  Constitution stat; the effect of magic vestment is 
  reflected in her hit points; and the effects of all of these 
  spells may need to be eliminated if any or all of the 
  spells are dispelled. 
  Witch Necromancer, Female Human Ncr9; HD 
  9d4+36; hp 60; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-
  footed 18) [+4 Armor, +4 Shield, +2 Dex]; Base 
  Atk/Grapple: +4/+4; Atk +4 melee (1d6, quarterstaff); 
  AL NE; SV Fort +7, Ref +5, Will +6; Str 10, Dex 14, Con 
  18, Int 18, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +16, 
  Craft 
  (Alchemy) +15, Knowledge (Arcana) +15, Knowledge 
  (History) 
  +15, 
  Knowledge 
  (Local-NMR) 
  +6, 
  Knowledge (Religion) +15, Spellcraft +15; Improved 
  Familiar, Greater Spell Focus (Necromancy), Point 
  Blank Shot, Precise Shot, Spell Focus (Necromancy). 
   
  Spells Prepared (4/5+1/5+1/4+1/3+1/1+1; base DC = 
  14 + spell level, or 16 + spell level if Necromancy): 0—
  [acid splash (x2), detect magic, ray of frost]; 1st—[mage 
  armor, magic missile (x2), ray of enfeeblement*(x2), shield]; 
  2nd—[bear’s endurance, blindness/deafness*, resist energy 
  (electricity), resist energy (fire), glitterdust, scorching ray]; 
  3rd—[dispel magic, fireball (x2), ray of exhaustion*, slow]; 
  4th—[fear*(x2), otiluke’s resilient sphere, stoneskin]; 5th—
  [baleful polymorph, waves of fatigue*]. 
   
  *Necromancy school spell. 
   
  Possessions: Quarterstaff, Spell Component Pouch. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled.  The effects of 
  bear’s endurance are included in her hit points, Fortitude 
  save, Constitution score, and Concentration skill 
  
  Towers of the Abbor-Alz 
   
  Page 28 
  bonus; and should be eliminated if that spell is 
  dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 30; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 21 
  (touch 13, flat-footed 19) [+1 Size, +2 Dex, +8 natural]]; 
  BAB/Grapple +4/+0 Atk +5 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +7; Str 10, Dex 
  15, Con 12, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a 
  shocker lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
  Witch Thugs (2), Female Human War7; HD 7d8+21; 
  hp 59; Init +3; Spd 20 ft.; AC 23 (touch 16, flat-footed 
  20) [+7 Armor, +3 Dex, +3 Defl]; Base Atk/Grapple: 
  +7/+10; Atk +11 melee (2d4+5, +1 spiked chain), +10 
  ranged (1d8, longbow); Atk +11/+6 melee (2d4+5, +1 
  spiked chain), +10/+5 ranged (1d8, longbow); AL NE; 
  SV Fort +8, Ref +5, Will +1; Str 16, Dex 16, Con 16, Int 
  13, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +10, Handle Animal +9, 
  Jump +10, Ride +13, Swim +7; Combat Expertise, 
  Combat Reflexes, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Trip. 
   
  Possessions: +1 Spiked Chain, Longbow, 20 arrows, 
  Club, Masterwork Breastplate, Potion of Enlarge 
  Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 21 
  (touch 14, flat-footed 19) [+7 Armor, +2 Dex, +3 Defl, -1 
  Size]; Base Atk/Grapple: +7/+15; Atk +11 melee (2d6+7, 
  +1 spiked chain), +8 ranged (2d6, longbow); Full Atk 
  +11/+6 melee (2d6+7, +1 spiked chain), +8/+3 ranged 
  (2d6, longbow); Reach 20 ft; SV Ref +4; Str 18, Dex 14. 
   
  Note:  The effects of magic vestment and shield of 
  faith that were cast by the cleric are included in their 
  AC calculation and should be eliminated if those spells 
  are dispelled. 
  Tactics:  The Witch of the Sand cleric has precast 
  magic circle against good, bear’s endurance, and freedom of 
  movement on herself and has cast shield of faith and magic 
  vestment on herself and both of the witch thugs, and 
  the Witch Necromancer has precast mage armor, bear’s 
  endurance, resist energy (electricity), resist energy (fire), 
  shield, and stoneskin on herself.  The Witch Thugs will 
  drink their potions of enlarge person in the first round of 
  combat.  The Witch Necromancer will attempt to 
  surround Lady Astra in otiluke’s resilient sphere in the 
  first round of combat to prevent her from taking 
  unnecessary damage.  The cleric will wait to see 
  whether the sphere is successful before casting any 
  area of effect spells. 
  
  Towers of the Abbor-Alz 
   
  Page 29 
  Appendix VI – NPCs and Evil Nasties for APL 12 
   
  Encounter Eight – Vertigo (EL 13) 
  Invisible Stalker, Advanced: CR 12; Huge elemental 
  (air, extraplanar); HD 21d12+84; hp 168; Init +9; Spd 30 
  ft, fly 30 ft. (perfect); AC 19 (touch 13, flat-footed 15) [-
  2 size, +5 Dex, +7 natural]; BAB/Grapple +15/+31; Atk 
  +21 melee (3d6+8, slam), Full Atk +21 melee (3d6+8, 2 
  slams); Space/Reach 15ft/15ft; SQ Natural invisibility, 
  Improved tracking, Darkvision 60 ft., Elemental traits; 
  AL NE; SV Fort +12, Ref +19, Will +10; Str 26, Dex 20, 
  Con 18, Int 14, Wis 15, Cha 11. 
   
  Skills and Feats: Listen +25, Move Silently +27, 
  Search +25, Spot +25, Survival +2 (+4 following tracks); 
  Combat Reflexes, Flyby Attack, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (slam). 
   
  Natural Invisibility (Su):  This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking.  This ability is inherent and not 
  subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Elemental Traits:  Immune to poison, sleep 
  effects, paralysis, and stunning.  Not subject to critical 
  hits or flanking. 
   
  Encounter Nine – Frenzy (EL 15) 
  Beholder, Advanced:  CR 14; Large Aberration; HD 
  16d8+64; hp 133; Init +6; Spd 5 ft., fly 20 ft. (good); AC 
  26 (touch 11, flat-footed 24) [+2 Dex, –1 size, +15 
  natural]; BAB/Grapple +12/+16; Atk +13 ranged touch 
  (Eye rays) and bite +6 melee (2d4, bite); Full Atk +13 
  ranged touch (Eye rays) and bite +6 melee (2d4, bite); 
  Space/Reach 10 ft./5 ft.; SA Eye rays; SQ Antimagic 
  cone, All-around vision, darkvision 60 ft., flight; AL LE; 
  SV Fort +11, Ref +7, Will +14; Str 10, Dex 14, Con 18, 
  Int 17, Wis 15, Cha 17. 
   
  Skills and Feats: Hide +17, Knowledge (arcana) +22, 
  Listen +23, Search +26, Spot +27, Survival +2 (+4 
  following tracks); Alertness, Flyby Attack, Great 
  Fortitude, Improved Initiative, Iron Will, Lightning 
  Reflexes, Point Blank Shot, Precise Shot. 
   
  Eye Rays (Su):  Each of a beholder’s small eyes 
  can produce a magical ray once per round as a free 
  action.  During a single round, a beholder can aim only 
  three eye rays at targets in any 90-degree arc (up, 
  forward, backward, left, right, or down).  The 
  remaining eyes must aim at targets in other arcs, or not 
  at all.  A beholder can tilt and pan its body each round 
  to change which rays it can bring to bear in any given 
  arc. 
   
  Each eye’s effect resembles a spell (caster level 13th 
  level), but follows the rules for a ray (see Aiming a 
  Spell, page 175 of the Player’s Handbook.) 
   
  Each eye ray has a range of 150 feet, and this 16 
  Hit Dice beholder’s eye rays have a save DC of 21.  The 
  save DCs are Charisma-based.  The ten eye rays 
  include: 
   
  Charm Monster:  The target must succeed on a Will 
  save or be affected as though by the spell.  Beholders 
  use this ray to confuse the opposition, usually using it 
  early in a fight.  The beholder generally instructs a 
  charmed target to either restrain a comrade or stand 
  aside. 
   
  Charm Person:  The target must succeed on a Will 
  save or be affected as though by the spell.  Beholders 
  use this ray in the same manner as the charm monster 
  ray. 
   
  Disintegrate:  The target must succeed on a 
  Fortitude save or be affected as though by the spell.  
  The beholder likes to use this ray on any foe it 
  considers a real threat. 
   
  Fear:  This works like the spell, except that it 
  targets one creature.  The target must succeed on a Will 
  save or be affected as though by the spell.  Beholders 
  like to use this ray against warriors and other powerful 
  creatures early in a fight, to break up the opposition. 
   
  Finger of Death:  The target must succeed on a 
  Fortitude save or be affected as though by the spell.  
  The target takes 3d6+13 points of damage if its saving 
  throw succeeds.  Beholders use this ray to eliminate 
  dangerous foes quickly. 
   
  Flesh to Stone:  The target must succeed on a 
  Fortitude save or be affected as though by the spell.  
  Beholders like to aim this ray at enemy spellcasters.  
  They also use it on any creature whose appearance they 
  find interesting.  (After the fight, the beholder takes 
  the statue to its lair as a decoration.) 
   
  Inflict Moderate Wounds:  This works like the spell, 
  causing 2d8+10 points of damage (Will half). 
   
  Sleep:  This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates).  Beholders like to use this ray against warriors 
  and other physically powerful creatures.  They know 
  their foes can quickly awaken the sleepers, but they 
  also know that doing so takes time and can delay an 
  effective counterattack. 
  
  Towers of the Abbor-Alz 
   
  Page 30 
   
  Slow:  This works like the spell, except that it 
  affects one creature.  The target can make a Will save to 
  negate the effect.  Beholders like to use this ray against 
  the same creature targeted by their disintegrate, flesh to 
  stone, or finger of death ray.  If one of the former rays fails 
  to eliminate the foe, this ray might at least hamper it. 
   
  Telekinesis:  A beholder can move objects or 
  creatures that weigh up to 325 pounds, as though with 
  a telekinesis spell.  Creatures can resist the effect with a 
  successful Will save. 
   
  Antimagic Cone (Su):  A beholder’s central eye 
  continually produces a 150-foot cone of antimagic.  
  This functions just like an antimagic field (caster level 
  13th).  All magical and supernatural effects within the 
  cone are suppressed—even the beholder’s own eye 
  rays.  Once each round, during its turn, the beholder 
  decides whether the antimagic cone is active or not 
  (the beholder deactivates the cone by shutting its 
  central eye). 
   
  All-around 
  Vision 
  (Ex): 
   
  Beholders 
  are 
  exceptionally alert and circumspect.  Their many eyes 
  give them a +4 racial bonus on Spot and Search checks, 
  and they can’t be flanked. 
   
  Flight (Ex):  A beholder’s body is naturally 
  buoyant.  This buoyancy allows it to fly at a speed of 20 
  feet.  This buoyancy allows it to fly at a speed of 20 feet. 
   This buoyancy also grants it a permanent feather fall 
  effect (as the spell) with personal range. 
   
  Encounter Eleven – Notorious (EL 14) 
  Witch 
  of 
  the 
  Sand, 
  Female 
  Human 
  Clr13 
  (Tharizdun), HD 13d8+63; hp 130; Init +5; Spd 20 ft.; 
  AC 30 (touch 15, flat-footed 29) [+11 Armor, +3 Shield, 
  +1 Nat, +1 Dex, +4 Defl]; Base Atk/Grapple: +9/+9; Atk 
  +10 melee (1d8+1, +1 morningstar), +10 ranged (1d8, 
  light crossbow); Full Atk +10/+5 melee (1d8+1, +1 
  morningstar), +10 ranged (1d8, light crossbow); AL NE; 
  SV Fort +14, Ref +7, Will +14; Str 10, Dex 12, Con 18, 
  Int 12, Wis 22, Cha 10. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (Religion) +17, Sense Motive +14, Spellcraft +17; 
  Giant’s Toughness, Greater Fortitude, Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Skill 
  Focus 
  (Concentration), Toughness. 
   
  Spells Prepared: (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; 
  base DC = 16 + spell level): 0—[cure minor wounds (x4), 
  detect magic, light]; 1st—[bless, divine favor, entropic shield, 
  inflict light wounds*, remove fear, shield of faith(x3)]; 2nd—
  [bear’s endurance(x3), cure moderate wounds, hold person, 
  shatter*, silence, sound burst]; 3rd—[blindness/deafness, 
  magic circle against good*, magic vestment (x3), searing 
  light]; 4th—[cure critical wounds, divine power, freedom of 
  movement, greater magic weapon (x2), unholy blight*]; 5th—
  [flame strike(x2), mass cure light wounds, mass inflict light 
  wounds*, slay living]; 6th—[greater dispel magic, harm*(x2), 
  heal]; 7th—[blasphemy, disintegrate*]. 
   
  *Domain spell. Domains: Destruction (smite 1/day-
  -+4 bonus on attack, bonus equal to cleric’s level on 
  damage), Evil (cast evil spells at +1 caster level). 
   
  Possessions: +1 Morningstar, Full Plate Armor, +1 
  Heavy Steel Shield, Light Crossbow, 10 bolts, Spell 
  Component Pouch, Silver Holy Symbol, Wooden Holy 
  Symbol (backup), .Steadfast Boots, Amulet of Natural 
  Armor, +1, Ring of Feather Falling, Bag of Holding 
  Type II. 
   
  Note: The effect of Spell Focus (Concentration) is 
  included in her Concentration bonus.  The effect of 
  magic circle against good is not reflected in her saving 
  throws.  The effect of shield of faith is included in her 
  AC; the effect of bear’s endurance is reflected in her hit 
  points, Fortitude save, Concentration skill, and 
  Constitution stat; the effect of magic vestment is 
  reflected in her hit points; and the effects of all of these 
  spells may need to be eliminated if any or all of the 
  spells are dispelled. 
  Witch Necromancer, Female Human Ncr11; HD 
  11d4+44; hp 78; Init +2; Spd 30 ft.; AC 22 (touch 12, 
  flat-footed 20) [+4 Armor, +4 Shield, +2 Dex, +2 Nat]; 
  Base Atk/Grapple: +5/+5; Atk +5 melee (1d6, 
  quarterstaff); AL NE; SV Fort +7, Ref +5, Will +7; Str 10, 
  Dex 14, Con 18, Int 18, Wis 10, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +18, 
  Craft 
  (Alchemy) +17, Knowledge (Arcana) +17, Knowledge 
  (History) 
  +17, 
  Knowledge 
  (Local-NMR) 
  +8, 
  Knowledge (Religion) +17, Spellcraft +17; Improved 
  Familiar, Greater Spell Focus (Necromancy), Point 
  Blank Shot, Precise Shot, Spell Focus (Necromancy). 
   
  Spells Prepared (4/5+1/5+1/5+1/4+1/2+1/1+1; base 
  DC = 14 + spell level, or 16 + spell level if 
  Necromancy): 0—[acid splash (x2), detect magic, ray of 
  frost]; 1st—[mage armor, magic missile (x2), ray of 
  enfeeblement*(x2), 
  shield]; 
  2nd—[bear’s 
  endurance, 
  blindness/deafness*, resist energy (electricity), resist energy 
  (fire), glitterdust, scorching ray]; 3rd—[blink, dispel magic, 
  fireball (x2), ray of exhaustion*, slow]; 4th—[enervation, 
  fear*(x2), otiluke’s resilient sphere, stoneskin]; 5th—[baleful 
  polymorph, cone of cold, waves of fatigue*]; 6th—[eyebite*, 
  flesh to stone]. 
   
  *Necromancy school spell. 
   
  Possessions: Quarterstaff, Spell Component Pouch, 
  Amulet of Natural Armor, +2. 
   
  Familiar: Shocker Lizard. 
   
  Note: The effects of mage armor and shield are 
  reflected in her AC calculation and should be 
  eliminated if those spells are dispelled.  The effects of 
  bear’s endurance are included in her hit points, Fortitude 
  save, Constitution score, and Concentration skill 
  bonus; and should be eliminated if that spell is 
  dispelled. 
  Shocker Lizard Familiar:  Small magical beast; hp 39; 
  Init +6; Spd 40 ft., climb 20 ft., swim 20 ft.; AC 22 
  (touch 13, flat-footed 20) [+1 Size, +2 Dex, +9 natural]]; 
  
  Towers of the Abbor-Alz 
   
  Page 31 
  BAB/Grapple +5/+1 Atk +6 melee (1d4, bite); SA 
  Stunning shock, Lethal shock; SQ Darkvision 60 ft., 
  Electricity sense, immunity to electricity, low-light 
  vision; AL NE; SV Fort +4, Ref +5, Will +8; Str 10, Dex 
  15, Con 12, Int 11, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +11, Hide +11, Jump +7, 
  Listen +4, Spot +4, Swim +10; Improved Initiative. 
   
  Stunning Shock (Su):  Once per round, a 
  shocker lizard can deliver an electrical shock to a single 
  opponent within 5 feet.  This attack deals 2d8 
  nonlethal damage to living opponents (Reflex save DC 
  12 half).  The save DC is Constitution-based. 
   
  Electricity 
  Sense 
  (Ex): 
   
  Shocker 
  lizards 
  automatically detect any electrical discharges within 
  100 feet. 
  Witch Thugs (2), Female Human War9; HD 9d8+45; 
  hp 93; Init +3; Spd 20 ft.; AC 25 (touch 17, flat-footed 
  22) [+8 Armor, +3 Dex, +4 Defl]; Base Atk/Grapple: 
  +9/+12; Atk +15 melee (2d4+7, +3 spiked chain), +12 
  ranged (1d8, longbow); Atk +15/+10 melee (2d4+7, +3 
  spiked chain), +12/+7 ranged (1d8, longbow); AL NE; 
  SV Fort +11, Ref +6, Will +2; Str 17, Dex 16, Con 20, Int 
  13, Wis 8, Cha 8. 
   
  Skills and Feats: Climb +12, Handle Animal +11, 
  Jump +12, Ride +15, Swim +9; Combat Expertise, 
  Combat Reflexes, Exotic Weapon Proficiency (Spiked 
  Chain), Improved Trip, Knock-Down. 
   
  Possessions: Masterwork Spiked Chain, Longbow, 
  20 arrows, Club, Masterwork Breastplate, Potion of 
  Enlarge Person. 
   
  If Enlarged:  Size Large; Init +2; Spd 20 ft.; AC 23 
  (touch 15, flat-footed 21) [+8 Armor, +2 Dex, +4 Defl, -1 
  Size]; Base Atk/Grapple: +9/+18; Atk +15 melee (2d6+9, 
  +3 spiked chain), +10 ranged (2d6, longbow); Full Atk 
  +15/+10 melee (2d6+9, masterwork spiked chain), 
  +10/+5 ranged (2d6, longbow); Reach 20 ft; SV Ref +5; 
  Str 18, Dex 14. 
   
  Note:  The effects of magic vestment and shield of 
  faith that were cast by the cleric are included in their 
  AC calculation and should be eliminated if those spells 
  are dispelled.  The effects of greater magic weapon are 
  included in the attack and damage calculations and 
  should be eliminated if those spells are dispelled.  The 
  effects of bear’s endurance cast by the cleric are included 
  in hit points and fortitude saves and should be 
  eliminated if those spells are dispelled. 
  Tactics:  The Witch of the Sand cleric has precast 
  magic circle against good, bear’s endurance, and freedom of 
  movement on herself and has cast shield of faith and magic 
  vestment on herself and both of the witch thugs and has 
  precast greater magic weapon on both of the Witch 
  Thugs’ spiked chains, and the Witch Necromancer has 
  precast mage armor, bear’s endurance, resist energy 
  (electricity), resist energy (fire), shield, and stoneskin on 
  herself.  The Witch Thugs will drink their potions of 
  enlarge person in the first round of combat.  The Witch 
  Necromancer will attempt to surround Lady Astra in 
  otiluke’s resilient sphere in the first round of combat to 
  prevent her from taking unnecessary damage.  The 
  cleric will wait to see whether the sphere is successful 
  before casting any area of effect spells. 
  
  Towers of the Abbor-Alz 
   
  Page 32 
  Appendix VII – New Rules 
   
  From Sword & Fist: 
  Knock-Down 
  Your mighty blows can knock foes off their feet. 
  Prerequisites:  Base attack bonus +2, Improved Trip, Str 
  15+ 
  Benefit:  Whenever you deal 10 or more points of 
  damage to your opponent in melee, you make a trip 
  attack as a free action against the same target. 
  From Masters of the Wild: 
  Giant’s Toughness [General] 
  You are amazingly tough. 
  Prerequisite:  Base Fort save bonus +8. 
  Benefit:  You gain +9 hit points. 
  Special:  You can gain this feat multiple times. 
  From Arms & Equipment Guide: 
  Boots, Steadfast:  These thick and heavy iron-toed 
  boots help keep the wearer from getting knocked 
  down.  Someone wearing steadfast boots cannot be 
  tripped or pushed back by a bull rush.  As long as the 
  wearer carries a melee weapon that is Medium-size or 
  larger, she also counts as being set against a charge.  
  The weapon does not have to have reach. 
   
  Caster Level:  3rd; Prerequisite: Craft Wondrous Item, 
  bull’s strength; Market Price: 6,000 gp; Weight: 1 lb. 
   
  
  Towers of the Abbor-Alz 
   
  Page 33 
  DM Aid #A 
  Map of the Main Tower 
   
  
  Towers of the Abbor-Alz 
   
  Page 34 
  Player Handout #1 
  Lady Astra Callistor 
   
   
  Lady Astra Callistor is the first cousin of King Lynwerd I.  Her mother was the sister of former 
  King Archbold III.  Lady Astra is approximately 5 years younger than King Lynwerd. 
   
  Although Lady Astra was a prominent royal person, she was never idle while she still resided in 
  Rel Mord.  She was a noted scholar of the Rel Mord Wizard’s Guild and a leading member of the 
  city’s Temple of Boccob.  It is said by many that the influence of Boccob’s temple has waned 
  considerably during her absence because few of its clerics understand or care about politics. 
   
  Lady Astra was a spellcaster of the type known as a Mystic Theurge.  She was also a dedicated 
  scholar, and reportedly irritated Archbold several times over by missing royal functions because she 
  refused to leave her research at the Royal Annals of Rel Mord. 
   
  When Lynwerd’s fiancé Lady Xenia Sallavarian collapsed in 589 CY, Lady Astra worked 
  diligently to assist her recovery.  She was considered to be instrumental to finding a cure to Lady 
  Xenia’s condition because of her considerable training in both the divine and arcane magicks. 
   
  Therefore it was a surprise to many when in the summer of 590 CY, Lady Astra set aside her 
  search for a cure and assembled a party of adventurers.  All that she would say about her destination 
  is that she was traveling to a valley in the Abbor-Alz hills that was dominated by ancient, abandoned 
  towers.  She refused to provide any reason why she was undertaking the journey. 
   
  Lady Astra Callistor has not been seen since she departed the city of Beetu in the summer of 590 
  CY.  Not a single member of the party that she led into the Abbor-Alz ever returned. 
   
  Rumors abound about what happened to Lady Astra.  The most popular theory is that she had 
  long been loyal to fellow spellcaster Prince Sewarndt and that she left to join his cause.  Another 
  popular theory is that the fellows of the Wizard’s Guild of Rel Mord caused her to magically 
  disappear because she was arguing for more liberal acceptance of non-wizardly magic within the 
  Guild’s halls.  Yet another popular theory holds that she has secretly married the Archmage Rary as 
  part of a peace treaty signed by Lynwerd. 
   
  
  Towers of the Abbor-Alz 
   
  Page 41 
  Player Handout #2 
  Message from the Relic 
   
  Adventurers uncovered a strange message recently and turned it over to the Kingdom of Nyrond.  The contents of the 
  message were as follows: 
   “Greetings.  I am Beldion, your employer. 
   I regret that I have not been able to 
  engage your employment personally, but 
  circumstances call me farther east.” 
   “I call on you to lay siege to the towers 
  of Canimarr, my former master, and to 
  secure his magical research.  I know that 
  you have been promised payment for your 
  wages and to equip your mercenaries and, 
  therefore, I have buried gems in areas 
  surrounding this platform.  You will find 
  them here, . . here . . . and here.” 
   “Canimarr’s towers are located west of 
  here in the Abbor-Alz mountain range.  
  Their location is obscured by magic, but I 
  have conjured a statue of a griffon that 
  now stands at the base of the path that 
  leads to the towers.  You will find this 
  griffon if you follow the Nesser River 
  north from its base.” 
   “It is important that you be wary.  
  Canimarr will have set up protective spells 
  that can easily decimate your army.  And he 
  has made a pact with a terrible aberration 
  that will undoubtedly be protecting his 
  magical research.” 
  
  Towers of the Abbor-Alz 
   
  Page 42 
  The message continued, but no one has yet been able to translate the remaining passages. 
  
  Towers of the Abbor-Alz 
   
  Page 2 
  Player Handout #3 
  Canimarr’s Towers 
   
  Although you are uncertain whether it is connected to the disappearance of Lady Astra, you find some information that 
  seems relevant: 
   
  Thousands of years ago, a Flannish Kingdom named Sulm ruled much of the 
  lands that became the Bright Desert.  Sulm would have very likely 
  expanded their control into what are now Nyrondese lands had it survived.  
  But the leaders of the Sulm were vain and power hungry and the Kingdom 
  toppled after its final ruler entered into a pact with the evil god Tharizdun 
  to acquire an artifact known as the Scorpion Crown. 
  Canimarr, a Sulmish scholar of the final days of Sulm, devoted his life to 
  arcane knowledge.  Desperate to keep the existence of his arcane 
  discoveries away from the rulers who would use it for improper purposes, 
  he built a series of towers in the Abbor-Alz hills to hide away his research.  
  Casting his most powerful spells, he permanently prevented the location 
  from being found through magical and other means. 
  
  Towers of the Abbor-Alz 
   
  Page 2 
  Player Handout #4 
  A Brief History of Sulm 
   
  Two millennia ago, Flan civilization reached its zenith on the arid grasslands of Sulm.  Here, the 
  Flan learned the secrets of agriculture, ironwork, and engineering, founded great cities, and raised 
  majestic temples to their gods.  In a series of swift, hard-fought campaigns, Sulm’s neighbor states 
  (Ronhas, Durha, Rhugha, and Truun) fell before the might of her iron-shod hosts.  Continued 
  aggression brought open warfare with an implacable enemy—Itar. 
   
  Situated in a rich coastal region southeast of Sulm, the valorous Sun Kingdom of Itar honored 
  gods of light and progress and posed a serious military, financial, and ideological threat to Sulm.  It 
  wasn’t enough.  After three decades of open warfare, Sulm obliterated Itar’s armies, mingling the 
  blood of its soldiers with the ebbing lifeform of Vathris, an Itarian god of ingenuity who had 
  manifested to aid his people on the field of battle only to be stricken down by dark Sulmish magics. 
   
  With Itar’s destruction, the entire region fell under Sulmish hegemony.  Her people grew proud 
  and her leaders corrupt and arrogant as wealth and tribute poured into the great temple-city capital, 
  Utaa, seat of Sulmish rule.  Sulmish society stagnated for centuries as decadence and evil grew into 
  the hearts of her people; simultaneously tendrils of insurrection crept among the subjugated folk of 
  the hinterlands. 
   
  For all its might and wisdom, doom came suddenly to Sulm.  The nation’s rulers, desperate to 
  stem the rising tide of civil unrest and rebellion, delved too deeply into the poisonous wellspring 
  from which their civilization had sprung.  The last of Sulm’s rulers, an ambitious and undoubtedly 
  mad sorcerer named Shattados, cried out to the Lords of Evil for aid and received a whispered 
  promise in exchange.  His divine patron, Tharizdun, granted Shattados a powerful magic artifact, the 
  Scorpion Crown, that would allow him total control over his subjects.  The greedy overlord thrust the 
  crown upon his head and brought doom to the entire region. 
   
  The Crown’s fell curse initiated an agonizing transformation in Sulm’s citizens, who found 
  themselves transforming into hideous “manscorpions,” half-breed wretches magically bound to the 
  wearer of the Scorpion Crown. 
   
  Within a decade the grasslands were dead, withered into nothingness by an unnatural heat that 
  yet plagues the region or scoured from the face of Oerth by violent and prolonged storms sweeping 
  in from the Gearnat.  The small pockets of vegetation surviving these twin perils were finally buried 
  beneath an insidious, unstoppable tide of sand issuing like a cancer from the cities and holy places 
  of the fallen Sulmites.  Soon the curse took hold throughout the area, and what had once been called 
  Sulm became the Bright Desert. 
   
  And somewhere, deep within the darkest recesses of the Lower Planes, Tharizdun chuckled 
  softly to himself. 
  (Excerpted from the article “Into the Bright Desert” by Creighton Broadhurst.) 
  
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