TEXT: Merilla's Magic Tower
  by Rob Pinnell
  A Basic Fantasy Role-Playing Game Adventure
  Release 1
  Copyright © 2007 Rob Pinnell
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Introduction
  This adventure module, part of the Adventure Anthologies series, is for use with the  Basic Fantasy 
  Role-Playing Game rules, and is intended for 3-6 characters of levels 4-7.  If you don't have the Basic 
  Fantasy RPG core rules, please visit www.basicfantasy.org and download a free copy.
  Background
  Years  ago  Merilla  the  magic-user  adventured 
  throughout  the  lands  with  a  group  of  friends. 
  Together they vanquished many creatures and 
  collected  large  amounts  of  wealth  in  the 
  process. They became so good at it, that Lords 
  and Dukes of the realm sent for them whenever 
  a barony or duchy was threatened.  After years 
  of  service  to  the  kingdom,  they  finally retired, 
  each going his or her own way.  Merilla settled in 
  a peaceful valley and constructed a small tower 
  where she intended to spend the remainder of 
  her  days  researching  spells  and  creating 
  marvelous items to help protect the land.
  As time passed her library of tomes and scrolls 
  increased, while word of her experiments spread. 
  Soon, Dukes and Lords were sending envoys to 
  her tower with requests for powerful items with 
  which to protect their lands.  Some she agreed 
  to,  others  she  did  not,  for  men  of  power 
  inevitably  become  greedy,  and  seek  more 
  power by whatever means available.  And also, 
  the making of magical items often drained her, 
  leaving her weak and vulnerable for long periods 
  of time.   
  Though she had special guardians and devices 
  to  protect  her  during  these  times,  there  were 
  those throughout the land who took advantage 
  of those periods, sending brigands and thieves to 
  assault her tower, hoping to steal the coveted 
  items.  All have failed, so far.  Now the word is 
  spreading again of her latest creations: items of 
  such power that, with them, even a common 
  man might rise to unstoppable power.
  Located at the far edge of a tiny duchy, deep 
  within an enormous ravine at the base of the 
  foothills, Merilla’s tower now stands silent.  Is she 
  still alive, or has she been slain?  Has someone 
  penetrated the protective forces she has placed 
  within the tower and made away with the items? 
  Many would like to know.
  Game Master's Information
  This scenario can be run several ways; the most 
  common being that a local authority wishes to 
  send a group in to gather information.  Another is 
  that  someone  hires  the  group  to  assault  the 
  tower. Either way, or any other the GM comes up 
  with, will suffice.
  In any case, if the party reaches the upper most 
  level of the tower, where Merilla  sleeps, they 
  may end up saving her life.  In such a case she 
  will reward them handsomely (5,000  GP each, 
  and a minor magical item).
  Tower Key
  ENTRY LEVEL. East door has a magical-trap on it; 
  21d6 Fireball. Two large bookcases fill the south 
  and west walls of this chamber from the floor to 
  the ceiling. These appear to be filled with scrolls, 
  tomes and manuals of various making. Most are 
  instructional,  dealing  with  ancient--arcane--
  ceremonies, rituals, and the elements necessary 
  to  conduct  them  (materials,  etc.)  One  in fifty 
  scrolls is actually penned by Merilla, containing 
  magic spells. One in a hundred tomes/manuals, 
  is of a magical nature. There are approximately 
  two  hundred  such  tomes/manuals,  and  six 
  hundred  scrolls!  Searching  all  of  these  will  be 
  time consuming! Along the north wall is a work 
  table. A rack of two shelves runs along the north 
  and  east  walls  just  above  this.  These  hold 
  containers  filled  with  various  components 
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  Merilla's Magic Tower
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  ranging from liquid to solid, and even gases! One 
  in fifty is actually a potion of some sort. There are 
  over five hundred such containers!
  A  Bronze  Golem stands just south of the work 
  table (60 hit points) that will move to attack any 
  intruder approaching within 30’ of it. AC0, Move 
  240’ (80’), Attacks 1+ Special, Damage 3-30 + 
  1-10  heat  damage,  Save  as  F10,  Morale  12, 
  Neutral. Inside its head is a Ring of Wonder***! In 
  the  southwest  corner  a  huge,  25’  foot square 
  Carpet Trap awaits any who stand in its center. It 
  will instantly knock prone anyone who steps into 
  the  center  of  it,  rolling  the  person  up  and 
  squeezing them for 1d8 points of damage per 
  round. It is AC8, Move 0’, and takes 34 hit points 
  of  damage  before  being  disabled.  Note 
  however, that any victim trapped inside it takes 1 
  point of damage per 4 inflicted! While a Dispel 
  Magic might destroy it, there is no disarming this 
  trap; a thief may be able to detect it, however. 
  Two Rust Monsters (hit points 32-28) linger about 
  in the ground level of the tower. AC  2, HD 5, 
  Move 120’ (40’), Attacks 1, Damage 0, Save As 
  F3, Morale 6, Chaotic.  A wooden spiral staircase 
  stands  in  the  center  of  the  round  chamber 
  leading up.
  TOWER LEVEL 2. Three chests appear here. The 
  north and southwest ones are trapped, with a 21 
  hit  die  Fireball  spell.  Only  a  Dispel  Magic  will 
  disable these. Inside each are 50,000 gold coins. 
  The chest in the southeast is a Morphganger! A 
  10 hit die creature created by Merilla. Other than 
  having  60  hit  points,  it  is  similar  to  a 
  Doppleganger!  AC4, Move 30’ (10’), Attacks 1, 
  Damage 1-12, Save as F5, Morale 8, Neutral.
  TOWER LEVEL 3. An 8 hit die  Faerie Dragon lies 
  atop a low stone slab against the north wall. This 
  too was created by Merilla. AC -6, HD8 (32 hit 
  points) Move 90’ (30’)/240’ (80’) Flying, Attacks: 
  its only attack is spell-use--equal to an 8th level 
  MU, and its Magic Resistance (like a Minor Orb) 
  to spells. It Saves as MU8, Morale 8, is Neutral and 
  serves more  as a “watch-dog” than a guard; 
  though it will attack intruders upon sight. Its spells 
  are:  Charm Person-Magic  Missile-Sleep; Detect 
  Invisibility-Mirror  Image-Web;  Hold  Person-
  Invisibility 10’ Radius; Confusion-Polymorph Other. 
  It is mentally linked with Merilla, and will try to 
  arouse her if possible (5% chance per Turn.) A suit 
  of  + 2 Chain mail/Energy Storing* hangs on the 
  south wall.
  TOWER LEVEL 4. Three  Blast Spores  hover about 
  here.  AC9,  1HP,  Move  30’  (10’),  Attack  1  + 
  disease,  Damage  6-36  if  struck,  Save  as  F1, 
  Morale 9, Neutral.
  TOWER LEVEL 5. This is Merilla’s private chambers. 
  Currently lying incapacitated in her bed, she is 
  unaware of the shadowy figures who have just 
  entered her chamber. Two Thugs L7 and L4, are 
  presently  arguing  over  which  one  is  going  to 
  assassinate her! Having followed the party to the 
  location,  they  used  scaling  tools  to  sneak  in 
  through the only windows in the tower while the 
  party  unknowingly  distracted  the  guardians. 
  Though  Neutral, they are  wicked  to  the  core. 
  They have AC’s of 4, 30 & 24 hit points, Move 
  120’  (40’)  Attacks  1,  Damage  1-8,  Assassinate 
  50% +/- victim’s HD, Save as T7 or T4, Morale of 
  9/7. Each wears leather +1 and has a +1 ring of 
  protection. A small chest to the east of Merilla’s 
  bed contains her personal jewelry and some fine 
  clothing; a small desk to the west is covered with 
  unfinished scrolls, and writing tools. 
  Merilla cannot defend herself at present; having 
  just finished creating the magic sword atop the 
  table to the south, she is semi-comatose. If saved 
  from assassination, she will forgive the intruders 
  for  slaying  her  guardians  and  reward  those 
  involved  in  her  rescue  as  previously  noted.  In 
  time she will regain her spell use (if not killed!) The 
  item  she  has  just  created  is  a  +1  Sword  of 
  Smiting**
  * Similar to a Ring of spell-storing; this one stores 
  HD  of  experience,  and  when  the  possessor  is 
  attacked by Energy-draining creatures, the level 
  loss is taken from the item first. It can store up to 1 
  level per level of the owner. However, it can only 
  store this type of energy in conjunction with a 
  Sword of Draining, or Sword of Smiting. Used with 
  the former, it makes possible the sword to retain 
  its draining abilities as long as the maximum is not 
  reached.  It  can  also  discharge  or  release  an 
  energy level upon command, to keep this from 
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  AA1.2
  Merilla's Magic Tower
  occurring. Doing so temporarily bestows 1d6 hit 
  points upon the possessor, which will be removed 
  first upon next being attacked!
  **  This  weapon  bestows  the  assassination 
  capability  of  Thugs  equal  to  the  level  of  the 
  possessor. Because of such, it is Neutral aligned. 
  It otherwise behaves as a normal sword, except 
  for doing 2d6 or damage per hit. On a natural to 
  hit  of  20,  it  will  drain  one  hit  dice/level  of 
  experience  from  its  victim,  and  transfer  this 
  energy to any receptacle enchanted to receive 
  it. 
  ***  Each  time  this  item  is  put  on,  it  functions 
  differently for the entire day. GM secretly rolls d % 
  and  consults  RC  Magic  Rings  chart;  ignoring 
  even rolls which bestow nothing that day.
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  Merilla's Magic Tower
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  Merilla's Magic Tower
  Open Game License
  Designation of Open Game Content:  The entire text of Merilla's Magic Tower, as well 
  as any included maps or floorplans, (except the Open Game License, as explained 
  below) is Open Game Content, released under the Open Game License, Version 
  1.0a (reproduced below) as described in Section 1(d) of the License.  Artwork, except 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System  Reference  Document  Copyright  2000-2003,  Wizards  of  the Coast,  Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams,  Rich Baker, Andy  Collins, 
  David Noonan, Rich Redman,  Bruce R. Cordell, John D. Rateliff, Thomas  Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors 
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  Castles & Crusades: Monsters Product Support, Copyright 2005, Troll Lord Games.
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Merilla's Magic Tower Copyright © 2007 Rob Pinnell
  END OF LICENSE
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