Download MGP7719 - Tower of the Elephant PDF

TitleMGP7719 - Tower of the Elephant
TagsConan The Barbarian Leisure
File Size2.2 MB
Total Pages36
Document Text Contents
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Elephant Tower, each with its own perils and possibilities.
Which way they choose to go will bear directly on how long
the scenario takes to run, and how diffi cult a time the Player
Characters will have completing it.

The Secret Door �IG1�
This is the small but immensely strong doorway into the
Elephant Tower. Yara has never bothered posting a watch
outside the gates, trusting his guards and guardian beasts
to deal with any interlopers before they come this far. The
doorway is all but impossible to see, so seamlessly does it
blend with the tower’s walls, and requires a Search check (DC
20) to locate.

The main entrance of the Elephant Tower is nearly seamless,
all but impossible to discern from the walls surrounding it,
and absolutely impossible for the Player Characters to open
from the outside. When the main gate is closed, only Yara
may open it from the outside. However, it is easily pushed
open from the inside. If the Player Characters choose to
enter this way, they have only to make enough noise for the
guards inside to hear it and decide to investigate. Once the
door is opened, the Player Characters may freely enter the
Elephant Tower, so long as they are able to dispatch the guards
in the Main Hall (see pg. 19, G1). Games Masters should
remember that at least one of the guards in the Main Hall
will run directly to Yara should the Player Characters attempt
to storm the Elephant Tower through the main entrance.

Lions Den
Entrance �IG2�
This is the entrance to the lions’ den (see pg. 19, B9), where
the lions rest and shelter during the day. Concealed by
the Inner Garden’s thick underbrush, it is diffi cult to fi nd,
requiring a Spot check (DC 20) to locate. If the Player
Characters do locate the entrance to the lions’ den it will
provide them an alternate means of entering the Elephant
Tower. The gates that bar access from the lions’ den into the
basement are not locked, merely secured with a heavy iron
pin. Though the lions cannot remove the pin, it is simple
enough for any creature with hands to do so.

If the Player Characters manage to discover the entrance
to the lions’ den, they may try to enter the Elephant Tower
through this route, which will bring them directly to the lions’

den (see pg. 19, B9), via a 50 foot earthen tunnel. With
enough skill and stealth, they may be able to slip past the

guards in the basement without raising an alarm.

Chimney �IG3�
A three feet tall column of bricks juts up

from the ground here, covered with
an ornate, though rusted iron

canopy. It is the chimney of

the Elephant Tower’s mess hall (see pg. 17, B1). The shaft
of the chimney is far too small for anyone to fi t down, and
stopping it up will surely alert any guards in the mess below.
If they wish, the Player Characters may spend some time
listening at the chimney to the conversations of the guards
below, requiring a Listen check (DC 20), which should give
them a clear idea as to whether or not the guards inside the
tower are alerted to their presence. On a roll of one on
1d10, the chimney is releasing a trail of thick, dark smoke,
indicating that someone is cooking below.

The Roof
Perhaps the best way to enter the Elephant Tower is through
the roof, just as Taurus of Nemedia sought to do when he
made his own attempt on the tower. If the Player Characters
have Vanku with them, they will have an easier time of it,
as this is the entry he had planned on making. Carefully
following the notes left by his father, Vanku has secured a
length of rope of dead women’s hair (see below) long enough
to reach the top of the tower.

Rope of Dead Women’s Hair
This supernaturally strong rope is made from dead women’s
hair steeped in the juice of the upas-tree. It weighs but two
pounds per 100 foot length, and can bear some 750 pounds
without snapping. In appearance it seems only a thin and
fl imsy cord, so that a full 100 foot coil of it could be carried
in a large belt pouch.

Cost: 1,250 sp. per 100 feet of rope. Requirements: Craft
(alchemy) 6 ranks, one dose of upas-tree juice (included in
cost), the hair of 20 dead women.

Though the rope is light and supple, it is still a terribly
diffi cult task to throw a grapple to a roof 150 feet above.
Any Player Character (or Vanku) attempting it must make
a ranged attack with the grapple. If the attack roll is 25 or
greater, the grapple will reach the roof and take hold, allowing
the Player Characters to ascend. If the Player Characters do
not have Vanku with them (or at least do not have a rope of
dead women’s hair), they may still attempt to grapple the roof
of the Elephant Tower, but the task is much more diffi cult
when using heavy hemp rope. Only a Player Character with
a Strength ability score of 18 or greater has even a chance of
casting the grapple high enough to catch, and even then can
only succeed with a ranged attack roll of 30 or greater.

No matter which kind of rope the Player Characters are using,
every failed cast of the grapple means a ten percent chance
that the grapple will clatter loudly on the outside of the tower
as it falls back, alerting the guards inside that something is
happening in the Inner Garden.

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The Elephant Tower
Now that the Player Characters have endured the
perils of the Gardens, the Elephant Tower itself still lies ahead,
glimmering in the moonlight, showing no sign of door or
window, a fl awless silver shaft as inaccessible as the stars.

Basement
Tower Mess �B1�
The walls of this mess hall are rough stone, while the fl oor
has been worn smooth by the passing of the tower’s guards.
Several crude tables stand dotted throughout the room, and a
mighty clay oven dominates much of the western wall. A large
wooden table, littered with the debris of food preparation
is scored with thousands of nicks and scrapes, and indelibly
stained with blood and juices. An array of well-used pots,
pans, cleavers and racks hang from the walls. Close to the
southern wall is a well from which the guards draw water for
use throughout the Elephant Tower.

Guards Privy �B2�
This small room is occupied by little more than a hole in the
fl oor and the overpowering stench of stale effl uent.

Barracks �B3�
There is a standing force of 20 guards at the Elephant Tower,
coupled with a contingent of four royal guard, dispatched
from Shadizar by King Tiridates at Yara’s request. At any
given time, up to ten guards and two royal guards will be
off duty and can either be found here or in the Guard Hall
(B4). When the Player Characters arrive, assuming the alarm
has not already been sounded, six of the off-duty guards will
be sleeping in their bunks here. They will be roused by the
clamour of battle if the Player Characters engage the four
guards in the Guard Hall (B4), and will join the battle in 1d4
rounds. None of the off duty guards will be wearing armour,
nor will they have time to don any.

Guards (6)
Medium Humanoid Zamorian soldier 2; HD: 2d10+4 (19
hp); Init: +1; Spd: 30 ft.; Dodge DV: 12; Parry DV: 17;
DR: 0; BAB/Grp: +2/+3; Atk: Bill +4 melee or short sword
+2 melee; Full Atk: Bill +4 melee or short sword +4 melee;
Dmg: Bill 2d8+2, x3, AP 7 or short sword 1d8+2, 19–20/x2,
AP 2; Space/Reach: 5 ft. (1)/5 ft. (1); SA: –; SQ: Zamorian
qualities; SV: Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con
14, Int 10, Wis 10, Cha 12
Skills & Feats: Bluff +3, Disable Device +4, Gather
Information +3 (+5 if the check relates to theft, assassination

and the locations or powers of legendary or magical objects),
Intimidate +7, Open Lock +4, Search +6, Sense Motive +2,
Sleight of Hand +4; Cleave, Eyes of the Cat, Power Attack
Possessions: Bill, buckler, short sword

If the Player Characters conduct a thorough search of this
room, they will fi nd a number of small bags, boxes and chests
containing the assorted personal possessions of the guards.
Most of these are fairly worthless – sets of dice and dog-
eared playing cards, whetstones, cheap good luck talismans
and other small mementos. Amongst all this, the Player
Characters will fi nd 62 silver pieces in various coins, as well
as a small copper idol of Zath, worth 20 silver pieces.

Guard Hall �B4�
The sanded stone fl oors in other sections of the Elephant
Tower’s basement give way here to a deep red tile, shot through
with streaks of a sickly green. Three old wooden tables in
varying states of disrepair and a collection of mismatched
chairs and stools are the only furnishings in this room. Here,
the guards take their meals and while away their spare time
with the help of dice and wine. The tables are littered with
cups and plates, pushed to one side to make room for the
next game, and the tiled fl oor is sticky with spilt wine.

There are four guards in here when the Player Characters
arrive, assuming the alarm has not been raised. They are
dressed in their armour, but have set aside their helms and
shields. They have all been drinking, imposing a –2 penalty
on all attack rolls and skill checks.

Guards (4)
Medium Humanoid Zamorian soldier 2; HD: 2d10+4 (19
hp); Init: +1; Spd: 25 ft.; Dodge DV: 12; Parry DV: 13;
DR: 7; BAB/Grp: +2/+3; Atk: Bill +4 melee or short sword
+2 melee; Full Atk: Bill +4 melee or short sword +4 melee;
Dmg: Bill 2d8+2, x3, AP 7 or short sword 1d8+2, 19–20/x2,
AP 2; Space/Reach: 5 ft. (1)/5 ft. (1); SA: –; SQ: Zamorian
qualities; SV: Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con
14, Int 10, Wis 10, Cha 12
Skills & Feats: Bluff +3, Disable Device +4, Gather
Information +3 (+5 if the check relates to theft,
assassination and the locations or powers of legendary
or magical objects), Intimidate +7, Open Lock +4,
Search +6, Sense Motive +2, Sleight of Hand
+4; Cleave, Eyes of the Cat, Power Attack
Possessions: Bill, brigandine, buckler,
short sword, steel cap

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