d20 Goodman Games Rumble in the Wizard’s Tower.pdf

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RUMBLE IN THE WIZARD’S TOWER
By Luke Johnson
Cover Art: Slawomir Maniak
Concept Design and Cartographer: Jeremy Simmons
Graphic Design: Alvin Helms
Interior Art: Nick Greenwood
Editor: Elizabeth R.A. Liddell
Editor-in-Chief: Luke Johnson
Publisher: Joseph Goodman
Playtesters: Brandon Crowley, Jason Feidler, Brian Hayward, Seth House, James Johnson,
Jennie Mar, David McFarland, Dee Mike, Scott Moore, Brian O’Neil, Chris Pettit,
James Sullivan, Ray Teetsel, John VandeBrook, and William Westoven.
www.goodman-games.com
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RUMBLE IN THE WIZARD’S TOWER
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INTRODUCTION
Y our adventures are already exciting. Characters explore dun-
Elton then turned to his son, Valdeez Morrick. Valdeez had
trained in the army for a time, and gone out adventuring, crush-
ing monsters, for half a year after that. Elton wanted Valdeez to
be his commander-in-chief, and his first duties would be hiring
soldiers, training them, and stationing them appropriately in the
tower to serve as guards and sentries.
To help his son, Elton poured money into the crafting of two
mighty, magic axes for Valdeez. Ever paranoid, Elton added an
enchantment so that the axes’ magical properties would func-
tion only for Valdeez — unless he died.
Elton sank much of the rest of his money into his real plan for
taking over the city: the capturing of a ternion, an extraplanar
being related to the control of time. Ternions’ exact powers are
unknown, but most scholars believe they can execute what they
call a “ternion flare.” This ability allows the creatures to slow
time for specified individuals within a large area, allowing those
affected to move with superhuman speed, dodging arrows and
landing crushing blows. Elton’s plan was to use this power for
himself and his soldiers. With time as his weapon, Elton could
easily subdue the City Watch, militia, and anyone else who might
resist.
Elton captured the ternion. He held it in a magic field atop Mor-
rick Tower.
Elton was working on ways to force the ternion to do his bidding
when something happened that he did not expect. He had been
careful, trusting no one but his son — but that was a mistake.
Valdeez blamed Elton for the death of his mother, who had died
ten years ago, while Valdeez was in the army. Valdeez had sworn
he would avenge her memory.
So he killed his father while he was asleep one night.
Valdeez then sat at the foot of the bloodstained bed and
thought. The soldiers were loyal to him; he was (and is) a good
leader. And he now had control of the ternion. Clearly, Valdeez
thought, his father, who would kill his own wife, wasn’t fit to
rule his own household, let alone a city. But Valdeez… he was. He
took the title “warlord” and set about doing so.
Warlord Valdeez spent the last of his father’s money on distrac-
tions to get the various power players (i.e., high-level NPCs) out
of the city or otherwise distracted so they couldn’t stop him. The
key way he did this was by capturing Sayanna, the king’s newest
wife. Sayanna is the princess of the neighboring nation of
Davinia (or whatever nation you’d like to substitute in your cam-
paign), and the marriage had secured a long-needed peace be-
tween the kingdoms. With Sayanna gone, war threatens to break
out again.
Valdeez planted clever hints and used a variety of magic scrolls
to mislead the high-level investigators, who are now spread
across the kingdom — and beyond — searching for Sayanna. In
fact, she’s in Morrick Tower with Valdeez. More sinister yet,
Valdeez didn’t need to capture her — she went willingly, hoping
that her home nation would grow upset enough to start a war,
and she and Valdeez could storm the castle as fighting raged on
the front. She and Valdeez are partners and lovers now.
Valdeez is trying to force the ternion to do his bidding. The being
is alien, trapped, and suffering, and has little intention of coop-
erating with its captor. Still, Valdeez will soon succeed by bribing
it with its freedom. With all the big guns gone, it’s up to a new
breed of up-and-coming heroes to stop Valdeez. It’s up to your
heroes.
geons, crush monsters, and score loot. But maybe you want
your adventures to be more. Maybe you want adventures that
are over-the-top, in-your-face, BADASS THRILL RIDES! Maybe
you want adventures that are things of LEGEND! Maybe you
want adventures that are WICKED SICK! That’s what Wicked
Fantasy Factory gives you: axes hacking, spells exploding, and
blood spewing. Don’t just crawl through dungeons — make
them sorry they ever met you!
Rumble in the Wizard’s Tower is a Wicked Fantasy Factory
adventure for six to eight heroes of 1st level or four heroes of
2nd level; a party of 3rd level heroes will find the adventure an
appropriate challenge, as well. The party’s total levels should be
8–12. All characters will have a good time in this adventure; the
party should include at least one healer (like a cleric) and one or
two characters with serious combat potential (fighters,
barbarians, paladins, and so forth).
Though it’s designed for characters of around 2nd level, you can
easily adjust the adventure to challenge heroes of higher or lower
level. See the “Adjusting the Challenges” sidebar for ideas.
Adventure Summary: In Rumble in the Wizard’s Tower, the heroes
assault Morrick Tower to stop a calculating warlord from over-
throwing the kingdom! They bludgeon the warlord’s hired goons
and come nose-to-nose with strange creatures and effects left
over from the wizard who once called the tower home. Mystic
traps and powerful minions — including the warlord’s flame-
flinging lover and the ghost of his murdered father — also con-
front the heroes. Finally, the heroes face Warlord Valdeez
Morrick on the rainswept rooftop, the silver light from a cap-
tured extraplanar being lighting the battlefield . In Rumble in the
Wizard’s Tower, even time is juiced up: drawing on the powers of
this extraplanar entity, characters enter the fantasy equivalent
of bullet time!
ADVENTURE
BACKGROUND
O ne year ago, Elton Morrick, a wealthy merchant, embarked
on an ambitious quest. He was wealthy to the point where
money had lost much of its importance — but he knew he could
turn his gold into power. His plan was to use his wealth as a tool
to take over the city of Almack, capital of the Kingdom of Sun-
dan (or whatever city and nation you’d care to substitute in your
campaign).
Elton was paranoid and careful. He started by purchasing a
hulking tower in the city’s center. This tower was once home to
a powerful wizard, and rumors said that it was haunted — it had
stood vacant for decades. Its location was ideal, though, so
Elton moved his home there and renamed it Morrick Tower. The
tower would be his base of operations, his stronghold, his cap-
ital. To ensure no enemies could foil his plans, he added traps
and other defenses. He also boarded up sections of the tower
where weird wizardly stuff still happened — he would deal with
that later.
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RUMBLE IN THE WIZARD’S TOWER
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