The Tower of Zott
Story
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The Adventure Begins!
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The warriors find themselves passing through a town, near the
Black Mountains, called Halventon. On the first day of their stay, the warriors visit the local alehouse called "The Hobbit's Brew" (Roll on the Alehouse event table as usual). After several hours of drinking and having a
hardy good time, the warriors emerge from the alehouse, singing drinking songs and laughing at the tales of old adventures. As they walk out, one the warriors bump into an old man, knocking him to the ground. "Watch where
you're walking, you slum drunk!" He yells, getting to his feet. The warrior then grabs him by the throat, and threatens to tear out his lungs with his bare hands. The old man apologises, and begs for mercy. The warrior then puts him down, looking a little disappointed. "Thank you, I'm very sorry, it was my fault. My mind was somewhere else. Everyone in town has been terrified for the last few weeks, ever since that necromancer Laranscheld took the Tower of
Zott to the south-east. Everyone's afraid he'll find his way here. Or that the Orcs will fight him to take over the tower, and turn this town into a battleground." Noticing that the warriors seem interested, the old man
tells them that he is the mayor of the town, and offers them 1D6X50 gold each to go into the tower, defeat Gunther Laranscheld, and save the town from the threat of undead.
The warriors hear stories from the local townspeople that Laranscheld may be using the tower to perform magic riuals, summoning evil undead monsters. After the last day of their stay, the warriors set of for the tower. The warriors are told that the Tower of Zott lies two weeks to the south-east (Roll on the Undead Hazards table).
***After traveling, the warriors are placed at the entrance of the
tower, and the game begins.***
***When the warriors reach the room with the hidden door, they can find the door simply by searching the room, but cannot open it till they find the key.***
***When the warriors reach the guard room, they can find the Orc's
note simply by searching the room. They cannot search the room until all
monsters in the room are dead. If the warriors search the room, give them the
note. After killing all the monsters in the room are killed, the warrior get one treasure card.***
***When the warriors enter the Monsters' Lair, they are attacked by
2D6 Snotlings. After the Snotlings are all killed, the warriors get one
treasure treasure card.***
***When the warriors reach the room with the key, they can find the
key by searching the room.***
---Note: Gunther Laranscheld has the same stats as his event card card that came with Catacombs of Terror, except he does not appear with the undead minions, only the Skeletons and/or Mummy.---
***When the warriors reach the Circle of Power, one of them must
stop on one of the four middle squares. By doing this, the warriors knock down a candle, disrupting the ritual Laranscheld was performing. If none of the candles are knocked down when entering the room, Laranscheld summons a
mummy, which can attack on the next monsters' phase. Regardless of wether any
candles were knocked down or not, as soon as all the warriors are have
entered the room, and have stopped moving, six Skeletons with swords and two
Skeletons with spears appear, and can attack the next monsters' phase. After
the warriors have killed all the monsters, they each recieve a treasure card.***
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Adventures End
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After Laranscheld and any monsters are dead, the warriors throw
Laranscheld's body off the top of the tower, just to make sure he is dead.
But, if there's anything the warriors have learned from Laranscheld, it's
that nothing is certain, not even death.
The warriors return to Halventon, find the mayor, and he gives them their reward, plus a treasure card for their help.
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