TEXT: Ordeal of the
  Magic Tower
  An Adventure for Four Against Darkness
  For Wizards-in- training
  by Gilbert Gallo and Andrea Sfiligoi
  
  Ordeal of the
  Magic Tower
  An adventure for Four Against Darkness
  Written by Gilbert Gallo
  Additional materials, rules editing and illustrations by Andrea Sfiligoi
  Layout by Anna Paschenko and Andrea Sfiligoi
  Proofreading by Daniel Liswood and Jaro T. Chambers
  
  Ordeal of the Magic Tower
  2
  Contents
  Ordeal of the Magic Tower 
  3
  Introduction 
  3
  The Party  
  3
  Career Progression 
  3
  Apprentice Wizard  
  4
  Henchman 
  5
  Tag/Floor Table 
  7
  Cantrips/Wand Recipe Table 7
   
  7
  Material 
  Component 
  Drop
  Table  
  8
  Level up? Over the top!  
  10
  Challenging the Tower  
  10
  Before Entering  
  10
  Random Floors  
  11
  Going up and Down 
  11
  Engagement and Encounters 11
  Tags and Creatures 
  11
  Tags outside of the Magic
  Tower 
  12
  Cantrips  
  13
  Cantrips in Standard Games 13
  Random Cantrip Scroll table  13
  Preventive Blessing 
  14
  (Tag) Bane 
  14
  (Tag) Dart 
  14
  (Tag) Lullaby 
  15
  Step Back 
  15
  Lesser Immunity 
  15
  Lesser Shield 
  15
  Ephemeral Friendship 
  16
  Magic Help 
  16
  Torchlight 
  16
  Pitch Black 
  16
  Ethereal Hand 
  17
  Cantrip Challenge 
  18
  Material 
  Components 
  and
  Cantrip Challenges 
  18
  Puzzle Solving/Trap
  Disarming 
  20
  Magic Wand  
  20
  Healing Orb  
  20
  Mana Orb  
  20
  Athanor  
  21
  Teleshop 
  21
   Teleshop Special Items 
  21
  Circle of Teleportation 
  23
  Reset Orb 
  23
  Floors  
  25
  Use of Clues in the Magic
  Tower 
  24
  Floors and Challenge Level 
  25
  Exploring the Floors  
  26
  Floor 
  25
  Vermin level 
  25
  Minion/Challenge Level 
  25
  Major Monster Level and Life 25
  Room Content Table               26
  Giant Trap Table 
  29
  Magic Tower Treasure Table  30
   Quest Table 
  31
  Quests & Rewards  
  31
  Floor Encounters - Cloutopia
   
  33
  Floors Descriptions  
  33
  Cloutopia  
  33
  Tunnelia  
  36
   Floor Encounters - Tunnelia  36
  Floor Encounters - Magmoil  39
  Magmoil  
  39
  Floor Encounters - Kaltenlandia
   
  42
  Kaltenlandia  
  42
  Shine-Gri-La  
  45
  Floor Encounters – Shine-Gri-
  La   
  45
  Floor Encounters - Erebus
   
  48
  Erebus 
  48
  Floor Encounters – Takion  
  51
  Takion  
  51
  Lazix 
  54
  Floor Encounters - Lazix 
  54
  Floor Encounters – Lifestream
   
  57
  Lifestream 
  57
  Floor Encounters - Paindemo-
  nium 
  60
  Paindemonium  
  60
  Mazyrinth 
  63
  Floor Encounters - Mazyrinth63
  Final Confrontation  
  65
  Play Sheet 
  66
  
  Ordeal of the Magic Tower
  3
  Ordeal of the
  Magic Tower
  Introduction
  Only the smartest, bravest and
  most cunning apprentices are
  admitted into the Sphilix Sorcery
  Schoool, where all the most pow-
  erful magicians come from.
  There is only one way to be admit-
  ted into this prestigious Academy,
  surviving the Magic Tower Ordeal.
  The Magic Tower is a very danger-
  ous building that Archmage
  Andreas Sphilix built in order to
  test the countless apprentices that
  wished to study under him. Its
  walls are imbued with magic: any-
  thing can happen and most of the
  challengers never return. But
  those who do complete the chal-
  lenge are directly enrolled into
  Sphilix Sorcery School’s 1st grade.
  Those who graduated from the
  Sorcery School are among the
  most powerful wizards of the
  world, and for this reason the
  number of applicants for the
  Magic Tower Ordeal grows every
  day.
  The rules are simple: enter the
  tower, craft at least one magic
  wand surviving the many chal-
  lenges and reach the highest floor.
   You are ready to do anything in
  your power to be enrolled into the
  Sorcery School, so you have
  decided to go through the ordeal
  of the magic tower. There is no
  turning back now: it’s either spell
  (enchantments) or spill (blood).
  The Party
  Your Party will be composed of
  four members. For this adventure,
  we are not using standard Four
  Against Darkness characters, but
  apprentices – they are beginning
  wizards. Some parties  may choose
  to bring with them a henchman.
  This means the party can be com-
  posed in the following ways:
  a- 4 apprentices;
  b- 2 apprentices, 1 apprentice
  (master) and 1 henchman;
  c- 2 apprentices (masters) and 2
  henchmen.
  Career Progression
  Apprentices who successfully
  complete the Ordeal become 1st
  level wizards.
  Henchmen who successfully com-
  plete the Ordeal, as long as their
  master is still alive, become 1st
  level warriors.
  Note that 1st level wizards or war-
  riors losing a level do not become
  apprentices or henchmen, they
  just die.
  
  Ordeal of the Magic Tower
  4
  Apprentice Wizard
  Traits: Focused. Choose (or
  select randomly by rolling on the
  table) one Elemental Tag for the
  Apprentice. 
  When 
  facing
  opponents/challenges showing
  the hated Elemental Tag, the
  caster gains a +1 to rolls against
  them 
  (or 
  +1 
  to 
  solve
  Puzzles/riddles if they choose the
  Mind tag). [Tags] have only one
  disadvantage: 
  creatures 
  will
  attack hated [Tags] first.
  Armor allowed: None.
  Weapons 
  allowed: 
  Light
  weapon, sling.
  Cantrips: Cantrips are a begin-
  ner's spells and incantations. An
  apprentice begins the game with
  ONE cantrip (so choose it care-
  fully). Cantrips are less powerful
  than ordinary spells, but can still
  be very useful if cast at the right
  moment. Read the dedicated
  section to learn more about them.
  Should the Apprentice find the
  right material components and
  material components during his
  adventure, he could also cast dif-
  ferent cantrips without spending
  cantrip slots, consuming the items
  instead. See p. 13 for details.
  Starting equipment: Light
  hand weapon, spell-book, writing
  implements, Magic Wand Recipe
  (roll on the table or pick one)
  Starting wealth: 4d6 gold
  pieces.
  Life: 2
  Saving throws: An apprentice is
  a beginning wizard, so makes all
  saves as a wizard.
  
  Ordeal of the Magic Tower
  5
  Henchman
  Henchmen are fighters that some-
  times accompany young wizards-
  in-training to defend them from
  the physical dangers of the Tower.
  The School allows this because
  interacting with fighting adven-
  turers it is considered part of the
  abilities needed to become a full-
  fledged mage.
  Most henchmen are their masters’
  menservants and are bonded to
  them by a  pact sealed with blood
  and magic. The henchman can
  serve only one master, and has his
  master’s sigil fire-branded on the
  inside of his wrists. Should the
  master die, there is a chance that
  the Sorcery School will assign him
  to a different master, but many
  henchmen suffer long periods of
  depression when this happens,
  and some tend to drown their
  sorrows in alcohol.
  On the contrary, the henchman of
  an apprentice who successfully
  graduates from the school wins
  either his freedom or a well-paid
  career as a wizard’s bodyguard. In
  the worst case, henchmen who
  succeed through the Ordeal of the
  Magic Tower become warrior
  adventurers.
  Traits: Expendable. Every hench-
  man is loyal to his master (and
  only to him). If the henchman is
  adjacent to his master, the hench-
  man takes whatever punishment
  was intended to the master
  (attacks, spells, area effects,
  curses). This does NOT allow the
  henchman to perform a Defense
  roll in his master’s stead. It only
  allows him to lose 1 life in his
  master’s stead. Of course, this
  happens only if the henchman is
  actually able to step in front of his
  master and protect him. Effects
  that would prevent this (for exam-
  ple, if the henchman is paralyzed,
  turned to stone or blinded) render
  this trait ineffective.
  Armor allowed: Shield, Light
  armor
  Weapons allowed: Any.
  Starting equipment: A hench-
  man begins the game with light
  armor, a shield and a hand
  weapon. He may trade in his
  shield and hand weapon for a
  two-handed weapon or a bow if he
  wants.
  Starting wealth: D6 gold pieces.
  Life: 3
  Saving throws: Henchmen are
  considered warriors, so they make
  all saves as 0-level warriors.
  
  Ordeal of the Magic Tower
  6
  Game over, henchman!
  In the Ordeal of the Magic
  Tower, at least ONE Apprentice
  must make it alive to the top
  floor. This means that if all
  apprentices in the party are slain
  or permanently incapacitated
  (asleep, paralyzed, turned to
  stone and so on) and henchmen
  don’t have the means to imme-
  diately save their masters, that’s
  an immediate game over for the
  party.
  Henchmen should do their best
  to preserve their masters’ lives,
  otherwise they will die too.
  That’s the hard law of the  Magic
  Tower.
  
  Ordeal of the Magic Tower
  7
  Tag/Floor Table (roll 2d6)
  2d6
   Tag
  Hates/effect
  Floor Type
  2
  Wood
  Earth
  Cloutopia
  3
  Earth
  Water
  Tunnelia
  4
  Fire
  Metal
  Magmoil
  5
  Water
  Fire
  Kaltenlandia
  6
  Metal
  Wood
  Shine-gri-la
  7
  Wood
  Earth
  Lifestream
  8
  Earth
  Water
  Lazix
  9
  Fire
  Metal
  Takion
  10
  Water
  Fire
  Erebus
  11
  Metal
  Wood
  Paindemonium
  12
  Mind
  +1 puzzles/riddles Mazyrinth
  Roll 2d6 on this table every time you need to determine a [Tag] or
  a Floor type every time you move to a new level of the Tower.
  Cantrips/Wand Recipe Table
  2d6 (-1)*
  Cantrip/Wand Recipe
  1
  Bane
  2
  Dart
  3
  Ephemeral Friendship
  4
  Ethereal Hand
  5
  Lesser Immunity
  6
  Lesser Shield
  7
  Lullaby
  8
  Magical Help
  9
  Pitch Black
  10
  Preventive Blessing
  11
  Step Back
  12
  Torchlight
  2d6 (-1)* means you roll 2d6 and check the result. You can keep the
  result rolled or choose the one above it. Example: you roll 2. You can
  keep the 2 or choose 1 instead.
  
  Ordeal of the Magic Tower
  8
  Material Component Drop Table (d66)
  1
  2
  3
  4
  5
  6
  1
  Nothing!
  Magic
  Wood
  Amber
  Drop
  Phospho-
  rous
  Cat Hair
  Nutmeg
  2
  Magic
  Wood
  Magic
  Wood
  Squid Ink Baneberry
  Dandelion
  Greens
  Foxglove
  Petals
  3
  Magic
  Wood
  Poison Ivy Magic
  Wood
  Octopus
  Tentacle
  Pepper-
  mint Leaf
  Lily Petals
  4
  Pouch of
  Sand
  Pearl Dust Pond
  Slime
  Magic
  Wood
  Pufferfish
  Fin
  Magic
  Wood
  5
  Aconite
  Leaf
  Cinnamon Walnut
  Coal
  Powder
  Magic
  Wood
  Magic
  Wood
  6
  Lionfish
  Spine
  Fluoride
  Morning
  Dew
  Leather
  Glove
  Magic
  Wood
  Wand
  Recipe!
  11: If you roll 11, “snake eyes”, sorry, no items found!
  66: If you roll 66, you got a brand new Magic Wand Recipe!
  Roll on this table when you defeat an opponent that has a material
  component in its rewards/treasure description. The items are in
  addition to any monetary treasure the creature may have, and are
  used in the casting of cantrips and to fashion magic wands. Check the
  creature’s description for details.
  Any of your character may pick up these items. To keep track of which
  character is carrying which material components, you may use the
  play sheet at the end of this book.
  
  Ordeal of the Magic Tower
  9
  
  Ordeal of the Magic Tower
  10
  Level up? Over
  the top!
  The Tower is a very dangerous
  place where mind matters more
  than brawn. No matter how many
  enemies you slay, or how many
  riddles you solve, you will NOT
  level up unless you successfully
  complete the Ordeal. At that
  point, every survivor will have a
  chance to level up. Roll d6. On a 1,
  the XP roll fails and the character
  does not level up. On any roll of 2
  or better, the character becomes
  Level 1 at the end of the adventure.
  Apprentices will become level 1
  wizards and henchmen will
  become level 1 warriors.
  Apprentices may keep their magic
  wand(s), as a special memento of
  their Ordeal. You are allowed to
  keep the characters in your future,
  standard games of Four Against
  Darkness. This means that you
  will have 1st level wizard for your
  dungeoneering party, but he or
  she will have an edge, as he or she
  will begin the game with a magic
  wand and any cantrips known.
  The henchmen who graduate out
  of the Ordeal do not have any
  special skill but may keep any
  treasure found during the adven-
  ture.
  Challenging the Tower
  The tower is 6 floors high. This is
  the only certain thing about the
  Tower. All the rest is ever-chang-
  ing. In fact, every time a party goes
  in, it finds a different place. And
  this happens on all floors. Nothing
  is ever the same in the Magic
  Tower! Each time you enter a new
  Floor, roll on the Tag/Floor table
  to determine its nature. The
  various floors are connected to
  elemental plains of magic and
  contain all manners of creatures,
  both native to those plains or
  created by the Sorcery School’s
  archmages to test the abilities of
  their apprentices.
  Before Entering
  The party is allowed to buy any
  desired equipment with their
  money, using the equipment list
  from the core book and any other
  items described as available in any
  supplements you own. In the
  Tower, the party members can
  only use teleshops with their lim-
  itations (see teleshops, below).
  
  Ordeal of the Magic Tower
  11
  Random Floors
  Your party will start from 1st floor.
  Roll on the Tag/Floor Table to
  determine which floor it is. Once
  you find the teleportation scroll
  that unlocks the teleportation
  circle, your party will eventually
  gain access to second floor and so
  on. Once you arrive on the next
  floor, roll on the table again,
  remembering that you may NOT
  face the same floor TWICE in a
  ROW. In that case, roll again.  You
  may face the same floor more than
  once, but never twice in a row.
  Going up and Down
   Each time you reach a new floor,
  you appear in a Workshop (the W
  on the map). In a Workshop, you
  can eventually craft a Magic
  Wand, recharge your cantrips and
  perform other interesting actions.
  Engagement and
  Encounters
   In the ever-changing Magic
  Tower, things go differently  com-
  pared to the outside world. When
  your party enters a room and
  encounters monsters, you have
  two options:
   1) You act first and challenge the
  monsters’ leader (or the Boss) to
  a cantrip challenge, OR
   2) You wait and see what the
  monsters will do, rolling d6 on the
  monster’s reaction table.
  You cannot directly attack mon-
  sters in the room as you would do
  in a regular game of Four Against
  Darkness. That would immedi-
  ately end the Ordeal and you
  would be banished from the
  school. Instead, you have to prove
  your worth in the magic field.
  Fighting is the party’s last resort.
  Tags and Creatures
  Archmage Sphilix used creatures
  that are particularly vulnerable to
  specific elements to populate his
  Magic Tower. The goal is to teach
  the young mages the balances and
  opposition laws of elements.
  Apprentices facing a hated [Tag]
  creature gain +1 against it. Keep
  in mind that [Tags] influence
  spells and attacks performed by
  apprentices as well. This means
  that, for example, a [Fire] appren-
  tice gains a +1 when:
   - attacking physically or with a
  cantrip a [Metal] creature or
   - challenging a [Metal] creature
  in a cantrip challenge
   - in Defense rolls against [Metal]
  creatures.
  The [Tag] does not provide a
  bonus AGAINST the apprentices,
  meaning for example that [Water]
  creature do not gain any bonuses
  vs. [Fire] apprentices.
  Creatures will attack hated [Tags]
  first. This means that if a creature
  
  Ordeal of the Magic Tower
  12
  hates a [Tag] it will attack that
  apprentice and you cannot decide
  otherwise. You can only hope
  there is a henchman ready to
  protect the apprentice.
  The Mind [Tag] works a bit differ-
  ently. It gives you +1 to solving
  puzzles and disarming traps in
  every floor, but it does not give
  any advantages against monsters.
  When Mind [Tag] Apprentices
  select a cantrip or craft a Wand
  that needs a [Tag], they select one
  RANDOMLY.  The cantrip or
  wand of a Mind Apprentice gain
  +1 ONLY when performing their
  magic against hated [Tag] crea-
  tures.
  [Tag] creatures drop magical
  material 
  components 
  when
  defeated, put to sleep, bribed or
  when apprentices complete the
  quests they give (the quest rolled
  for a quest result on a reaction
  roll).  In some cases, the creatures
  have the items in pouches or on
  their bodies, in other cases a small
  niche opens as soon as the crea-
  ture is defeated to reveal the prize
  for defeating the creature.
  Every time you defeat a creature
  or complete its quest, read its
  profile under Rewards to deter-
  mine how many items it drops and
  then roll d66 on the Material
  Component Drop table (p.8) to
  determine what you find.
  Tags outside of the Magic
  Tower
  In your standard games, for the
  sake of simplicity  we assume that
  Tags will not work. They are a
  teaching resource used by the
  archmage to develop his pupils’
  skills in recognizing the natural
  balance between elements. In the
  “real” adventuring world, their
  influence will be too limited to be
  of any significance in game terms.
  However, remember that in Four
  Against Darkness you are a Play
  Master, that is, player and game
  master at the same time, and this
  is the  kind of little creative deci-
  sions that you can take without
  altering the game too much.  If
  you feel like assigning tags to
  outside creatures, you can do so
  with a bit of common sense. In
  general, it will be easy to assign
  tags to elemental or fire, water or
  earth-based creatures. Swimming
  creatures will be connected to
  Water; birds and other flying crea-
  tures may be connected to Air;
  burrowers will be connected to
  Earth; and so on. Use the monster
  lists from the encounters in this
  book as examples for other crea-
  tures.
  
  Ordeal of the Magic Tower
  13
  Cantrips
  Cantrips are minor spells. They
  are less powerful than normal
  spells. A wizard may store 2
  cantrips in each spell slot.
  Cantrips are normally not found
  on scrolls. However, possessing
  the right material components, an
  apprentice or wizard can cast a
  cantrip without using up a spell
  slot. In that case, the material
  components are destroyed.
  Additionally,  an apprentice or
  wizard may “sacrifice” a magical
  material component to gain a +1
  when casting a Cantrip.
  Cantrips that are cast automati-
  cally are affected by monsters with
  magic resistance. A cantrip that
  normally is cast automatically will
  require a successful spellcasting
  roll against the monster’s magic
  resistance level to succeed. There
  are no monsters with magic resis-
  tance in this book.
  Cantrips in Standard
  Games
  Cantrips may be used in your
  standard games of Four Against
  Darkness. Each cantrip takes up
  half a spell slot, so for example, a
  first level wizard with 3 spell slots
  could memorize 2 basic spells
  (using 2 slots) and 2 cantrips
  (using the remaining slot).
  Optional: You decide who can
  use cantrips in your games. You
  may restrict their use only to
  wizards who graduated from the
  Sorcery School (only characters
  who successfully completed this
  adventure), or assume they are
  common knowledge (and may be
  used by any spellcaster, including
  elves, druids, necromancers, fire
  mages and gnomes). If they are
  widespread, you may decide that
  they are also available on scrolls.
  Every time you find a basic level
  scroll, roll d6, and on a 1 or 2 it will
  contain 2 random cantrips instead
  of a basic level spell. Roll d12 twice
  on the Random Cantrip Scroll
  table below to determine what
  cantrips are found, rerolling any
  duplicates.
  Random Cantrip Scroll
  table (d12)
  1
  Preventive Blessing
  2
  (Tag) Bane
  3
  (Tag) Dart
  4
  Lullaby
  5
  Step Back
  6
  Lesser Immunity
  7
  Lesser Shield
  8
  Ephemeral Friendship
  9
  Magic Help
  10
  Torchlight
  11
  Pitch Black
  12
  Ethereal Hand
  
  Ordeal of the Magic Tower
  14
  Preventive Blessing
  Once cast, this cantrip protects the
  character for three rooms (or for
  all the events taking place in a
  single hex if cast in an outdoor
  adventure that uses hexes), then
  expires. If the “blessed” character
  is targeted by a curse or trap while
  this cantrip is active, the curse or
  trap will have no effect on the
  character and the cantrip will
  immediately expire.
  This cantrip may not be cast to
  remove an already existing curse;
  it protects the character (and only
  the character!) from the effects of
  a single trap. If the trap targets
  multiple characters (for example,
  a gas that fills the room), only the
  character will be protected: the
  trap will still go off and affect the
  other characters.
  Material components: Pearl Dust
  and Peppermint Leaf
  (Tag) Bane
  This cantrip works like an Attack
  roll, BUT the caster adds only half
  level, rounded down, to the spell-
  casting roll. This will have no
  effect when cast by an apprentice,
  but will make the cantrip less
  useful than a proper attack spell
  when cast by a higher level wizard.
  Against hated [Tag] creatures, add
  +1. If used against minions, [Tag]
  Bane slays a number of creatures
  equal to the caster’s die roll minus
  the level of the minions. If
  minions have a hated [Tag], apply
  +1. A minimum of one creature is
  always slain unless the spellcast-
  ing roll is a 1.
  Material components: Cinnamon
  and Dandelion Greens
  Example: The apprentice
  casts a [Fire] Bane at a
  group of level 3 [Earth]
  minions. The apprentice
  rolls a 5, so (5-3)= 2
  [Earth] minions are killed.
  If the group was composed
  of 
  [Metal] 
  minions
  instead, it would have
  been 5 (+1) = 6, so (6-3) =
  3 [Metal] minions would
  have been killed.
  (Tag) Dart
  This cantrip works like an Attack
  roll, BUT the caster adds only half
  level, rounded down, to the spell-
  casting roll. Against hated [Tag]
  creatures, add +1. Against a group
  of minions, the cantrip will kill
  just one if it hits. Against a boss, it
  will inflict 2 life points if it hits.
  Material components: Poison Ivy
  Leaf and Pufferfish Fin.
  
  Ordeal of the Magic Tower
  15
  (Tag) Lullaby
  This cantrip requires a spellcast-
  ing roll at -1. Against opposite
  [Tag] creatures, ignore the -1 and
  add +1 instead. Lullaby does not
  affect undead, elementals, artifi-
  cial creatures like golems, drag-
  ons, and certain other monsters
  that are immune to the Sleep spell.
  Lullaby will defeat d6 (-1) min-
  ions, putting them to sleep if it
  hits. It could defeat a boss crea-
  ture only if it has the hated [Tag],
  otherwise it’s ineffective. Mon-
  sters put to sleep may be automat-
  ically slain or may be captured
  alive if desired.
  Material components: A pouch of
  sand and Lily petals.
  Step Back
  This  cantrip is a less powerful
  version of the Escape spell but it
  may still save the caster’s life.
  The apprentice disappears from
  his current location and reappears
  in the last room he visited. This
  spell may be cast in lieu of making
  a Defense roll, or it may be cast
  normally in the party’s turn. It
  works automatically.
  Material components: Lionfish
  Spine and Nutmeg.
  Lesser Immunity
  This cantrip allows the target to
  ignore a creature’s special ability
  for d6+1 turns. You may ignore
  any one game effect in the crea-
  ture’s 
  description, 
  including
  special attacks that swallow, inflict
  additional wounds, knock down,
  inject poison, give a penalty to
  attack rolls,  and so on. If the
  ability affects more targets at the
  same time, the caster will negate
  the effect only on himself.
  Material components: Aconite
  Leaf and Foxglove petals
  Lesser Shield
  This cantrip prevents a character
  from being hit from the next
  single non-magical attack targeted
  at the character. The first Defense
  roll the character is required to
  make is automatically successful,
  then the cantrip expires. Once
  cast, this cantrip protects the char-
  acter for three rooms, then
  expires, even if no opponent tries
  to hit him.
  The cantrip offers no protection
  from traps and accidental damage
  (falling, objects falling on the
  character, and so on).
  Material components: Fluoride
  and Cat Hair.
  
  Ordeal of the Magic Tower
  16
  Ephemeral Friendship
  If cast before entering a room, this
  cantrip will “force” the monster/s
  in it (if present) to have a Peaceful
  reaction towards the party. The
  monster will not attack. You may
  move through the room as desired
  but the monster will not help you
  in any way. You may not take its
  treasure or any material compo-
  nents it is guarding. As soon as
  you exit the room, the cantrip
  expires. If you enter the same
  room again, you would roll on the
  reaction table as usual. Once cast,
  this cantrip protects the character
  for three different rooms (or until
  you meet a monster, whichever
  happens first), then it expires.
  If used in a standard adventure,
  Ephemeral Friendship will have
  no effects on a final boss or on any
  creature that must be defeated to
  complete a quest.
  Material 
  components: 
  Pond
  Slime and Octopus Tentacle.
  Magic Help
  The caster may use this cantrip on
  himself or on any other character.
  The target of this cantrip will
  benefit from a +1 to his next roll,
  whatever it is (Attack roll, save,
  Defense roll, and so on). Only the
  target’s next roll will be “magically
  helped”: there is no way to delay
  the effect. If the target does not
  make any roll, the cantrip expires
  after visiting three rooms.
  Material components: Walnut
  and Baneberry.
  Torchlight
  This cantrip allows a single object
  to shine like a lantern. It is very
  useful if you lost your lantern! The
  object wielder is treated like a
  lantern bearer. This cantrip
  dispels the Pitch Black cantrip: if
  cast while Pitch Black is on, the
  two effects cancel each other out
  and both cantrips immediately
  expire. Otherwise, the effect of
  this cantrip lasts for four rooms.
  Material components: Morning
  Dew and Phosphorus.
  Pitch Black
  If this Cantrip is cast in a room
  with ALL doors closed, a pitch
  black darkness engulfs the whole
  room. Only the caster can see:
  everyone else suffers a -2 to attack
  and spell rolls. The caster can
  clearly see the exits and may with-
  draw or flee from the room
  without receiving any attacks
  from his opponents. Lanterns and
  non-magical lights do not work in
  the magical darkness. Undead,
  demons, bats, moles, dragons and
  some monsters whose description
  says that they can see in the dark-
  ness are unaffected by this
  
  Ordeal of the Magic Tower
  17
  cantrip. The Torchlight spell
  dispels this cantrip.
  Note that the darkness remains in
  the room, it does not follow the
  caster or the party once it has been
  cast, and it disappears after the
  party has visited three additional
  rooms.
  Material 
  components: 
  Coal
  Powder and Squid Ink.
  Ethereal Hand
  This cantrip allows the caster to
  perform actions from a distance
  that would require the use of a
  hand. For example, the caster can
  open a door  or pull a lever without
  having to touch them. The caster
  must be in the same room as the
  object to be touched and must be
  able to see it or the Ethereal Hand
  will not work.
  This cantrip cannot be used to
  perform an attack, but may be
  used to touch things, search
  places, open doors or pick up
  objects for you. If a trap is acti-
  vated by the hand,  you receive a
  +1 to any save performed to avoid
  its effects. If you use the Ethereal
  Hand to touch an object that
  inflicts a curse or a boon to anyone
  touching it, you will not suffer any
  effects (including any positive
  ones).
  Material components: Leather
  Glove and Amber Drop.
  
  Ordeal of the Magic Tower
  18
  Cantrip Challenge
  The most common form of con-
  frontation in the tower is the
  cantrip challenge. In a cantrip
  challenge, the apprentice and a
  target creature duel using simple
  magical tricks, displays of magical
  lights, quick hand movements and
  small conjurations in an attempt
  to befuddle and stun each other.
  Choose an apprentice to perform
  the cantrip challenge. The chosen
  apprentice must perform a spell-
  casting roll against the target
  monster’s level. If the monster has
  a [Tag] that the apprentice hates,
  the apprentice can add +1 to the
  roll.
  You do not need to use up a
  cantrip to perform a cantrip
  challenge. It is just assumed that
  all magic students know some
  simple tricks they can use for this
  purpose, much like a warrior
  would use sword thrusts, swings,
  counterattacks and parries in a
  sparring match.
  You may perform a cantrip chal-
  lenge every time you encounter
  one or more creatures, even if they
  do not have the cantrip challenge
  reaction listed in their reaction
  table. You MUST perform a
  cantrip challenge if you choose to
  roll for reactions and you roll a
  cantrip challenge reaction. If for
  any reason you cannot accept the
  challenge, you must fight the crea-
  ture instead.
  If the apprentice succeeds in a
  cantrip challenge, the monster
  will disappear, dropping some-
  thing (roll d66 on the Material
  Component Drop Table) and
  letting the adventurers take its
  treasure, if any.
  If the apprentice fails the roll, the
  apprentice may choose to lose 1
  life, to lose 1 cantrip (either his or
  from his Magic Wand), or to
  destroy his Magic Wand. If losing
  1 life is the only possible option, a
  henchman can lose 1 life in his
  master’s stead. After he has “paid
  his dues”, the monster will remain
  there waiting for another chal-
  lenger. If the party decides not to
  challenge it, roll again on the mon-
  ster’s reaction table. If the
  monster challenges the party to a
  cantrip challenge and the party
  refuses, it will immediately attack.
  Material Components and
  Cantrip Challenges
  The apprentice can choose to use
  any one magic material compo-
  nent to gain a +1 to this roll. If the
  material component used is one
  that is required for a cantrip
  known to the caster or for the
  caster’s magic wand’s cantrip, the
  bonus becomes +2. Any material
  component used this way is
  forever lost.
  
  Ordeal of the Magic Tower
  19
  
  Ordeal of the Magic Tower
  20
  Puzzle
  Solving/Trap
  Disarming
   Apprentices will be confronted by
  a lot of puzzles. In order to solve
  them , they must first decide who
  is the Mastermind, that is, the
  character who will actually face
  the problem. The Mastermind
  rolls d6 and adds +1 if he has the
  [Mind] tag. He can then decide to
  spend one Clue to gain a +1. Any
  other Apprentice can help using
  one of his Clues and giving an
  additional +1. The use of clues
  must be stated BEFORE rolling
  dice. Only one clue per Apprentice
  can be used, no more. Disarming
  Traps works exactly the same way.
  If a monster asks you to solve a
  Puzzle and you manage to do it, it
  disappears from the room and you
  can loot its rewards, otherwise, it
  will attack.
  Magic Wand
  During their ordeal, apprentices
  are expected to craft AT LEAST
  one magic wand using the differ-
  ent workshops they will find in the
  different floors. A magic wand
  requires these material compo-
  nents: 1. Magic Wood 2. TWO
  different material components
  (the same needed to craft a
  cantrip). Once they have gathered
  the material components, the
  apprentices must bring them into
  a workshop and craft it using a
  special RECIPE.  Each wand will
  hold in it a single cantrip that can
  be used as if it were an apprentice.
  Each recipe is specific, you cannot
  use one recipe to craft a different
  wand. If the apprentices collect
  the right amount of material com-
  ponents, they just need to go in
  the workshop to craft the wand
  without needing to roll. The wand
  will have the same [Tag] as the
  apprentice crafting it. Mind
  apprentices roll on RANDOM
  [Tags] when crafting wands or
  choosing cantrips requiring a
  [Tag].  Creating wands is ESSEN-
  TIAL to succeed in the ordeal.
  Healing Orb
  Each Workshop has a healing orb.
  Whoever touches it (apprentices
  or henchmen) recovers d3 Life
  points. Healing orbs work only
  once per floor unless the party
  successfully ticks all rooms and
  uses the reset orb (see below).
  Mana Orb
  Each Workshop has a mana orb.
  Every time an apprentice touches
  the mana orb, he recovers one
  cantrip. The orb has a number of
  
  Ordeal of the Magic Tower
  21
  charges equal to 3 minus the
  number of henchmen in the party.
  Each charge lets the person touch-
  ing the orb recover one cantrip.  If
  the party uses the reset orb, the
  mana orb is reset and may be used
  again.
  Athanor
  Each workshop contains an Atha-
  nor, an egg-shaped device capable
  of transforming three different
  magical material components into
  one specific material component
  of your choice. In other words,
  using the Athanor you may sacri-
  fice three material components to
  obtain one of your choice. To suc-
  cessfully operate the Athanor, you
  should do the following:
  1. You MUST have a Wand Recipe.
  The Athanor cannot be operated
  without one. You can obtain
  ONLY  one of the material compo-
  nents specified in the Recipe from
  the Athanor. No other material
  component can be obtained.
  2. Following the Recipe, you put
  into the Athanor 3 different
  magical material components.
  There cannot be any duplicate
  material components: all three
  must be different. Magical wood
  counts as one material compo-
  nent.
  3. At this point, you operate the
  Athanor to obtain one of the mate-
  rial components needed in your
  recipe.
  Teleshop
  Each workshop contains a floating
  disc beside a scrying orb. Placing
  the right amount of money on the
  disc and selecting the desired item
  from a list displayed on the orb,
  apprentices 
  may 
  buy 
  any
  mundane items. Prices are the
  same you would pay outside the
  Tower. You can also SELL equip-
  ment for half their original price.
  In addition, the teleshop lets you
  buy the special items listed below.
  For your convenience, the tele-
  shop is open 24/7.
   Teleshop Special Items
  Bandages: They cost 5 gp, and
  have the usual effect, but only only
  one will be available in the shop in
  every floor you visit (you can have
  bandages that you bought before
  entering the Tower).
  New Henchman: 150 gold. This
  purchase is available only if
  another henchman is dead. A new
  henchman arrives but he is
  unequipped. You can give him the
  dead henchman’s equipment, or
  buy additional equipment via the
  teleshop.
  
  Ordeal of the Magic Tower
  22
  
  Ordeal of the Magic Tower
  23
  Clue: 15 gold. The party may only
  buy a single Clue on each floor.
  Desired Magical Material
  Component: 40 gold. The party
  may buy a single magical material
  component on each floor.
  Circle of
  Teleportation
  There are no stairs in the Magic
  Tower. Each workshop has a circle
  of teleportation. To activate the
  circle, the party must collect 2
  Clues. When you have 2 Clues, you
  will find a hidden scroll of telepor-
  tation that will allow the party to
  go up one floor. It is not possible
  to go “downstairs”, so make sure
  you have taken all you want from
  a floor before moving on to
  another floor.
  If you arrive on the 6th floor and
  collects 2 Clues, you will find the
  Final Scroll that will let the party
  exit the Magic Tower. You need at
  least one magic wand for each
  surviving apprentice to cast the
  Final Teleportation spell. When
  they have the necessary amount
  of wands, play the Final Challenge
  chapter. DO NOT READ the Final
  Chapter beforehand. If you do not
  craft enough wands, you fail the
  Ordeal.
  Reset Orb
   In every workshop there is a
  “reset orb”. If an apprentice
  touches it with both hands, all
  rooms in the floor are “reset”:
  traps, quests, monsters, every-
  thing resets to zero. After the
  reset, if you step in a previously
  visited room, you have to roll on
  the Room Content table again.
  The reset orb may be used to get
  rid of “unsolvable quests” or other
  problems you don’t want to face,
  or to reuse some item like the
  mana orb. The downside is, if you
  already met a Boss, you will have
  a chance to meet it again!
  If the party successfully ticks ALL
  rooms in the floor before using the
  reset orb, the party is allowed
  another use of EITHER the mana
  or the healing orb (choose one).
  You may use the reset orb only
  once per floor. After you use it, it
  becomes inactive.
  The reset orb may not be moved
  and its power affects only the floor
  where it is located.
  
  Ordeal of the Magic Tower
  24
  Use of Clues in
  the Magic Tower
  Clues  in the Magic Tower are
  easier to find compared to stan-
  dard games of Four Against Dark-
  ness, because the Archmages have
  disseminated them through the
  building for their pupils to find.
  These are notes written on small
  pieces of parchment, runes etched
  on some walls, mysterious graffiti
  that can be read only by a trained
  student, and so on.
  The Clues found in the Magic
  Tower MAY NOT be used for
  the standard Secrets found in
  Four Against Darkness and
  other books. They may be used
  ONLY for the purposes described
  in this book. Note that, in certain
  cases, Clues may be spent to gain
  a single +1 bonus to a roll.
  However, to represent the edge
  given by magic knowledge gained
  during the Ordeal, any character
  graduating from this adventure is
  allowed to keep a single unused
  Clue and use it in his future adven-
  ture. This will count as a regular
  Clue gained with a Search roll in
  a standard game of Four Against
  Darkness.
  If a character has no unused Clues
  at the end of the adventure, the
  character does not keep any Clue.
  If a character has more than one
  unused Clue, he or she may give
  any extra Clues to other characters
  graduating at the end of the
  adventure. In any case, no charac-
  ter will carry more than 1 Clue in
  his future adventures. These rules
  apply to henchmen as well.
  
  Ordeal of the Magic Tower
  25
  Floors
  Floors and Challenge Level
  The higher you go in the Magic Tower, the harder its challenges
  become. Enemies will have a different Level depending on the floor
  where you face them. Traps or any other challenges often have a
  Challenge Level (CL) value. Use the table below to determine the level
  of dangers and monsters, and the number of Life points of major
  monsters (bosses and weird monsters). Some monsters will have a
  modifier to these numbers, for example they could have more Life
  points than those shown.
  Floor
  Vermin level
  Minion/Challenge
  Level
  Major Monster
  Level and Life
  1st
  1
  2
  4 (2 life)
  2nd
  2
  3
  4 (2 life)
  3rd
  2
  4
  5 (3 life)
  4th
  2
  4
  5 (4 life)
  5th
  2
  4
  6 (4 life)
  6th
  3
  4
  6 (4 life)
  
  Ordeal of the Magic Tower
  26
    Room Content Table (roll 2d6)
  2
  Giant Trap
  3
  Floor Crosswords (Puzzle + Clue)
  4
  Magical locks (Puzzle + trap)
  5
  Danger Room (Encounter + trap)
  6
  Arena (Encounter)
  7
  Magical Lair (Encounter + Treasure)
  8
  Mosaic Arena (Encounter + Clue)
  9
  Magic Chest (Puzzle + Treasure)
  10
  Material Component Pouch (Free Material Component)
  11
  Mysterious Painting (Free Clue)
  12
  Abandoned Treasure (Free Treasure)
  Exploring the Floors
  Each floor has a map that you will
  move through to mark your
  party’s progression through its
  rooms. The maps do not make
  sense from an architectural point
  of view: the tower is magical and
  changes its floor layout every time
  a new Ordeal begins.
  Each floor is accessed via the
  workshop (shown on the map),
  where the Circle of Teleportation
  is. The workshop is a safe area (do
  not roll for content) and it will
  always be your party’s first room
  on that floor. All other rooms in
  the floor are NOT safe areas. Each
  time you enter a room or corridor,
  roll on the Room Content Table to
  determine what’s in it. If you
  “solve” everything in a room
  (traps, encounters, loot etc.), tick
  it. 
  If 
  something 
  remains
  “unsolved” (puzzles, enemies,
  traps etc.), you will find all
  “unsolved” items in it every time
  you enter it. If you “solve” every-
  thing in the room, the room will
  be empty. Empty rooms may NOT
  be searched as per normal Four
  Against Darkness rules.
  Roll for content in each room or
  corridor: there are no modifiers
  for corridors, although combat
  rules restrictions in corridors still
  apply. Do not roll for wandering
  monsters.
  
  Ordeal of the Magic Tower
  27
  Giant Trap: The room itself is a
  trap! First, roll on the Giant Trap
  Table to determine its nature.
  Then, roll d6. A result of 1-2 means
  the trap activates immediately, 3+
  means the party spotted the trap
  and may go away or to try to
  disarm it. The trap MUST be dis-
  armed, otherwise the party cannot
  enter the room/exit it via different
  doors. Every failed attempt to
  disarm it triggers the trap. IF you
  successfully disarm the trap, the
  room can be crossed freely and
  ticked on the map.
  Floor Crosswords: The room
  has a strange floor where mystic
  symbols are engraved. You can
  pass through it without conse-
  quences. If you want to solve the
  Mystery of the symbols, you have
  to solve a CL puzzle. If you are
  successful, you gain 1 Clue. Other-
  wise, the symbols disappear.
  Whatever the result, after you
  challenge the symbols, tick the
  room.
  Magic Locks: The room seems
  empty, but every door in it is mag-
  ically locked. If this event happens
  in a room where the only possible
  exit is the door you came from, this
  means you are LOCKED IN! In
  order to open the locks, you have
  to solve a CL Puzzle. If you are
  successful, ALL the doors open
  without consequences. If not, the
  room fills with a noxious gas that
  inflicts a -1 to rolls for 2 rooms to
  any character failing a CL save vs.
  poison. After you face the puzzle,
  doors open and you can tick the
  room. If you don’t want to face the
  puzzle, you can simply go back
  through the way you came.
  Danger Room: This room is a
  giant trap AND  someone is there
  too! First, roll on the Floor
  Encounters Table to determine
  who’s in the room. After that, roll
  on the Giant Trap Table to deter-
  mine what kind of trap is hidden
  in the room. Finally, roll a d6; you
  may burn 1 Clue to roll at +1.
  1-2: The trap hits the party. If you
  survive, you will have to face the
  encounter next!
  3-4: You spotted the trap! You
  may go away or to try to disarm it.
  The encountered creatures will not
  do anything until you will deal
  with the trap.
  5-6: The trap activates but targets
  the creatures in the room! Roll a
  save for the creatures, using half
  their level as a bonus to the roll. If
  the creatures survive, you may face
  them or step back and go away.
  This trap will trigger only once.
  Only after you have dealt with both
  trap and encounter, you can cross
  this room and tick it.
  
  Ordeal of the Magic Tower
  28
  Arena: Someone or something is
  expecting you! Roll on the Floor
  Encounters Table to determine
  who’s in the room. After you have
  dealt with the encounter, you can
  tick this room.
  Magic Lair: Someone or some-
  thing is guarding a treasure! Roll
  on the Floor Encounters Table to
  determine who’s in the room and
  then on the Treasure Table (at +1)
  to determine how much treasure
  is being guarded. Note that certain
  creatures will have a modifier to
  the treasure roll. After you have
  dealt with the Encounter, you are
  free to gather the treasure and you
  can tick the room.
  Mosaic Arena: Someone is
  waiting you in this room where a
  mystical mosaic is engraved on the
  floor. Roll on the Floor Encounters
  Table to determine who’s in the
  room. Only after you have dealt
  with the encounter you can also
  look at the mosaic that will auto-
  matically provide you with 1 Clue.
  After you have dealt with the
  encounter, tick this room.
  Magic Chest: You enter a room
  where a locked chest stands in the
  middle. You are free to go wher-
  ever you want. If you decide to
  open the chest, you have to solve a
  CL Puzzle. If you manage to do it,
  roll on the Treasure Table and get
  your reward. If you fail, the chest
  disappears. After you have dealt
  with the chest, tick this room.
  Material Component Pouch.
  The room if full of useless trinkets,
  but among them you find a pouch
  containing 1 material component.
  Roll on the Material Component
  table to determine what it is. After
  picking up the material compo-
  nent, tick this room.
  Paintings. This room is lined
  with beautiful paintings. Looking
  at them, you gain 1 Clue. After you
  have gained your Clue,  tick this
  room.
  Abandoned Treasure. Strange
  as it may seem, this empty room
  contains some treasure or equip-
  ment, probably left here by unfor-
  tunate apprentices that failed the
  Ordeal. Roll on the treasure table,
  take the treasure if you wish and
  tick this room.
  
  Ordeal of the Magic Tower
  29
        Giant Trap Table (d6)
  1
  Magic Gas: All characters must save vs. CL or lose 1 life.
  Spending a Clue provides +1 to the roll. No character may
  spend more than 1 Clue to receive a bonus on this save.
  2
  Floating Block: The 4th character in marching order must
  roll vs CL or lose 1 life. You may spend 1 Clue to gain a +1
  bonus to the roll. No character may spend more than 1 Clue
  to receive a bonus on this save.
  3
  [Tag] blast: The  2nd character in marching order must save
  vs. CL or lose 1 life. Opposing [Tags] gain +1 to the save. The
  character may spend 1 Clue to gain a +1 bonus to the save.
  No character may spend more than 1 Clue to receive a bonus
  on this save.
  4
  [Tag] blast: The first character in marching order must save
  vs. CL or lose 1 life. Opposing [Tags] gain +1 to the save. The
  character may spend 1 Clue to gain a +1 bonus to the save.
  5
  Ethereal spears: The 3rd character in marching order
  must save vs. CL or lose 1 life. The character may spend 1
  Clue to gain a +1 bonus to the save. No character may spend
  more than 1 Clue to receive a bonus on this save.
  6
  Mind darts: A character of your choice must roll vs. CL or
  lose 1 life. The character may spend 1 Clue to gain a +1 bonus
  to the save. No character may spend more than 1 Clue to
  receive a bonus on this save.
  Whenever the table says [Tag] (results 3 and 4), roll on the Tag table
  to determine the nature of the attack. Thus you could have a Fire Blast,
  Earth Blast, and so on.
  
  Ordeal of the Magic Tower
  30
    Magic Tower Treasure Table (d6)
  1 or less
  Choose: d6 gold pieces or 1 knife (light slashing weapon)
  2
  Choose: 2d6 gold pieces or 1 rope
  3
  Choose: a pouch with 3d6 gp or two light weapons
  (crushing or slashing as you see fit).
  4
  Choose: a pouch with 2d6 x 5 gp or 1 shield.
  5
  Choose one of the following:
  ● A pouch with 3d6 x 5 gp;
  ●  1 healing potion (heals all damage suffered);
  ●  1 combat focus potion (for the duration of a fight,
  the user will not suffer any negative modifiers to his
  Attack rolls).
  6 or more
  Choose one of the following:
  ● A pouch with 2d6 x 10 gp;
  ● one random material component;
  ● Any other result from this table.
  
  Ordeal of the Magic Tower
  31
   Quest Table (d6)
  1
  Bring me its head! The creature asks the party to kill the
  boss of this floor. Killing the boss and bringing its head to the
  creature’s room completes the quest. If they already killed the
  boss, the can complete this quest effortlessly. If they already
  ticked all rooms but this one, the quest giver points out an
  already ticked room and tells the party to go there. The boss
  will be automatically there.
  2
  Bring me gold! To complete the quest, the party must bring
  d6 x 30 worth of treasure (any type, not just coins) to this room.
  If they already have that amount available, they just need to
  surrender it and the quest will be completed.
  3
  I want information! The party must provide 2 Clues to the
  quest giver. The Clues can come from multiple characters and
  are deleted from your play sheet.
  4
  Bring me those material components! The monster asks
  for 2 specific material components. Roll on the magic material
  components table to determine what the monster wants. If the
  characters already have them, they can automatically give them
  and complete the quest.
  5
  Let peace be your way! To complete the quest, the party
  must complete at least three encounters in a non-violent way.
  This includes reactions such as bribing, getting help from
  monsters, performing another quest (not this one!), or defeat-
  ing a monster with the Lullaby Cantrip and then tying him up
  with a rope.
  6
  Tick all the rooms! To complete the quest, all the rooms in
  the current floor must be ticked.
  Quests & Rewards
  Some monsters may ask the party to complete a quest. Should the party
  refuse, the monster will immediately attack. If the party accepts, they
  are allowed to go through the room without the monster harming them.
  The problem is: they cannot leave the floor until the quest is completed
  OR they admit defeat OR they use the Reset Orb. Should they admit
  defeat, the monster will immediately attack. Should they fulfill its
  conditions instead, they would gain 40 gp and the monster’s rewards.
  
  Ordeal of the Magic Tower
  32
  
  Ordeal of the Magic Tower
  33
   Floor Encounters - Cloutopia  (2d6#)
  2
  Typhon
  3-4
  2d6 Tiny Whirlwinds
  5-6
  d6 Baby Sphinxes
  7
  d6 Mini Djinns
  8-9
  d6 Young Sylphs
  10-11
  2d6 Micro Clouds
  12
  Sky Wyrm
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only ONCE
  per floor visit (unless you use the Reset Orb). After the first time,
  reroll any 2 or 12 unless you use the Reset Orb.
  Typhon [Wood]: Boss, never tests
  morale. Immune to ranged attacks
  (they always miss). Every round
  each character must save vs the
  monster’s level or will be unable to
  attack it physically. Cantrips
  always work.
  Reactions (d6): 1 bribe (50 gp), 2
  quest, 3-5 cantrip challenge, 6
  fight to the death (50 gp)
  Rewards:  2 random material com-
  ponents + 1 Clue.
  If there is any treasure in the room,
  apply +1 to the treasure roll.
  2d6 Tiny Whirlwinds [Wood].
  Vermin. Immune to ranged attacks
  (ranged attacks always miss).
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight
  Rewards: 1 random material com-
  ponent.
  d6 Baby Sphinxes [Wood]. Min-
  ions.
  Reactions (d6): 1-2 bribe (10 gp
  each), 3-5 puzzle, 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  Floors Descriptions
  Cloutopia
  Cloutopia is a very unusual floor made of solid clouds. Every creature
  here has the [Wood] tag. [Metal] apprentices gain a +1 here.
  
  Ordeal of the Magic Tower
  34
  d6 Mini Djinns [Wood] Min-
  ions. The djinns are immune to
  ranged attacks, except spells and
  cantrips that can affect them nor-
  mally.
  Reactions (d6): 1 bribe (10 gp
  each), 2-5 cantrip challenge, 6
  fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Young Sylphs [Wood] Min-
  ions. Any attack that rolls a 1
  means a sylph has stolen the char-
  acter’s main weapon (the one that
  the character is holding in his
  hands at the moment). The
  weapon may be recovered only by
  killing or otherwise incapacitating
  the sylph.
  Reactions (d6): 1 offer food and
  rest, 2-4 quest, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  2d6 Micro Clouds [Wood]
  Vermin. On a Defense roll of 1, the
  character’s face is engulfed by the
  cloud and the character is unable
  to see. The character’s next attack
  must be directed at a random
  target. Roll d6, on a 1 to 3 the
  attack must be directed against a
  random friend; on a 4 to 6, the
  attack hits a micro cloud. If the
  attack is directed against a friend,
  that friend must perform a
  Defense roll against level 2, or
  level 3 if the attacker is wielding a
  two-handed weapon; on a failure,
  the friend loses 1 Life.
  Reactions (d6): 1-2 peaceful, 3-4
  flee if outnumbered, 5-6 fight.
  Rewards: 1 random material com-
  ponent.
  Sky 
  Wyrm 
  [Wood] 
  Boss.
  Immune to Sleep and Lullaby. If
  any Attack directed at it rolls a 1,
  the attack hits a friend of the
  attacker instead (choose another
  character; that character must
  immediately perform a Defense
  roll against level 2, or level 3 if the
  attack was performed with a two-
  handed weapon, or lose 1 Life).
  Reactions (d6): 1-2 quest, 3-5
  offer food and rest, 6 fight.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  
  Ordeal of the Magic Tower
  35
  
  Ordeal of the Magic Tower
  36
  Tunnelia
  Everything on this floor looks like it’s been carved out of solid stone.
  Every creature here has the [Earth] tag. [Wood] apprentices gain +1
  here.
   Floor Encounters - Tunnelia (2d6#)
  2
  Granite Golem
  3-4
  Mud Scarabs
  5-6
  Rolling Stones
  7
  Rolling Stones
  8-9
  Rock Tortoises
  10-11
  Dire Moles
  12
  Giant Marble Sphere
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only ONCE
  per floor visit (unless you use the Reset Orb). After the first time,
  reroll any 2 or 12 unless you use the Reset Orb.
  Granite Golem [Earth]: Boss,
  artificial 
  creature. 
  Slashing
  weapons hit the granite golem at
  -1.  The golem is unaffected by
  Sleep, poison, or the Lullaby
  cantrip.
  Earthquake: on the first attack
  turn of the golem, all characters
  must save vs. its Level or lose 1 life
  due to earth shaking.
  Reactions (d6): 1 bribe (50 gp), 2
  quest, 3-5 Cantrip Challenge, 6
  fight to the death
  Rewards: 2 random material com-
  ponent + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  2d6
  Mud Scarabs [Earth].
  Vermin.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight
  Rewards: 1 random material com-
  ponent.
  d6 Rolling Stones [Earth].
  Minion elementals, never test
  morale. Slashing weapons hit
  them at -1.   They are unaffected
  by Sleep, poison, or the Lullaby
  cantrip.
  Reactions (d6): 1-2 bribe (10 per
  monster), 3-5 Puzzle, 6 fight to the
  death
  
  Ordeal of the Magic Tower
  37
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Clay Puppets [Earth] Min-
  ions, artificial, morale -1. Bow and
  crossbow attacks hit them at -1. As
  artificial creatures, they are unaf-
  fected by Sleep, poison, or the
  Lullaby cantrip.
  Reactions (d6): 1 bribe (10 gp per
  puppet), 2-4 cantrip challenge,
  5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Rock Tortoises [Earth] Min-
  ions. Slashing weapons attack
  them at -1. Light crushing
  weapons (sticks, clubs, etc.) break
  and must be discarded if the
  Attack roll is a 1.
  Reactions (d6): 1 offer food and
  rest, 2-4 quest, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  2d6 Dire Moles [Earth] Vermin
  animals, morale -1. Dire moles can
  see in the dark and are unaffected
  by the Pitch Black cantrip.
  Reactions (d6): 1 peaceful, 2-4
  flee if outnumbered, 5-6 fight
  Rewards: 1 random material com-
  ponent.
  Giant Marble Sphere [Earth]
  Boss, elemental, never tests
  morale.  Any physical attack on
  the giant marble sphere has a
  chance of bouncing off the crea-
  ture’s stone-hard skin. Any time
  the creature is hit, roll d6, and
  ignore the damage on a roll of 1 or
  2. On a roll of 3 or better, apply the
  damage normally.
  As an elemental creature, the
  sphere is unaffected by Sleep,
  poison, or the Lullaby cantrip.
  Reactions (d6): 1 quest, 2-5 offer
  food and rest, 6 fight to the death.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is any
  treasure in the room, apply +1 to
  treasure rolls.
  
  Ordeal of the Magic Tower
  38
  
  Ordeal of the Magic Tower
  39
  Floor Encounters - Magmoil (roll 2d6#)
  2
  Ifrit
  3-4
  2d6 Living Candles
  5-6
  d6 Magma Kids
  7
  d6 Mini Blazes
  8-9
  d6 Young Salamanders
  10-11
  2d6 Sulphur Flies
  12
  Torch Man
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only
  ONCE per floor visit (unless you use the Reset Orb). After the first
  time, reroll any 2 or 12 unless you use the Reset Orb.
  Magmoil
  Magmoil is a fiery floor where everything is hot and sizzling. Every
  creature here has the [Fire] tag. [Water] Apprentices gain +1 here.
  Ifrit [Fire]: Boss
  On the Ifrit’s first turn, everyone
  must save vs. the Ifrit’s level or
  lose 1 life due to its flames. In
  following turns, every character
  hit by the Ifrit must save vs. the
  Ifrit’s Level or lose 1 life due to the
  flames emanating from the crea-
  ture. Alternatively, characters
  may choose to fight at -1 and not
  be forced to save vs. the fire.
  Reactions (d6): 1 bribe (50 gp), 2
  quest, 3-5 cantrip challenge, 6
  fight to the death.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  2d6 Living Candles [Fire].
  Vermin, artificial, morale -1.  As
  artificial creatures, they are unaf-
  fected by Sleep, poison, or the
  Lullaby cantrip.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight
  Rewards: 1 random material com-
  ponent.
  
  Ordeal of the Magic Tower
  40
  d6 Magma Kids [Fire]. Minions.
  Every character hit by magma kids
  must save vs. the magma kids’
  level or lose 1 additional life due
  to their fire. Alternatively, a char-
  acter may choose to fight magma
  kids at -1 and not be forced to roll
  the save.
  Reactions (d6): 1-2 bribe (10 gp
  per kid), 3-5 Puzzle, 6 fight.
  Rewards: Roll on the material
  components Table + 1 Clue.
  d6 Mini Blazes [Fire] minions,
  elementals, morale -1. As artificial
  creatures, they are unaffected by
  Sleep, poison, or the Lullaby
  cantrip. A vial of holy water (or
  any other non-flammable liquid)
  thrown at these creatures will
  automatically kill 2 mini blazes.
  Reactions (d6): 1 bribe (1 mate-
  rial component), 2-4 cantrip chal-
  lenge, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Young Salamanders [Fire]
  minions, elementals.
  Whenever a young salamander is
  killed, there is a 2 in 6 chance that
  it will explode in a small ball of
  fire, enveloping the character who
  killed it in its flames. If this hap-
  pens, the character must save vs.
  the salamander’s level or lose 1
  Life. Do not apply this rule when
  salamanders are killed by ranged
  attacks, spells or water-based
  attacks.
  Reactions (d6): 1 offer food and
  rest, 2-4 quest, 5-6 fight.
  Rewards: Roll on the material
  components Table + 1 Clue.
  2d6 
  Sulphur 
  Flies 
  [Fire]
  vermin, morale -1.
  Reactions (d6): 1 peaceful, 2 flee,
  3-5 flee if outnumbered, 6 fight.
   Rewards: 1 random material com-
  ponent.
  Torch Man [Fire] Boss, 2
  attacks, morale +1.
  Every character hit by the torch
  man must save vs. its level or lose
  1 additional life due to its flames.
  Slashing weapons hit the torch
  man at +1 (so a slashing two-
  handed weapon would hit it at +2).
  Reactions (d6): 1 quest, 2-5 offer
  food and rest, 6 fight.
  Rewards: 2 rolls on the Material
  Component table + 1 Clue. If there
  is any treasure in the room, apply
  +1 to any treasure rolls.
  
  Ordeal of the Magic Tower
  41
  
  Ordeal of the Magic Tower
  42
    Floor Encounters - Kaltenlandia (roll 2d6#)
  2
  Tower Yeti
  3-4
  Living Snowballs
  5-6
  Snow Kids
  7
  Ice Crystals
  8-9
  Frost Maidens
  10-11
  White Stoats
  12
  Ice Mammoth Sage
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only ONCE
  per floor visit (unless you use the Reset Orb). After the first time,
  reroll any 2 or 12 unless you use the Reset Orb.
  Kaltenlandia
  Kaltenlandia is a cold, icy floor where snow and frost rule. Every
  creature here has the [Water] tag; [Earth] Apprentices gain +1 here.
  Tower Yeti [Water]: Boss
  Characters failing a Defense roll
  suffer also a -1 to their Attack rolls
  on their next turn due to the crea-
  ture’s extremely cold touch.
  Blizzard: on the yeti’s first turn,
  roll d6. This is the number of
  turns that the blizzard will last.
  During the blizzard, the charac-
  ters’  attacks are at -1 due to poor
  visibility. The blizzard also makes
  the floor slippery: any characters
  rolling a 1 on a Defense roll fall
  down and must use their next turn
  to stand up, thus skipping a
  combat action. As soon as the
  blizzard ends, the poor visibility
  and slippery floor effects end.
  Reactions (d6): 1 bribe (50 gp or
  3 material components), 2 quest,
  3-5 cantrip challenge, 6 fight.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is any
  treasure in the room, apply +1 to
  treasure rolls.
  2d6  Living Snowballs [Water].
  Vermin elemental. Morale -1.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight.
  Rewards: 1 random material com-
  ponent
  
  Ordeal of the Magic Tower
  43
  d6 Snow Kids [Water]. Minions.
  Snow kids will throw snowballs at
  the characters before the combat.
  All characters hit by snowballs will
  take no damage but will be dis-
  tracted and suffer  a -1 on their
  next Attack roll.
  Reactions (d6): 1-2 bribe (10 gp
  each) fight, 3-5 Puzzle, 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Living Ice Crystals [Water]
  Minions. Any spell or cantrip cast
  in their presence has a 1 in 6
  chance of failing.
  Reactions (d6): 1 bribe (10 gp
  each), 2-4 cantrip challenge, 5-6
  fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Frost Maidens [Water] Min-
  ions. Morale -1.
  Reactions (d6): 1-2 offer food and
  rest, 3-4 quest, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  2d6 White Stoats [Water]
  Vermin, animal. Morale -1.
  Reactions (d6): 1 peaceful, 2-5
  flee if outnumbered, 6 fight.
  Rewards: 1 random material com-
  ponent.
  Ice Mammoth Sage [Water]
  Boss, morale +1. 3 attacks. The Ice
  Mammoth Sage has 3 additional
  Life points.
  Reactions (d6): 1 quest, 2-5 offer
  food and rest, 6 fight.
  Rewards: 2 random material com-
  ponents + 1 Clue.
  If there is treasure in the room,
  apply +1 to treasure rolls.
  
  Ordeal of the Magic Tower
  44
  
  Ordeal of the Magic Tower
  45
  Shine-Gri-La
  Shine-Gri-La is a shining floor made of pure light. Every creature here
  has the [Metal] tag. [Fire] Apprentices gain +1 here.
  Floor Encounters – Shine-Gri-La (2d6#)
  2
  Pure Aeon
  3-4
  2d6 Flashy Fireflies
  5-6
  d6 Sun Heralds
  7
  d6 Angel Kids
  8-9
  d6 Daughters of Dawn
  10-11
  2d6 Jumping Lanterns
  12
  Black Sun Avatar
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only ONCE
  per floor visit (unless you use the Reset Orb). After the first time,
  reroll any 2 or 12 unless you use the Reset Orb.
  Pure Aeon [Metal]: Boss
  Flash: At the beginning of a
  combat encounter, all characters
  must perform a Defense roll or be
  temporarily blinded by the Aeon’s
  light and be unable to act during
  their next turn.
  Dazzle: When characters roll 1 or
  2 on a Defense roll, they suffer a
  -1 on their Attack rolls during next
  turn due to the Aeon’s dazzling
  lights.
  Reactions (d6): 1 bribe (50 gp), 2
  quest, 3-5 cantrip challenge, 6
  fight.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  2d6 Flashy Fireflies [Metal].
  Vermin. When characters roll a 1
  or a 2 on a Defense roll, they suffer
  a -1 on their next Attack roll due
  to the dazzling lights.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight
  Rewards: 1 random material com-
  ponent.
  d6 Sun Heralds [Metal]. Min-
  ions.
  Reactions (d6): 1-3 Puzzle, 4-5
  bribe (10 gp per herald), 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  
  Ordeal of the Magic Tower
  46
  d6 Angel Kids [Metal] Minions.
  When characters roll 1 or 2 on a
  Defense roll, they suffer -1 next
  round due to dazzling light.
  Reactions (d6): 1-2 fight, 3-5
  Cantrip Challenge, 6 bribe (10 per
  monster)
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Daughters of Dawn [Metal]
  Minions. Morale +1. Every time a
  daughter of dawn is killed, there
  is a 1 in 6 chance of a dazzling flash
  of light that will blind the charac-
  ter who killed the daughter of
  dawn. The blind character is at -2
  on Attack and Defense rolls until
  the end of the combat.
  Reactions (d6): 1 offer food and
  rest, 2-4 quest, 5-6 fight.
  Rewards: Roll on the material
  components Table + 1 Clue.
  2d6 
  Jumping 
  Lanterns
  [Metal] Vermin, morale -1. Lan-
  terns can see in the dark and are
  immune to the Pitch Black cantrip.
  Reactions (d6): 1 peaceful, 2-4
  flee if outnumbered, 5-6 fight
  Rewards: Roll on the material
  components Table.
  Black Sun Avatar [Metal] Boss,
  never tests morale.
  All cantrips and spells cast in the
  presence of a black sun avatar
  have a 2 in 6 chance of failing (roll
  d6, and on a result of 1 or 2, the
  cantrip has no effect). This does
  not affect the character’s chances
  of performing a cantrip challenge
  against the avatar.
  Reactions (d6): 1-2 quest, 3-5
  offer food and rest, 6 fight.
  Rewards: 2 random material com-
  ponents + 1 Clue.
  If there is treasure in the room,
  apply +1 to treasure rolls.
  
  Ordeal of the Magic Tower
  47
  
  Ordeal of the Magic Tower
  48
   Floor Encounters - Erebus (2d6#)
  2
  Lord of Shadows
  3-4
  2d6 Shadowcrows
  5-6
  d6 Lesser Shadows of Erebus
  7
  d6 Shadow People
  8-9
  d6 Shadows of Fear
  10-11
  2d6 Dark Butterflies
  12
  The Sandman, Master of Sleep
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only
  ONCE per floor visit (unless you use the Reset Orb). After the first
  time, reroll any 2 or 12 unless you use the Reset Orb.
  Erebus
  In Erebus everything is shrouded in darkness. Every creature here
  has the [Water] tag. [Earth] Apprentices gain +1 here.
  Lord of Shadows [Water]:
  Boss, never tests morale. The
  lord’s shadow aura is so thick that
  physical attacks suffer -2 against
  it unless a Torchlight Cantrip is
  cast during the encounter. Multi-
  ple Torchlight cantrips have no
  additional effect.
  Reactions (d6): 1 bribe (50 gp),
  2 quest, 3-5 cantrip challenge, 6
  fight to the death.
  Rewards: 2 random material
  components + 1 Clue.
  If there is treasure in the room,
  apply +1 to treasure rolls.
  2d6 Shadowcrows [Water].
  Vermin, morale -1.
  Reactions (d6): 1-2 flee, 3-4 flee
  if outnumbered, 5-6 fight.
  Rewards: 1 random material
  component.
  d6 
  Lesser 
  Shadows 
  of
  Erebus [Water]. Undead Min-
  ions. Physical attacks against the
  shadows are at -1 unless a Torch-
  light Cantrip is cast in the room.
  Multiple Torchlight cantrips have
  no additional effect. A lantern-
  bearing character fights at +1
  against the lesser shadows (this
  bonus cancels the -1 penalty).
  
  Ordeal of the Magic Tower
  49
  Reactions (d6): 1 fight, 2-4
  Puzzle, 5-6 bribe (1 Life point
  worth of blood per shadow)
  Rewards: 1 random material
  component + 1 Clue.
  d6 Shadow People [Water]
  Undead Minions. The shadow
  people may not be attacked with
  ranged weapons.
  Reactions (d6): 1-2 bribe (20 gp
  or 1 material component for the
  whole group), 3-5 cantrip chal-
  lenge, 6 fight.
  Rewards: 1 random material
  component + 1 Clue.
  d6 Shadows of Fear [Water]
  Undead Minions. These shadows
  yell and scream. All characters
  must save vs. level 2 fear or suffer
  a -1 on all Attack rolls against the
  shadows.
  Reactions (d6): 1-2 fight, 3-5
  Quest, 6 Offer Food and Rest.
  Rewards: 1 random material
  component + 1 Clue.
  2d6 Dark Butterflies [Water]
  Vermin, morale -1. Dark butter-
  flies are attacked at -1 by ranged
  weapons. A character killed by
  dark butterflies will immediately
  give birth to another d3 dark
  butterflies that will join the fight.
  Reactions (d6): 1 peaceful, 2 flee,
  3-5 flee if outnumbered, 6 fight.
  Rewards: 1 random material
  component.
  The Sandman, Master of
  Sleep [Water] Boss, morale +1.
  The Sandman is immune to Sleep
  spells and to the Lullaby cantrip.
  Upon the third turn of combat, all
  characters must save vs. the
  Sandman’s level or fall asleep. All
  characters who fall asleep will
  wake up at the end of the combat,
  fully healed, but all their material
  components will be gone. Their
  wands will still be there. Charac-
  ters who did not carry any trea-
  sure will find d6 gp in their
  pockets.
  Reactions (d6): 1-3 Quest, 4-5
  offer food and rest, 6 fight
  Rewards: material components
  for the Lullaby cantrip + 1 Clue.
  If there is any treasure in the
  room, apply +1 to treasure rolls.
  
  Ordeal of the Magic Tower
  50
  
  Ordeal of the Magic Tower
  51
      Floor Encounters – Tachion  (Roll 2d6#)
  2
  Teumessian Fox
  3-4
  2d6 Clock Hands
  5-6
  d6 Clock Gears
  7
  d6 Cheetah Cubs
  8-9
  d6 Sickle Weasel Cubs
  10-11
  2d6 Ghost Arrows
  12
  Laelaps Hound
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only ONCE
  per floor visit (unless you use the Reset Orb). After the first time,
  reroll any 2 or 12 unless you use the Reset Orb.
  Takion
  On Takion everything is fast and furious. Every creature here has the
  [Fire] tag. [Water] Apprentices gain +1 here.
  Teumessian Fox [Fire]: Boss
  Attacks two random characters
  during odd rounds and only one
  during even rounds. You cannot
  escape this encounter.
  Reactions (d6): 1 bribe (50 gp), 2
  quest, 3-5 cantrip challenge, 6
  fight to the death.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  2d6 
  Clock 
  Hands 
  [Fire].
  Vermin, artificial. Immune to
  poison, Sleep and the Lullaby
  cantrip. You cannot escape this
  encounter.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight.
  Rewards: 1 random material com-
  ponent
  d6 Clock Gears [Fire]. Minions,
  artificial.
  Any character rolling a 1 on a
  Defense roll is caught in the gears
  and may not escape from this
  encounter until all clock gears are
  destroyed or flee.
  
  Ordeal of the Magic Tower
  52
  Reactions (d6): 1-2 bribe (10 gp
  each), 3-5 puzzle, 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Cheetah Cubs [Fire] Min-
  ions, animal. Due to the cubs’
  speed, you cannot escape this
  encounter.
  Reactions (d6): 1 bribe (1 mate-
  rial component), 2-4 cantrip chal-
  lenge, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Sickle Weasel Cubs [Fire]
  Minions, animal.
  Reactions (d6): 1 offer food and
  rest, 2 bribe (1 material compo-
  nent), 3-4 quest, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue
  2d6 Ghost Arrows [Fire]
  Vermin, artificial. Immune to
  poison, Sleep and the Lullaby
  cantrip.
  Reactions (d6): 1 peaceful, 2-4
  flee if outnumbered,  5-6 fight.
  Rewards: 1 random material com-
  ponent.
  Laelaps Hound [Fire] Boss
  You cannot escape this encounter.
  The Hound’s level is increased by
  1 if you have fewer than 4 charac-
  ters in the party.
  Reactions (d6): 1 quest, 2-5 offer
  special help (see below), 6 fight to
  the death.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  Special help: If you haven’t
  encountered the Teumessian Fox
  yet, the Laelaps hound will offer
  you its help against it (they are
  mortal enemies). If you give the
  Hound one material component
  of your choice and then you meet
  the Teumessian fox, the hound
  will distract the fox. When this
  happens, you may either attack
  the fox at +1 or escape.
  If you do not want to give a mate-
  rial component to the hound, treat
  a reaction roll of 2-5 as a quest
  reaction or a peaceful reaction
  instead.
  If you have already encountered
  the Teumessian Fox and have
  killed it, the Laelaps Hound will
  give you 2 material components
  of your choice or 2 Clues (your
  choice).
  
  Ordeal of the Magic Tower
  53
  
  Ordeal of the Magic Tower
  54
  Lazix
  Lazix is strange floor full of laziness and inertia. Every creature here
  has the [Earth] tag. [Wood] Apprentices gain +1 here.
  Floor Encounters - Lazix (roll 2d6#)
  2
  His Heaviness
  3-4
  2d6 Lazy Birds
  5-6
  d6 Tired Goblins
  7
  d6 Creeping Weights
  8-9
  d6 Inertial Maidens
  10-11
  2d6 Angry Snails
  12
  Reverse Hourglass
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only ONCE
  per floor visit (unless you use the Reset Orb). After the first time,
  reroll any 2 or 12 unless you use the Reset Orb.
  His Heaviness [Earth]: Boss.
  When you roll its reactions, you
  may discard the result and roll
  again. You have to stick with the
  second result.
  Stillness: instead of dealing
  damage, the monster inflicts a -1
  to Attack rolls when it hits (this
  counts as a curse). If the total
  modifier equals the character’s
  life, the character is paralyzed and
  cannot act. If everyone is para-
  lyzed, that’s game over! Paralysis
  lasts for 2 rooms  after defeating
  the monster.
  Reactions (d6): 1 quest, 2 bribe
  (50 gp), 3-5 cantrip challenge, 6
  fight to the death
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  2d6 Lazy birds [Earth]. Vermin.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight
  Rewards: 1 random material com-
  ponent.
  d6 Tired goblins [Earth]. Min-
  ions. When you roll their reac-
  tions, you may discard the result
  and roll again. You have to stick
  with the second result. After 3
  turns of fighting, their level drops
  by 1 - they are so tired!
  
  Ordeal of the Magic Tower
  55
  Reactions (d6): 1-2 bribe (10 gp
  each), 3-4 Puzzle, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Creeping Weights [Earth]
  Minions. These creatures are so
  slow that, if you run away from the
  combat encounter, they will NOT
  attack you.
  Reactions (d6): 1 bribe (1 mate-
  rial 
  component 
  each), 
  2-4
  Cantrip Challenge, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Inertial Maidens [Earth]
  Minions. You may reroll their
  reactions. You have to stick with
  the second result. Any character
  wounded by the inertial maiden
  becomes slow (this is a curse).
  Slow characters make Defense
  rolls at -1 when they escape from
  a combat engagement. The curse
  ends after visiting 3 rooms, or
  when the party leaves Lazix.
  Reactions (d6): 1 offer food and
  rest, 2-4 quest, 5-6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  2d6 Angry Snails [Earth]
  Vermin. These creatures are so
  slow that, if you run away from the
  combat encounter, they will NOT
  attack you.
  Angry snails are vulnerable to
  phosphorous. A character may
  sacrifice 1 phosphorous to auto-
  matically kill 2 snails.
  Reactions (d6): 1 peaceful, 2-3
  flee if outnumbered, 4-6 fight.
  Rewards: 1 random material com-
  ponent.
  Reverse Hourglass [Earth]
  Boss, artificial.
  Immune to poison, the Sleep spell
  and the Lullaby cantrip. If the
  reverse hourglass is killed in 1 or
  2 turns, all cantrips used in this
  combat engagement are recov-
  ered. If it takes 3 or more turns to
  defeat the creature, the cantrips
  used in this encounter are NOT
  recovered.
  Reactions (d6): 1 quest, 2-4 offer
  food and rest, 5-6 fight.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  
  Ordeal of the Magic Tower
  56
  
  Ordeal of the Magic Tower
  57
  Floor Encounters – Lifestream (roll 2d6#)
  2
  Tiny Gaia
  3-4
  2d6 Floating Leaves
  5-6
  d6 Walking Bushes
  7
  d6 Wise Fungi
  8-9
  d6 Apple Men
  10-11
  2d6 Peach Princesses
  12
   Tiny Tree of Life
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only
  ONCE per floor visit (unless you use the Reset Orb). After the first
  time, reroll any 2 or 12 unless you use the Reset Orb.
  Lifestream
  Lifestream is a gorgeous floor permeated by life in every form,
  especially plants. Every creature here has the [Wood] tag. [Metal]
  apprentices gain +1 here.
  Tiny Gaia [Wood]: Boss
  This monster is so full of magical
  energy that cantrips are cast at -1
  against it. If you roll 1 on an Attack
  roll, the monster heals 1 life (it
  cannot exceed its maximum).
  Reactions (d6): 1 bribe (2 mate-
  rial components), 2 quest, 3-5
  cantrip challenge, 6 fight to the
  death.
  Rewards: 2 random material com-
  ponents OR 2 Clues (your choice).
  If there is treasure in the room,
  apply +1 to treasure rolls.
  2d6 Floating Leaves [Wood].
  Vermin. Every time you roll a 1 on
  an Attack roll, 1 additional floating
  leaf appears.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight.
  Rewards: roll d6: 1 dandelion
  greens, 2 aconite leaf, 3 walnut, 4
  poison ivy leaf, 5 peppermint leaf,
  6 foxglove petals.
  d6 Walking Bushes [Wood].
  Minions, vegetable.
  All ranged attacks, except Fire
  spells and cantrips, are at -1
  against walking bushes.
  Reactions (d6): 1-2 bribe (1 mate-
  rial component), 2-4 Puzzle, 5-6
  fight.
  
  Ordeal of the Magic Tower
  58
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Wise Fungi [Wood] Minions,
  vegetable. If you roll 1 on an
  Attack roll, a fungus spews spores.
  Choose one of the following:
  1) The character that rolled 1 on
  its Attack roll must save vs. poison
  equal 
  to 
  the
  fungus’ 
  Level
  (halflings, trolls,
  ogres and barbar-
  ians add +L to
  this roll) or lose 2
  Life to poisoning;
  OR
  2) The spores fall
  on the ground
  and immediately
  one 
  additional
  wise 
  fungus
  sprouts and joins
  the melee.
  Reactions (d6): 1
  bribe (10 gp per
  monster) 
  2-3
  cantrip 
  chal-
  lenge, 4-6 fight.
  Rewards: 
  1
  random material
  component + 1
  Clue.
  d6 Apple Men [Wood] Minions,
  vegetable.
  Reactions (d6): 1 offer food and
  rest, 2-5 quest, 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  2d6 Peach Princesses [Wood]
  Vermin, vegetable creatures.
  Reactions (d6): 1 peace-
  ful, 2-3 flee, 4 flee if
  outnumbered, 5-6 fight.
  Rewards: 
  1 
  random
  material component.
  Tiny Tree of Life
  [Wood] Boss, vegetable.
  If you roll 1 on an Attack
  roll, the tiny tree of life
  heals 1 life (it cannot
  exceed its maximum).
  Reactions (d6): 1 Quest,
  2-5 Offer Food and
  Rest, 6 fight to the
  death.
  Rewards: 2 random
  material components +
  1 Clue OR all characters
  in play heal 1 Life. If
  there is treasure in the
  room, apply +1 to trea-
  sure rolls.
  
  Ordeal of the Magic Tower
  59
  
  Ordeal of the Magic Tower
  60
  Floor Encounters - Paindemonium (roll 2d6#)
  2
  Lich Kid
  3-4
  2d6 Scattered Bones
  5-6
  d6 Starving Dogs
  7
  d6 Zombie Parts
  8-9
  d6 Flying Severed Heads
  10-11
  2d6 Undead Rats of Paindemonium
  12
   Baby Skeleton
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only
  ONCE per floor visit (unless you use the Reset Orb). After the
  first time, reroll any 2 or 12 unless you use the Reset Orb.
  Paindemonium
  Paindemonium is a creepy floor where pain and death rule. Every
  creature here has the [Metal] tag therefore [Fire] Apprentices gain
  +1 here.
  Lich Kid [Metal]: Undead Boss.
  The first round, everyone must
  save vs. the creature’s Level. If
  you fail, you lose 1 life. If you roll
  a 1 on an Attack roll, you must
  immediately  perform this save
  again or lose one life.
  Reactions (d6): 1 bribe (50 gp),
  2 quest, 3-5 cantrip challenge, 6
  fight to the death.
  Rewards: 2 random material
  components + 1 Clue. If there is
  treasure in the room, apply +1 to
  treasure rolls.
  2d6 Scattered Bones [Metal].
  Undead 
  Vermin. 
  Crushing
  weapons attack scattered bones
  at +1.
  Reactions (d6): 1 flee, 2-4 flee if
  outnumbered, 5-6 fight.
  Rewards: 1 random material
  component
  d6 Starving dogs [Metal].
  Minions. If a character rolls a 1
  on any Attack roll, he has
  exposed his body to the bites of
  the dogs, and will have a -1 to his
  next Defense roll.
  
  Ordeal of the Magic Tower
  61
  Reactions (d6): 1 bribe (5 gp per
  monster), 2-4 puzzle, 5-6 fight.
  Rewards: 1 random material
  component + 1 Clue.
  d6 Zombie Parts [Metal]
  Undead Minions.
  Reactions (d6): 1-2 peaceful, 3-4
  cantrip challenge, 5-6 fight to
  the death.
  Rewards: 1 random material
  component + 1 Clue.
  d6 Flying Severed Heads
  [Metal] Undead Minions.
  Reactions (d6): 1 flee, 2-4 quest,
  5-6 fight to the death.
  Rewards: 1 random material
  component + 1 Clue
  2d6 Undead Rats of Painde-
  monium 
  [Metal] 
  Undead
  Vermin. The undead rats are so
  weak that if any attack rolls an
  explosive die result, ALL the
  undead rats are defeated.
  Reactions (d6): 1-3 flee if out-
  numbered, 4-6 fight.
  Rewards: 1 random material
  component
  Baby 
  Skeleton 
  [Metal]
  Undead Boss. Blunt weapons
  attack the baby skeleton at +1.
  Reactions (d6): 1-3 quest, 4-5
  offer food and rest, 6 fight.
  Rewards: 2 random material
  components + 1 Clue. If there is
  treasure in the room, apply +1 to
  treasure rolls.
  
  Ordeal of the Magic Tower
  62
  Some rooms in Mazyrinth change shape. Every time you move in
  the black rooms, roll d6. On a 1 to 3, it counts as a corridor. On a 4
  to 6, it counts as a room.
  
  Ordeal of the Magic Tower
  63
  Mazyrinth
  Mazyrinth is a very complex floor full of traps and puzzles. Creatures
  here have a [Random] tag, so you roll on the Tag/Floor Table every
  time you face one to determine its actual [Tag]. Good luck!
      Floor Encounters - Mazyrinth (roll 2d6#)
  2
  Ruben Cube
  3-4
  2d6 Rolling Dice
  5-6
  d6 Rainbow Sphinxes
  7
   d6 Living Marbles
  8-9
  d6 Floating Locks
  10-11
  2d6 Playing Cards
  12
   The Red Box
  2d6# = Roll 2d6 remembering that 2 and 12 can happen only
  ONCE per floor visit (unless you use the Reset Orb). After the first
  time, reroll any 2 or 12 unless you use the Reset Orb.
  Ruben Cube [Random]: Boss
  Should a fight start, the Ruben
  cube will not attack, but it will
  start to change its configuration
  every turn. After 1d6+2 turns, it
  will reach its final configuration,
  and at this point  it will automati-
  cally annihilate everyone in the
  room. Better kill it before it
  reaches its final form or leave the
  room before it’s too late! If you
  leave, the Ruben Cube will not
  attack you as you flee. The Cube
  will be fully healed when you come
  back to the room. If you return to
  the room, roll for the Cube’s reac-
  tion again.
  Reactions (d6): 1 fight to the
  death, 2-4 cantrip challenge, 5-6
  puzzle
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  2d6 Rolling Dice [Random].
  Vermin, morale -1. These are huge
  dice that move around by rolling.
  In combat, they try to crush char-
  acters by rolling on them. When-
  ever a character rolls a 1 on a
  Defense roll, it means that the
  Rolling Die has landed on top of
  
  Ordeal of the Magic Tower
  64
  the character, knocking the char-
  acter on the floor. The character
  will waste his next turn to stand
  up.
  Reactions (d6): 1-2 flee, 3-4 flee if
  outnumbered, 5-6 fight
  Rewards: at the end of an encoun-
  ter, roll a number of dice equal to
  the number of rolling dice encoun-
  tered. If you roll 2 or more 6s, you
  find 1 Clue.
  d6 Rainbow Sphinxes [Ran-
  dom]. Minions.
  Reactions (d6): 1-2 bribe (10 gp
  per sphinx), 3-5 puzzle, 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Living Marbles [Random]
  Minions. These are huge marbles
  that move around by rolling. In
  combat, they try to crush charac-
  ters by rolling on them. Whenever
  a character rolls a 1 on a Defense
  roll, the marble crushes one item
  in the character’s possession
  under its weight. Choose one item
  (weapon, equipment, material
  component) and remove it from
  your play sheet.
  Reactions (d6): 1-2 puzzle, 3-5
  cantrip challenge, 6 fight.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  d6 Floating Locks [Random]
  Minions.
  Reactions (d6): 1-2 puzzle, 3-5
  quest, 6 offer food and rest.
  Rewards: 1 random material com-
  ponent + 1 Clue.
  2d6 Playing Cards [Random]
  Vermin, morale +1
  Reactions (d6): 1-2 peaceful, 3-4
  flee if outnumbered, 5-6 fight.
  Rewards: 1 random material com-
  ponent.
  The Red Box [Random] Boss.  If
  destroyed, d6 rolling dice (see
  above) will roll out of the box.
  Immediately perform a reaction
  roll for them to determine what
  they will do.
  Reactions (d6): 1-3 quest, 4-5
  offer food and rest, 6 fight.
  Rewards: 2 random material com-
  ponents + 1 Clue. If there is trea-
  sure in the room, apply +1 to
  treasure rolls.
  
  Ordeal of the Magic Tower
  65
  Final
  Confrontation
  You are teleported in a big arena
  where Archmages Sphilix and
  Alektor sit on opposite sides. The
  magic wands you created sud-
  denly float in the air. Each wand
  transforms into a mirrored image
  of each apprentice. To fuel this
  transformation, 
  you 
  lose 
  2
  magical material components
  (the most useful for your own
  cantrip). If you don’t have mate-
  rial components, the Archmages
  will provide them.
  This is the final confrontation!
  You must roll a cantrip challenge
  against your “opposite” self.
  If you created only one wand per
  each apprentice,  the difficulty of
  the challenge is 4, but you have a
  +1 to the roll (this also applies if
  you selected the Mind [Tag]).
  An apprentice who created more
  than one wand will face two
  “opposite selves” but each will be
  level 3. The apprentice will still
  apply the +1 bonus and will have
  to defeat both opponents to
  succeed in the final confrontation.
  As usual, the apprentice may use
  any remaining material compo-
  nent to gain a +1 modifier to a
  single roll.
  If you win the challenge, you
  regain your wands. You can make
  one XP roll per each wand you
  created, and you will become a
  Level 1 wizard even if you fail all
  the XP rolls. If you fail the chal-
  lenge, no wands for you but you
  are promoted to Level 1 neverthe-
  less.
  In any case, you graduate from
  the Sorcery School, congratula-
  tions! Your Ordeal is over!
  You may now use the characters
  that made it to the end as wizards
  in standard games of Four
  Against Darkness. Instead of
  rolling for gold pieces as you
  would do for a starting character,
  you are allowed to keep any trea-
  sure and equipment that you
  have found during the Ordeal. If
  you have no treasure at all at the
  end of the Ordeal, the Archmages
  will give you 2d6 gp as a scholar-
  ship fund.
  The characters who were hench-
  men become 1st level warriors.
  They also can keep any equip-
  ment and treasure they gained
  during this adventure. If they
  have no treasure, the archmages
  will however give d6 gp to each
  character to reward their dedica-
  tion.
  
  Ordeal of the Magic Tower- Play Sheet
  Bane
  Cinnamon
   Dandelion Greens
  Dart
  Poison Ivy Leaf
   Pufferfish Fin
  Ephemeral Friendship
  Pond Slime
  Octopus Tentacle
  Ethereal Hand
  Leather Glove
   Amber Drop
  Lesser Immunity
  Aconite leaf
  Foxglove petals
  Lesser Shield
  Fluoride
  Cat hair
  Lullaby
  A pouch of sand
   Lily petals
  Magical Help
  Walnut
  Baneberry
  Pitch Black
  Coal powder
   Squid Ink
  Preventive Blessing
   Pearl Dust
  Peppermint Leaf
  Step Back
  Lionfish Spine
   Nutmeg
  Torchlight
  Morning Dew
  Phosphorus
  Name: 
   
   
   
   
   
  Life:  
   
   
     Tag:
  Magic Wand Recipe:
  Equipment:
  Treasure:
  Bane
  Cinnamon
   Dandelion Greens
  Dart
  Poison Ivy Leaf
   Pufferfish Fin
  Ephemeral Friendship
  Pond Slime
  Octopus Tentacle
  Ethereal Hand
  Leather Glove
   Amber Drop
  Lesser Immunity
  Aconite leaf
  Foxglove petals
  Lesser Shield
  Fluoride
  Cat hair
  Lullaby
  A pouch of sand
   Lily petals
  Magical Help
  Walnut
  Baneberry
  Pitch Black
  Coal powder
   Squid Ink
  Preventive Blessing
   Pearl Dust
  Peppermint Leaf
  Step Back
  Lionfish Spine
   Nutmeg
  Torchlight
  Morning Dew
  Phosphorus
  Name: 
   
   
   
   
   
  Life:  
   
   
     Tag:
  Magic Wand Recipe:
  Equipment:
  Treasure:
  
  Four young wizards-in- training.
  One impossibly difficult task: move through
  the six ever-changing levels of the Magic
  Tower in Sphilix’s Sorcery School, master
  your cantrips, and craft your magic wand!
  Will you become a full fledged mage, or
  succumb to the dangers that the Archmages
  have in store for you? There is only one way
  to know… accept the challenge, and survive
  the Ordeal of the Magic Tower!
  This is a procedural adventure for appren-
  tices. It contains rules for 12 Cantrips (zero
  level spells). Only the core Four Against
  Darkness rules are required to play.
  The Magic Tower Awaits.
  
SOURCE: textdata/thevault/Four Against Darkness/Four Against Darkness Adventures/Four Against Darkness Ordeal of the Magic Tower.pdf