TEXT: DYVINTRO3-01 
   
   
   
   
   
   
   
   
  Zendrelda's Tower 
   
  A 1 Round D&D LIVING GREYHAWK®  
  Dyvers Introductory Adventure 
   
   
  by Mason Mines 
   
  Musings of the Sage Burroe based on the tower origins correspondence of DTBurrows. 
   
   
   
   
   
   
   
   
   
   
   
  With the reopening of the Leardyn copper mine, Lord Enruhl seeks to negotiate a safe haven for ingots 
  shipped from the Kron; an overnight way-stop in the caravan commons of Zendrelda's tower.   
   
  An introductory adventure for level one characters.  
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc. Scenario detail copyright 2003 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players to prepare their characters 
  now. Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than seven players participating 
  in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in italics. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
   
  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  bring their own characters with them. If players do 
  not have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, a character 
  sheet, and a LIVING GREYHAWK log sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create 
  one. Once all players have a LIVING GREYHAWK 
  character, play can begin.  
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer.  
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
   
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  Zendralda’s Tower 
   
  Page 2 
  
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, 
  set in Dyvers.  Characters native to Dyvers pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per round.  Rich Upkeep costs 50gp 
  per round.  Luxury Upkeep costs 100gp per round. 
   
  Using Divination Spells in 
  This Module 
   
   
  Due to the priesthood receiving numerous 
  requests for aid from the victims of the Dock 
  District fire, they are unable and unwilling to waste 
  spell slots for divination spells, since more readily 
  useful ones can be cast. This is because they feel 
  the homeless are more worthy of their efforts, and 
  are to some extent afraid of the negative publicity 
  coming from helping the Gentry over the common 
  soul. 
   
  Adventure Summary and 
  Background 
   
   
  Musings of the Sage Burroe. In the Kieestas 
  Lainformoj, the great sage Burroe has speculated 
  in his musings to Pheol of Thom concerning the 
  nature of Zendrelda's affliction and the origin of 
  the tower construction.  While the whole affair is 
  surrounded in mystery, a short excerpt of Burroe's 
  musings (Player’s Handout #1) is included below.  
  The footnotes of Pheol's scribe HF Mudd are 
  [bracket italics]. 
   
  "It is funny you should ask.  I was just thinking 
  about Zendrelda's Tower 
  today.  It is a 200-foot tall lighthouse built on a tall 
  hill in the Gnarley 
  Forest, only 15 miles from the village of One Oak.  
  Yes, I said lighthouse; 
  we will get to that in a moment.  She is only in her 
  fifties, so it is a 
  modern structure and in excellent shape.  A 
  number of locals were probably 
  employed for simple labor.   
   
  [I have attempted to corroborate Burroe's 
  assertions, but have yet to meet anyone who 
  knows laborers employed upon this project.  
  Perhaps it was constructed with magic or the 
  Zendralda’s Tower 
   
  Page 3 
  
  laborers have been commanded to forget.  Both 
  are within the realm of Zendrelda's power.]  
   
  She probably has to employ some others for 
  upkeep, and maybe even visits One Oak once a 
  year or so, causing a small 
  disturbance.   
   
    [I have been asked to maintain the confidence of 
  Askalon of Vir and can confirm these visits, though 
  I can say nothing about their nature]  
   
  Children tell stories about her visits, and adults 
  remember 
  her building the crazy lighthouse just over 20 
  years ago.  She has never 
  caused any harm to her neighbors, and the few 
  visitors she has given 
  audience to describe her as cordial, but easily 
  distracted and forgetful. 
   
  [Strangely, though many "seem" to recall the 
  construction of the lighthouse tower, none can 
  place any detail or story of the direct event.  Could 
  this be an effect of Zendrelda's magic?] 
   
  Who does she expect to draw to her soaring 
  tower?  From what sea and to what 
  shore does she expect ships to arrive?  The 
  favored opinion is that she 
  thinks it is going to flood.  Some say she is a great 
  seer, and others that 
  she is mad, and often there is little difference.  
  There could be a kernel 
  of truth to her insanity.  I once saw an ancient map 
  of the Nyr Dyv that 
  showed the lake and the Dyvers portion of the 
  Velverdyva much smaller than 
  their present expanses.  That was when the Isles 
  of Woe were still there, in 
  the eastern Nyr Dyv.  There was a big flood, which 
  some scholars have linked 
  to the disappearance of the Isles.  Had she seen 
  the same map, or spoken to 
  a long-lived fey, she could have drawn the 
  conclusion that if a flood of 
  that magnitude happens again, the lake would 
  again expand.  The first rises 
  of the Kron hills in the Gnarley Forest would, 
  according to that theory, 
  become the new shoreline.  Dyvers would become 
  a forgotten submerged ruin, 
  as so many did during the first flood.  Perhaps she 
  foresaw the reappearance 
  of the Isles of Woe, and feared that another flood 
  would accompany the 
  event.  I am certainly speculating well beyond my 
  expertise at this point, 
  but what other explanation could there be?  Ships 
  from the clouds, the 
  stars?  I think most insanity has a root in sanity, 
  and the flood theory is 
  in my opinion the most reasonable explanation for 
  hers." 
   
  Introduction: With the reopening of the Kron 
  copper mine in RoS5: Shade of Clearchus, 
  fortunes continue to improve for Enruhl Leardyn.  
  The lord of the Westlands desires a safe overnight 
  haven for the monthly shipments of copper ingots 
  that have begun to flow north.  Shelleton has 
  proven inadequate, cost prohibitive, and unsafe 
  from constant brigandage.  The path from the low 
  road to Zendrelda's Tower, though overgrown, is 
  still serviceable.  The path from Zendrelda's Tower 
  would provide a more direct route from the mine 
  (located southeast of Zendrelda's Tower) if the 
  path were to be extended from the Tower to the 
  mine site.  The path to Zendrelda's Tower rejoins 
  the Low Road near the Dyvers border.  Enruhl 
  feels that Zendrelda, though addled in her flood 
  obsession, is both amicable and formidable 
  enough to dissuade the bandit raiders who have 
  targeted the last few shipments of copper ingots to 
  Leardyn Manor.   To this end he has employed the 
  party to open negotiations with Zendrelda.  They 
  are to bear his sealed proposals to Zendrelda and 
  return her response to Lord Enruhl's manor with 
  best speed. 
   
  Encounter One begins with the arrival of the party 
  at Zendrelda's Tower.  They discover the 
  commons to be denuded to a 150' perimeter 
  outside the curtain wall, as if a drought or some 
  similar disaster had confined itself to the small 
  area of Zendrelda's compound.  When the party 
  enters the curtain wall gate, the gate will close.  It 
  cannot be reopened short of powerful magical 
  means.  The walls seem to grow in height if the 
  party attempts to scale them.  Arcs of lightning will 
  down any fliers attempting to escape.  The cry of 
  the howler permeates the compound, emanating 
  from the Tower.  The Howler's cry saps the 
  player's wisdom, forcing a WILL DC12 save 
  every hour to avoid 1 pt of Wisdom loss. Facing 
  the Howler is a very bad idea.  It is meant to be a 
  distraction that imparts a sense of expediency.  
  Gm's should emphasize the danger involved.  A 
  Knowledge Planes Check (DC 5) reveals the 
  nature and seriousness of the Howler threat.  The 
  Menhir and Unicorn are visible just inside the gate. 
  Zendralda’s Tower 
   
  Page 4 
  
   
  Encounter Two finds the party crossing over the 
  black water of the commons and set upon by 
  skeletons if they do not bear the mark of Iuz from 
  the menhir in Encounter one. 
   
  Encounter Three is the entry level of Zendrelda's 
  Tower where the party encounters the Stirge 
  colony that feeds upon the Unicorn. 
   
  Encounter Four is the shattered Celestian 
  observation dome on the Tower roof where the 
  Ghoul Tremaine is watching the RoS Final battle 
  in the sphere of Myrgynd.  He has the key to the 
  Unicorn's chains as well as the magical candle 
  snuff for the Hand of Glory. Zendrelda is also 
  present, paralyzed by the Hand of Glory.  The 
  party must snuff the candle upon the hand in order 
  to free Zendrelda. Tremaine will taunt the party, 
  stating that they are far to cretinous to rescue 
  Zendrelda. "Flee before my master returns to feast 
  upon your blood." 
   
  In the Denouement, the party has an opportunity 
  to negotiate with Zendrelda on Lord Enruhl's 
  behalf.  The aim of the negotiation is to garner 
  goodwill with Zendrelda and to convince her to 
  meet with the Lord of the Westlands at a near 
  future date concerning the trade route proposal.   
   
                Introduction 
   
  With the reopening of the Kron copper mine, 
  fortunes continue to improve for Enruhl Leardyn.  
  The lord of the Westlands desires a safe overnight 
  haven for the monthly shipments of copper ingots 
  that have begun to flow north.  Shelleton has 
  proven inadequate, cost prohibitive, and unsafe 
  from constant brigandage.  The path from the low 
  road to Zendrelda's Tower, though overgrown, is 
  still serviceable.  The path from Zendrelda's Tower 
  would provide a more direct route from the mine 
  (located southeast of Zendrelda's Tower) if the 
  path were to be extended from the Tower to the 
  mine site.  The path to Zendrelda's Tower rejoins 
  the Low Road near the Dyvers border.  Enruhl 
  feels that Zendrelda, though addled in her flood 
  obsession, is both amicable and formidable 
  enough to dissuade the bandit raiders who have 
  targeted the last few shipments of copper ingots to 
  Leardyn Manor.   To this end Enruhl has 
  summoned 
  the 
  Party 
  to 
  discuss 
  possible 
  employment 
   
  A Knowledge (History), Knowledge (Local-
  Metaregion 2) or Knowledge (Arcana DC 11) 
  reveals the musings of Sage Burroe concerning 
  the origins of Zendrelda's Tower.  (Give the 
  players Player’s Handout #1.) 
   
  Roleplaying Enruhl Leardyn:  Enruhl Leardyn 
  desires that the party go to Zendrelda's tower with 
  his sealed proposals for caravan commons 
  leasing rights.  He desires that the players seek an 
  audience with Zendrelda to establish good 
  relations.  He wants the party to impress upon her 
  the beneficial nature that an agreement of this 
  type would have.  Enruhl knows that the mage is 
  reclusive and is uncertain as to how she  responds 
  to an offer of increased trade and interaction with 
  the outside world.  He does not wish to risk any of 
  his heralds being transformed into toads so he is 
  sending a party of adventurers to make first 
  contact. 
   
  Enruhl 
  instructs 
  them 
  to 
  be 
  courteous 
  and 
  to 
  concentrate 
  on 
  doing 
  everything possible to win Zendrelda over.  Once 
  warm relations have been established, Lord 
  Leardyn plans to send Heralds to negotiate his 
  advances further.  Enruhl does not inform the 
  players 
  as 
  to 
  his 
  uncertainties 
  involving 
  Zendrelda's disposition, of course.  Lord Enruhl 
  offers to pay the party members 150 gold 
  wheatsheaves each for successfully completing 
  this mission.  A Diplomacy Check (DC 12) will 
  increase this rate to a maximum of 200 gold. 
   
  Locating Zendrelda's Tower: 
   
  The party begins the adventure en-route to 
  Zendrelda's Tower.  The path from the low road 
  gradually becomes overgrown.  A Wilderness 
  Lore Check (DC 10) will enable the party to stay 
  on the path without getting lost. Failing this check 
  results in an hour lost and a possible ambush by 
  the Gobins listed below. Succeeding in the check 
  prevents the party from being surprised by the 
  goblins.  The grounds surrounding Zendrelda's 
  tower are patrolled by Sethtun's minions.  These 
  include several Blackthorn camps that have fallen 
  under the sway of Tharizdun.  One such camp is a 
  patrol of goblins. 
   
  If the party succeeds in their wilderness lore 
  check, the Goblins will not have enough time to 
  set up an ambush.  A Track Check (DC 10) 
  reveals the presence of a large group of small 
  booted creatures in the area.  If the party 
  successfully tracks the goblins, they are able to 
  surprise them before they can ready themselves to 
  attack the party.  If the party does not make a 
  Zendralda’s Tower 
   
  Page 5 
  
  successful Wilderness Lore or Track Check (DC 
  10) roll (from above), they are ambushed and 
  surprised by the goblins. 
   
  8 Goblins: hp 4 (see monster manual page 125) 
   
  The goblins will attack intruders who do not 
  display the mark of Tharizdun.  (see encounter 
  one) 
   
  Encounter One:  
  Tharizdun Menhir 
   
  Upon entering Zendrelda's Tower commons, the 
  gates close behind you.   The Tower commons 
  inside the walls are filled with a strange black 
  water of unknown depth that surrounds the tower. 
  The party is standing upon a raised stone 
  platform.  A stone causeway joins the platform to 
  Zendrelda's tower across the commons.  The 
  causeway is in a great state of disrepair, with 
  several portions reduced to rubble and or sunken 
  beneath the black water.  It is a starless night, with 
  the only light source emanating from atop 
  Zendrelda's Tower.  There is a large menhir 
  erected in the center of the stone platform near the 
  gate. The menhir is covered with glowing runes.  A 
  white unicorn, its fur matted with blood from 
  numerous wounds, is chained to the menhir.  Two 
  small boats are tethered to the platform.  One of 
  these has partially sunk due to its poor condition. 
   
  A Knowledge Architecture and Engineering or 
  an appropriate craft or profession  check 
  (DC10) reveals that the Menhir is not part of the 
  original stonework of Zendrelda's Tower and is a 
  recent addition.  
   
  The Unicorn is unconscious from blood loss but 
  stable.  Three Points of healing brings it to 
  consciousness.  It is fed upon by the neutral 
  stirges who roost in the observatory hall and are 
  in turn fed upon by the vampires who dislike 
  approaching this good creature. (note:  Sethtun 
  and his vampire minions are not here at present 
  as they are engaged in the Final Battle with the 
  Ring of Steel and the Fey Elves)  A Spot Check 
  (DC 10) reveals that the Unicorn's wounds are 
  from nail-sized punctures.  The chain is enchanted 
  as is the padlock DC 25 Pick Lock.  Neither the 
  chain nor the lock may be burst or damaged by 
  mundane means.  If the Unicorn is freed from the 
  magical chain, it stays until it has cast up to three 
  cure light wounds spells upon the party before 
  teleporting away.  The Unicorn won’t leave the 
  stone platform to combat the denizens of the 
  courtyard or tower.  Should combat be lured back 
  to the Unicorn, it teleports away (if freed of the 
  chain). 
   
  The Menhir is a trap.  The runes are written in 
  Infernal and read: "Light must be snuffed, 
  perfection decayed, order dissolved, and 
  minds fragmented."  Speaking this phrase aloud 
  in infernal causes a glowing mark of Tharizdun to 
  appear upon the hand of the speaker.  This mark 
  will cause the "Old Black Water" encounter two to 
  ignore the bearer of the mark unless the skeletons 
  are attacked by the bearer of the mark.  Speaking 
  the phrase in Infernal also disarms the Menhir trap 
  for 10 minutes, which otherwise activates if 
  anyone touches the Unicorn, the boats, or the 
  Menhir itself.  The trap does not injure the Unicorn 
  if it is set off: 
   
  Menhir lightning trap: magic device, touch 
  trigger, automatic reset every 10 minutes, reflex 
  save DC10 for half damage 1d6 lightning, Search 
  DC10 Disable DC30 (magical).  This trap  targets 
  one individual. 
   
  Ventilation shaft:  There is a 3' by 3' opening in 
  shaft that is sealed with an iron grate.  The shaft 
  leads to the maze beneath the Compound  
  containing the howler.  The grate is made of 4 
  crossed iron bars that can be bent at DC 24 or 
  broken loose at hardness 10 hp 30.  The howler's 
  cry can be heard echoing up through the shaft and 
  saps Wisdom at a rate of 1pt per hour if a Will DC 
  12 is not made each hour.  Should the players 
  break into the ventilation shaft they are faced with 
  a 30' climb to the maze below. Once in the maze 
  they are faced with the Howler, who is attracted to 
  the sounds of their breaking and entering.  Facing 
  the Howler is a very bad idea.  It is meant to be a 
  distraction that imparts a sense of expediency.  
  Gm's should emphasize the danger involved.  A 
  Knowledge Planes Check (DC 5) reveals the 
  nature and seriousness of the Howler threat.  A 
  Knowledge Architecture and Engineering or an 
  appropriate craft or profession  check (DC10) 
  reveals that the Ventilation shaft is not part of the 
  original stonework of Zendrelda's Tower and is a 
  recent addition. 
   
  Howler: Hp 39 (see monster manual page 121). 
   
  One of the boats is serviceable and has two 
  paddles.  The boat can seat two large people or 
  three demihumans at maximum.  The boat was 
  Zendralda’s Tower 
   
  Page 6 
  
  used by the Iuz cleric and his minions after their 
  part in the dock fire in CY592 before Sethtun 
  disposed of them. 
   
  Encounter Two 
  Old Black Water... 
   
  Crossing the commons is unnerving. The surface 
  of the unnatural black waters yields no reflection.  
  It is within a stretch of this deeper water that the 
  party is surprised by a pack of milky- eyed corpses 
  rotted to the bone who lunge upward from beneath 
  the dark water.  
   
  The skeletons wait until the players either attempt 
  to cross the decaying causeway or use the boat to 
  cross the water.  After surprising the party they 
  attempt to knock the Pcs into the 7' deep water.  
  The causeway is 90' from the gate platform to the 
  Tower entryway.  It is slippery and underwater in 
  several places, forcing a Balance check (DC 10) 
  from anyone wishing to cross it.   
   
  Anyone under 7' tall who falls in the water is 
  forced to make a Swim DC 10 check, if 
  successful, followed by a Climb DC 10 check to 
  get back onto the causeway.  This is a full move 
  action. 
   
  Falling in the Water:  PC's who are unfortunate 
  enough to fall in the water are faced with several 
  problems.  The water is black, affecting the PC's 
  as if they were blinded.  The skeletons will attack 
  the PC's in the water.  Bludgeoning and Slashing 
  weapons do half damage under water if the PC's 
  simply stand on the bottom and fight.  Attempting 
  to swim and fight adds a further penalty of -4 to hit. 
    A skeleton would therefore take half damage 
  from bludgeoning and pierce and quarter damage 
  from slashing weapons if fought by an opponent 
  who is underwater.   
   
  Skeleton tactics: The skeletons attack from 
  under the water, attempting to slay anyone in the 
  water first and then attacking diagonally and 
  upward with their reach weapons at the PC/s who 
  stand on causeway squares adjacent to the water. 
   Anyone who stands in the middle of the 15' wide 
  causeway is safe from the skeleton attacks as the 
  spears do not reach that far and the skeletons 
  don’t leave the water.   
   
   
   
  4 Medium sized Skeletons (wielding long spears) 
  Hp: 6 (see monster manual page 165.) 
   
  Encounter Three 
  The Three Stirges  
   
  You approach the partially flooded stone tower.   
  High above on the rooftop, the rusted skeleton of a 
  dome framework has partially collapsed, leaving 
  the top of the tower open to the outside.  Broken 
  glass litters the base of the tower near a set of 
  open double doors that lie half submerged in the 
  black water.  Sickly vines cover the building, 
  though in places you can see the remains of finely 
  crafted 
  stonework 
  depicting 
  elven 
  themes.  
  Outside the entryway, a grizzly crucified body 
  hangs from the spears that impale it. There are 
  runes carved into the flesh of the corpse's torso.   
   
  The runes are written in infernal and state simply: 
  "Contract Accepted."  This is the body of the 
  cleric of Iuz, disposed of after he was tricked into 
  employing Sethtun to entrap Zendrelda.  The 
  infernal "contract accepted" mocks the ill-worded 
  pact the Iuzian made to be installed as the lord of 
  the tower.  His lack of attention to detail proved to 
  be his demise.  A Knowledge Dyvers Local (DC  
  20) (RoS members automatically know this) 
  reveals that Rion Ganus met a similar fate when 
  he made a contract with the forces of darkness.  
  The contract spared several members of his 
  chapterhouse from their ill-fated doom at the Final 
  Battle within the realm of the Fey. 
   
  A Knowledge Religion (DC 10) reveals the bas-
  relief stonework decorating Zendrelda's Tower as 
  depictions of Celestian clerics observing the stars 
  and planets.   
   
  Sethtun (Tremaine's master) and his vampire 
  spawn feed upon the stirge colony.  The stirges do 
  not attack the undead creatures of Zendrelda' 
  Tower, but attempts to feed on any living beings 
  that enter here. 
     
  Inside the tower, the remains of rotting benches 
  and equipment are strewn about the ground floor, 
  which is flooded to about a foot in depth in the 
  Southwest corner.  In the dry Northeast corner of 
  the room several coffins lean against the wall.  A 
  3' by 3' grate covers a shaft in a dry corner of the 
  entryway room.   
   
  Zendralda’s Tower 
   
  Page 7 
  
  The coffins contain the bodies of elven courtiers 
  and knights, sent to investigate the rising shadow 
  by the Fey King.  A stone stairwell leads up to the 
  observatory tower level.  The Fey courtiers in 
  these coffins are in the process of becoming 
  vampire spawn, though they are too weak to 
  escape their coffins or defend themselves at 
  present.  They bang on the inside of their coffins 
  and generally scare the shorts off the party. 
   
  Ventilation shaft:  There is a 3' by 3' opening in 
  shaft that is sealed with an iron grate.  The shaft 
  leads to the maze beneath the Compound that 
  contains the howler.  The grate is made of 4 
  crossed iron bars that can be bent at DC 24 or 
  broken loose at hardness 10 hp 30.  The howler's 
  cry can be heard echoing up through the shaft and 
  will sap Wisdom at a rate of 1pt per hour if a Will 
  DC 12 is not made each hour.  Should the players 
  break into the ventilation shaft they are faced with 
  a 30' climb to the maze below. Once in the maze 
  they run into the Howler, who will be attracted to 
  the sounds of their breaking and entering.  Facing 
  the Howler is a very bad idea.  It is meant to be a 
  distraction that imparts a sense of expediency.  
  GM's should emphasize the danger involved.  A 
  Knowledge Planes check (DC 5) reveals the 
  nature and seriousness of the Howler threat.  A 
  Knowledge Architecture and Engineering or an 
  appropriate craft or profession check (DC 10) 
  check reveals that the Ventilation shaft is not part 
  of the original stonework of Zendrelda's Tower and 
  is a recent addition. 
   
  Howler: Hp 39 (see monster manual page 121). 
   
  The Three Stirges: 
   
  A careful party may access the tower stairwell 
  without disturbing the stirge colony that roosts in 
  the rafters of the entry-room.  A Spot check DC 
  10 will reveal the following: 
   
  A colony of stirges has taken up residence in the 
  lower tower, roosting in the ceiling beams.  
   
  A party that manages a Move Silently (DC 10), 
  and that doesn't effect the ceiling with torch smoke 
  or bright light are ignored by the stirges.  They 
  have recently fed upon the Unicorn and are mostly 
  sated.  If the party disturbs the stirge colony, they 
  are attacked by a few stirges when they enter the 
  room.  The rest fly off if provoked. 
   
  3 Stirges Hp:5 (See monster manual page173)  
   
  Encounter Four 
  The Shattered Dome 
   
  A circular stairwell winds around the inside of 
  Zendrelda's Tower.  There are several floors 
  between the first and the Rooftop.  Each floor has 
  a landing and a doorway that is sealed by magic.  
  The party cannot gain entry to any of the floors 
  until they reach the Tower rooftop.  The interior 
  walls, floors, and ceilings, while made of wood, are 
  also enchanted so as to be indestructible by 
  mundane and lesser arcane means... they can't 
  break through the walls.  Don't rush the PC's past 
  the stairwell, as this disturbs the illusion of the 
  game... just let them try to open the doors until 
  they give up and move on. 
   
  The rooftop of Zendrelda's Tower consists of a 
  rusted metal framework which has partially 
  collapsed.  The floor of the lighthouse observatory 
  is littered with broken glass.  In the center of the 
  observatory atop a pedestal, there is a waxen 
  hand topped with a lit candle.  An elderly woman 
  dressed in rich robes seems to look on in wonder, 
  unmoving.  A lone Fey Elf watches a crystal 
  ballesque black orb with great interest.  He is 
  dressed in ragged courtiers clothes and looks 
  disheveled, as if he had been in the wilderness for 
  some time.  Several stirge bodies lie in various 
  stages of decay around the room.  As you look 
  more closely, you realize that the Fey courtier is 
  clutching a wriggling stirge, bloated with recent 
  feeding.  He tears into the stirge, eagerly 
  consuming the blood that flows from the stirges 
  rent body.  He turns to face the party and smiles:  
  "You will avail Zendrelda naught.  You mortals are 
  far too witless to free her." 
   
  This is Tremaine, a ghoul.  If the players interupt 
  the previous passage and charge him, he is 
  surprised.  Otherwise, allow the boxed text to read 
  out and conduct initiative.   
   
  Tremaine and the other Fey Courtiers were slain 
  and re-made to become Sethtun's minions. 
  Tremaine has the key to the Menhir chains in his 
  pocket as well as the magical candle snuff for the 
  Hand of Glory.  The candle snuff can be used to 
  extinguish the flame upon the Hand of Glory, 
  freeing Zendrelda from her paralysis. 
   
  Tremaine Hp 13 (see monster manual page 183) 
   
  Zendralda’s Tower 
   
  Page 8 
  
  The Final Battle: 
   
  Players wishing to look into the sphere will see the 
  object of Tremaine's interest. PC's who make an 
  Scrye Check (DC 10)  are able to attune to the 
  sphere and will witness a great battle that is being 
  through the sphere.   
   
  The scene within the Sphere of Myrgynd is of a 
  great battle.  You realize from observing 
  conversations in and around Dyvers that a group 
  of warriors are steeling themselves for battle are 
  the Dyvers RoS lead by their Hierarch, Palamon.  
  Palamon and the RoS brethren from Dyvers have 
  taken up a defensive position on a hillside. They 
  are attempting to hold the flank of a host of Fey 
  elves.   
   
  The Dyvers RoS-Fey Elf alliance faces two-dozen 
  chapterhouses of the RoS from various nations. 
  Ket, Geof, and Greyhawk pennants are amongst 
  them.  These are allied with armies of undead and 
  grotesque monsters.  The Dyvers RoS is 
  hopelessly 
  outnumbered. 
   
  Missile 
  fire 
  is 
  exchanged and the two sides charge and 
  countercharge.  The RoS is isolated on the hilltop 
  flank as the Fey elves are over-run.  For a brief 
  moment, the banner of the Dyvers RoS snaps in 
  the wind above a circle of desperate defenders 
  before it is trampled beneath another charge.  
  Palamon is beset by a demonic armored figure 8' 
  tall.  The demon carves its way through a group of 
  RoS 
  Swordbrothers 
  who 
  throw 
  themselves 
  between the demon and Palamon.  The RoS strive 
  valiantly to protect their leader and are cut down.  
  All around lay the remnants of the Final Battle, the 
  dying and dead bodies of elves, men, and foul 
  beasts.  A badly beaten and weaponless Palamon 
  attempts to drive the broken haft of the RoS 
  standard into his adversary.  The creature turns to 
  face Palamon.  A cold voice rings out: "I am 
  Sethtun of the Horned Society.  You are all that 
  remains to stand in the way of my master. Die well 
  brother."  Palamon is struck down by the demonic 
  bladed gauntlets.  The vision fades from the 
  sphere. 
   
  Denouement 
   
  Once the party has freed Zendrelda from her 
  paralysis by the Hand of Glory, she expresses her 
  gratitude by offering a reward to the party.    
  Zendrelda 
  knows 
  nothing 
  about 
  what 
  has 
  happened with Sethtun.  She knows only that her 
  apprentice tricked her into gazing at the Hand of 
  Glory, whereupon she was paralyzed.  She  also 
  tells the party that they are assured a place to stay 
  within her Tower when the great flood sweeps 
  over Oerth.... Role-play Zendrelda like your crazy 
  aunt who loves you but keeps complaining about 
  imaginary flies and her bowel problems...Make the 
  party perform all manner of menial and odd tasks 
  for Zendrelda before she is willing to talk shop 
  about Lord Enruhl's proposals.  If the party 
  attempts to broach the subject without performing 
  whatever annoying jobs you can dream up, have 
  Zendrelda change the subject and generally give 
  the party the brush off until they either comply with 
  her tasks or leave.  Suitable tasks would include 
  dragging the coffins out of the tower and staking 
  the (harmless) fledgling vampire spawn and then 
  giving them a proper burial, cleaning up the 
  observatory, disposing of the Iuzian cleric's 
  crucified torso, going out into the forest to forage 
  food for her dinner, preparing the meal of her, and 
  then serving it to her... all these are good ideas.  
  The theme is to have Zendrelda vex and annoy 
  the party to test their resolve to complete the 
  negotiations. 
   
  The party must negotiate with Zendrelda if they 
  wish to secure a meeting with Lord Enruhl.  Allow 
  them to actively negotiate, don't just let them roll 
  dice alone.  After the party presents their case, 
  allow them a  Diplomacy Check (DC 10) plus or 
  minus any circumstance bonuses for the party's 
  bearing 
  and 
  demeanor 
  with 
  Zendrelda 
  to 
  determine 
  whether 
  she 
  meets 
  with 
  Enruhl 
  Leardyn, lord of the Westlands concerning his 
  proposed trade route.  If the party succeeds, 
  Zendrelda is willing to discuss Lord Enruhl's 
  proposal for negotiation, stating that she meets 
  with him in the near future to discuss the trade 
  route and layover in her caravan common (once it 
  is drained of the black waters and the evil taint of 
  Sethtun is expunged from the tower).  Lord Enruhl 
  rewards the party when they return to Leardyn 
  manor (see treasure summary). 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the discretionary roleplaying experience 
  award. The roleplaying award should be given for 
  consistent character portrayal and contribution to 
  the fun of the game. You can award different 
  roleplaying amounts to different characters. 
   
   
  Award 
  the 
  total 
  value 
  (objectives 
  plus 
  roleplaying) to each character. 
  Zendralda’s Tower 
   
  Page 9 
  
  Introduction 
  Defeating the Goblins: 
  60xp 
  Maze Encounter 
   Avoiding the howler: 
  30xp 
  Encounter One 
  Overcoming the Menhir trap and freeing the 
  chained Unicorn:  
  60xp 
  Encounter Two 
  Defeating the Skeletons: 
  60xp 
  Encounter Three 
  Defeating or avoiding the Stirges: 
  30xp 
  Encounter Four 
  Defeating Tremaine: 
  60xp 
  Encounter Four 
  Successful negotiation with Zendrelda for Enruhl: 
  90xp 
  Discretionary Roleplaying experience 
  0-60 
   
  Total Possible Experience  
  450xp 
   
  Treasure Summary 
  Reward from Zendrelda for ending Tremaine's 
  corruption of the Tower and freeing Zendrelda 
  from the Hand of Glory:  
  200 gold 
   
  Delivering Lord Enruhl's proposal, convincing 
  Zendrelda to negotiate, and returning to Leardyn 
  to report on Zendrelda's response to the proposal: 
  200 gold 
   
  Total Possible Treasure 
  400 gold 
   
  Player characters may keep items from the 
  scenario that are listed on the treasure list below 
  or which meet the following conditions:  
   
  1. The item must be non-magical and specifically 
  listed in the text of the adventure (e.g armor 
  on foes). If it is not listed in the text, the 
  characters cannot keep it. Items of this nature 
  can be sold for 50% of book value, or 
  recorded on a log sheet.  
  2. Animals, followers, monsters, henchmen, and 
  so forth (any living being, basically) may not 
  be kept from a scenario for any reason unless 
  the 
  treasure 
  summary 
  lists 
  the 
  being 
  specifically. It is okay for the player characters 
  to form relationships with NPCs, but these will 
  not be certed and cannot bring material 
  benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. Theft is against the law, but may be practiced 
  by some player characters. Items that are 
  worth more than 250gp that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be 
  discovered in the possession of the character 
  by one means or another. The character must 
  return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, 
  the PC caught receives campaign-decided 
  penalties for being known as a thief, such as 
  Infamy. For other stolen items which meet the 
  criteria in #1 above, use your judgment and 
  the 
  circumstances 
  within 
  the 
  game 
  to 
  determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which 
  does not have a certificate, will not ever have a 
  certificate issued for it.  
   
  The campaign staff reserves the right to take 
  away any item or gold acquired for things that it 
  later finds unreasonable but which were allowed at 
  the time. 
  Zendralda’s Tower 
   
  Page 10 
  
   
  Zendralda’s Tower 
   
  Page 11 
  Map #1: Zendrelda’s Tower – General Overview 
   
   
  
   
  Zendralda’s Tower 
   
  Page 12 
  Judge’s Map 2: Entrance to Zendrelda’s Tower 
   
   
  
   
  Zendralda’s Tower 
   
  Page 13 
   
  
   
  Zendralda’s Tower 
   
  Page 14 
  
   
  Zendralda’s Tower 
   
  Page 15 
  Player’s Handout #1 
   
  The Musings of the Sage Burroe [with footnotes from a scribe]: 
   
  "It is funny you should ask.  I was just thinking about Zendrelda's Tower 
  today.  It is a 200-foot tall lighthouse built on a tall hill in the Gnarley 
  Forest, only 15 miles from the village of One Oak.  Yes, I said lighthouse; 
  we will get to that in a moment.  She is only in her fifties, so it is a 
  modern structure and in excellent shape.  A number of locals were probably 
  employed for simple labor.   
   
  [I have attempted to corroborate Burroe's assertions, but have yet to meet anyone who knows laborers 
  employed upon this project.  Perhaps it was constructed with magic or the laborers have been 
  commanded to forget.  Both are within the realm of Zendrelda's power.]  
   
  She probably has to employ some others for 
  upkeep, and maybe even visits One Oak once a year or so, causing a small 
  disturbance.   
   
    [I have been asked to maintain the confidence of Askalon of Vir and can confirm these visits, though I 
  can say nothing about their nature]  
   
  Children tell stories about her visits, and adults remember 
  her building the crazy lighthouse just over 20 years ago.  She has never 
  caused any harm to her neighbors, and the few visitors she has given 
  audience to describe her as cordial, but easily distracted and forgetful. 
   
  [Strangely, though many "seem" to recall the construction of the lighthouse tower, none can place any 
  detail or story of the direct event.  Could this be an effect of Zendrelda's magic?] 
   
  Who does she expect to draw to her soaring tower?  From what sea and to what 
  shore does she expect ships to arrive?  The favored opinion is that she 
  thinks it is going to flood.  Some say she is a great seer, and others that 
  she is mad, and often there is little difference.  There could be a kernel 
  of truth to her insanity.  I once saw an ancient map of the Nyr Dyv that 
  showed the lake and the Dyvers portion of the Velverdyva much smaller than 
  their present expanses.  That was when the Isles of Woe were still there, in 
  the eastern Nyr Dyv.  There was a big flood, which some scholars have linked 
  to the disappearance of the Isles.  Had she seen the same map, or spoken to 
  a long-lived fey, she could have drawn the conclusion that if a flood of 
  that magnitude happens again, the lake would again expand.  The first rises 
  of the Kron hills in the Gnarley Forest would, according to that theory, 
  become the new shoreline.  Dyvers would become a forgotten submerged ruin, 
  as so many did during the first flood.  Perhaps she foresaw the reappearance 
  of the Isles of Woe, and feared that another flood would accompany the 
  event.  I am certainly speculating well beyond my expertise at this point, 
  but what other explanation could there be?  Ships from the clouds or the 
  stars?  I think most insanity has a root in sanity, and the flood theory is 
  in my opinion the most reasonable explanation for hers." 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/593/Intro mods/DYVIntro3-01 - Zendrelda's Tower/DYVIntro3-01 - Zendrelda's Tower.pdf