Postfest I: Nea Tramul's Tower
Date: Thu, August 30, 2001
Topic: Adventures & Modules


An Ogre awaits his chance to avenge the honor of his family against the Lord of White Plume Mountain. Will the curious adventurers end up screwing up his plans?

Author: Justin Hilyard



Nea Tramul's Tower
By: Justin Hilyard (rpg@EONI.COM)
(Used with Permission. Do not repost without obtaining prior permission from the author. )

Nea Tramul, a distant relative of Qesnef (from S2, White Plume Mountain) heard of the fate of his kin about 30 years ago. Wishing to remove the dishonor of having one of his family in the enforced service of another, he is slowly building his power in a tower about 100 miles southwest of White Plume Mountain, in the midst of the Shield Lands. He is slowly building his power to eventually take on the one that tricked Qesnef into serving him: Keraptis. (Tramul doesn't know the actual terms of Qesnef's servitude, and thinks it was due to some form of magical influence.) He has heard the rumors, which he believes whole-heartedly, that Keraptis is still alive within the Mountain, and he is waiting for the day when he can kill Keraptis. However, he is extremely paranoid, and believes that if he is not ready when he strikes, he will be killed before he can even get to the Mountain. However, this does not make him a full recluse. In human form, he does adventure around the area, since he realizes he cannot improve without testing his abilities in battle.

This tower was not built by him. A mage, built this place about 40 years ago. He died while adventuring about 9 years later, and Nea Tramul came across it 6 months afterward. It looked abandoned, and was perfect for his needs.

The current time for this adventure is set about 5 years before Return to White Plume Mountain. He will not think himself to be powerful enough to confront Keraptis by the time of the adventure, and the eruption of the volcano and subsequent inaccessibility of the dungeon beneath will discourage him, causing him to leave the tower and return home.

1. Foyer

This room is used to greet the few people that come. He does get regular bi-annual visits from a merchant caravan for food, and the occasional group of adventurers wondering who lives here. Nea Tramul keeps a low profile, and usually takes the form of a human when others come near. There is a trap door in the western wall that leads to the lower chamber, where Tramul stores his 6 months worth of food. The chamber is dug out of solid rock, but there is an underground lake just a few inches below the floor. This helps to keep this area cool.

2. Stairway Down

3. Bedroom

There is a shuttered box in the northeast corner of the room, with a Continual Light rock inside.

4. Laboratory

This area has a small library in a bookcase on the east wall, and a worktable on the south wall. There is another Light box in the northern corner. There is a small concealed chamber within the bookcase, where he plans to store his creations. Unfortunately, he does not realize that such knowledge will always be beyond the comprehension of him. He has not yet branched out into spell research, as he has put all his efforts into trying to make magical items.

5. Battle practice area

Tramul practices his spell-casting and melee abilities here. He fights illusions created by himself, mainly to try out new techniques in battle.

If a group comes to the tower, there is a 99% chance that he will be home. If he is, he will greet them in the foyer in human form. Otherwise, he is out adventuring.

Nea Tramul, 8th level Ogre Mage Illusionist; AC 4; MV 9, Fl 15(B); hp 20; THAC0 15(14 with weapon); #AT 1; Dmg 1d12 or 1d8+1 (Scimitar +1); SA Spell-like Abilities, Mage spells; SZ L(10 1/2'); ML Elite (13-14); AL LE; XP 2000

Spell-like Abilities:Fly (12 turns); Darkness, 10' Radius; Polymorph to any human or humanoid creature, 4 to 12 feet tall; Regenerate one hit point per round; Charm Person (1/day); Sleep (1/day); Gaseous Form (1/day); Cone of Cold 60' long, 20' wide at end, Dmg 8d8 (1/day)

Spells:(4/3/3/2, +1 Illusionist spell/level) 1st Level-Audible Glamer*, Burning Hands*, Cantrip, Detect Magic, Identify, Magic Missile*, Message, Phantasmal Force*, Protection from Good*, Read Magic, Spook; 2nd Level-Blur*, Continual Light, Detect Good, Detect Invisibility*, Flaming Sphere*, Glitterdust, Improved Phantasmal Force*, Invisibility; 3rd Level-Delude*, Fireball*, Infravision, Non-Detection*, Spectral Force*, Suggestion; 4th Level-Detect Scrying*, Evard's Black Tentacles, Fear*, Improved Invisibility*, Polymorph Other, Vacancy *:Normally memorized

Click Here to See a Map of the Tower.







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