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Nine Powers title

Hermit Alchemist Tower

While exploring a supposedly empty tower the PC can aid Kobalts, fight ghouls, and discover the secrets of the powerful alchemist who once lived there.

As the PC leaves the alchemist returns: will he be pleased or dissapointed with the PC's actions?

A simplified version of this adventure was my submission to the 2012 One Page Dungeon Contest. Back then this RPG was named Narrative Adventures Made Easy and the rules had a few minor differences. Most notable are changes to the map design acrostic.

The map is a tribute to the Tor at Hightower map by Nick Isaac, which is available in the free PDF 3.5 D&D module A Dark and Stormy Knight. That map can be used as a Player's version of the map if desired: just add one more normal door and a few secret doors.

Context link to here link to tables of contents

An explanation of the 9P adventure context design is here.

Rumors link to here link to tables of contents

After an Errant routed bandits from one of Little Humble's isolated keeps the tower stood empty for a decade until claimed by a hermit alchemist. [True]

A group of bandits led by an evil Ogre once occupied the tower. [False]

A famous Hermit Alchemist once lived in an abandoned hilltop tower. He created marvelous crystals. He only allowed a few people to visit and see them. [True]

The Hermit Alchemist was evil and used eldritch crystals to create undead. [False]

The alchemist dug into the hill, excavating basement rooms and a majestic cave. [True]

The Hermit Alchemist created a magnificent underground garden of crystal stalagmites and stalactites. [True]

The Hermit Alchemist fled his tower because an evil rival alchemist invaded with an squad of undead. [False]

Hooks link to here link to tables of contents

The PC was given an odd annotated map as part of thanks for helping someone. Unlike most of its kind, this map has only one location. The annotation reads "When the alchemist who lived in this tower moved elsewhere he left mysteries and valuables."

The PC found a very old map of the basement rooms below the tower, drawn by the Errant who freed the tower from bandits. (An optional Player's version of the map is here.)

The PC desires a certain alchemical recipe and has heard a rumor that it might be found in the Hermit Alchemist's basement.

Outcomes link to here link to tables of contents

The PC may acquire a rare alchemical recipe from the secret workroom, and then itch to try it out.

The PC might acquire valuable alchemical ingredients (perhaps labeled Fuse gems) from the secret workroom and want to use or sell them.

The alchemist might become a long-term ally or enemy of the PC.

The PC might earn advancement and adrenaline tokens as rewards for great creativity or role-playing, as well as for these five accomplishments:

  1. putting the Kobalt bodies somewhere safe where the Kobalt scouts arriving in five days can find them
  2. destroying the altar to Gnash
  3. finding the crystal garden
  4. learning what the table does
  5. defeating, befriending, or escaping from the alchemist

Map Locations link to here link to tables of contents

An explanation of the 9P map design acrostic is here.

A version of the map for the Player to write on is here.

The original .svg file for the map is here.

map

Enter/Exit: One wall of the largest basement room was dug close to the hillside. Years of erosion and an earthquake two weeks ago have broken a hole in the wall: the "cave mouth". The ground by the hole is covered with rubble. As the PC approaches he or she is surprised to hear shouts and screams. Kobalts and ghouls are fighting inside a cave mouth that darkens the foot of the hill. The only Kobalt wearing armor notices the PC and shouts, "Whomever you are, please help us!"

Blessing/Curse: The only interesting item in this room is a glowing treasure chest. It is empty, but anyone touching it has their sharpest item changed into a Necrotic weapon and their footwear turn blue. The item's change will not be noticed until the weapon delivers a killing blow. (This might never happen if the altered item is a table knife, hairpin, etc.)

False Ending Revealed: This secret door can be found by anyone with a Perception skill rating of 4 or more who looks carefully at the walls of this room. It has not been opened since the alchemist used it.

Heights #1: The tower's upper story is almost all ruined by weather and time. Only a small portion of the floor remains, barely more than a shelf. Up on it (but not visible from below) is a shrink potion that makes anyone who drinks it become mouse-sized for one hour. How to retrieve it without causing the floor to collapse and the delicate glass vial to fall?

Heights #2: This room's back wall has a narrow but sturdy stone ledge two meters up. It was once used as a shelf for supplies but is now empty.

Impossibility: Rotted wooden tables reveal an ancient workroom. A vertical shaft connects the tower with its basement. Anyone who stands at the top or bottom of the shaft is lowered or raised gently and safely yet quickly. Nothing happens if the "elevator" is already in use, if something big is set to block the top or bottom, or if more than one person tries to use it simultaneously.

Joy/Grandeur #3: Behind a secret door lies a steeply descending tunnel to the alchemist's garden of crystals. But the cave and its delightfully colored contents are actually only a few inches tall. The tunnel is full of shrink gas. Anyone living becomes mouse-sized for one hour.

Joy/Grandeur #4: This room was the alchemist's secret work room. It has not been disturbed since he left. He took all of his books and notes with him when he moved from the tower. But some significant notes might remain, or some valuable alchemical ingredients sealed in glass jars and carefully labeled. (The PC finds something exciting that is useful and/or valuable.)

Key/Clue #4: A key to doors L4 is hidden on the floor in the corner of this room, covered by dust and rotting rags.

Key/Clue #5: The dias in this room has a life-sized stone statue of the hermit alchemist. Most startling is his appearance: a tall and muscular stylized Ogre. Oddly, on his shoulder rides a tiny copy of himself the size of a mouse. The small image is not a separate object but is carved from the same stone as the rest of the statue.

Locked Door #4: The key at K4 opens these doors.

Matching Puzzle #6: This mostly empty room contains a few piles of rotting rags, empty boxes, and fractured barrels. In one corner is a mummified corpse that has obviously been dead and unmoved for many years. The corpse belongs to a famous alchemist, but this cannot be learned from inspection.

Matching Puzzle #7: The table in this room is large and has a humanoid-shaped depression in the middle. It is enchanted. Any humanoid body or skeleton placed upon it will answer up to three questions. Asking a fourth question changes the body into a zombie. The table lacks instructions. A body placed upon the table does not visibly change. The alchemist would kill other alchemists, transport their corpses here, and then demand their secret alchemical knowledge.

Neutral NPC: Unfortunately for the PC, the hermit alchemist is not dead. He had simply moved elsewhere, but his enchantments alerted him when the Kobalts occupied his tower two days ago. He arrives to investigate just as the PC attempts to leave the dungeon and go elsewhere. He may try to befriend the PC (pretending to be one of the Sagacious if the PC knows he is an Ogre). Or he may become angered at what the PC did within his old home and attack, perhaps tracking the PC after the PC departed the site and attacking during the night.

Opponent #8: The combat is nearly over when the PC arrives. Arrange ghoul reinforcements (arriving through the unlocked door) so the last ghoul dies when all the Kobalts but one are also dead. Father Gworn, their leader and the only Kobalt with armor, is mortally wounded but before dying tells his story to the PC (see K4).

Opponent #9: Several zombies guard this storeroom. They cannot batter down the door to this room if the PC flees and locks them in.

Opponent #10: A ghoul cat guards this room and the altar to Gnash in the back. It moves quickly but does little damage. (Only every other Loss it causes "counts" as a real Loss.) It cannot jump well, and cannot reach the high shelf that spans the room.

Quick Heal: The Kobalt supplies kept on the ground floor include two healing potions and one vial of poison. Unfortunately all three appear identical.

Redirect: The dying Father Gworn tells this story after the battle with the ghouls. "Our Superfamily sent us to claim this tower. As a clan lookout. Two days ago. The tower is safe. Use our supplies as our thanks for your aid...The basement has two unlocked doors. So we've found. That one [he points] we know. The next room has a magic lift. Have fun...A few minutes ago we opened. The inner unlocked door. The ghouls were waiting... Our Superfamily will send scouts. Five days. When they fail to receive a report. Please. Put our bodies someplace safe. From scavangers. We can be taken home and buried with honor."

Trap/Ambush: A large guard dog kept by the Kobalts attacks any non-Kobalt that enters the tower's ground floor room. This room also contains food, drink, rope, candles, and perhaps other useful items.