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Tower of Vinayaka - AD&D Version of The Tower of Elephant

Started by Rincewind1, February 21, 2012, 11:04:29 PM

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Rincewind1

As you might know, I am quite a bit fan of Conan stories (at least the ones by Carter, de Camp & Howard). So I had decided to take one of my favourites, The Tower of the Elephant, and convert it for my current setting, that mixes Sword & Sorcery with classic D&D high fantasy. Without much further ado - here's Tower of Vinayaka. It's a bit of a rough draft, and I can't draw to save my life, so perhaps it's a bit foolish of me to share, but maybe someone'd like an inspiration - or criticise the design of the tower as a dungeon. All stats and monsters/animals suggested are for AD&D. This is more of a draft then a complete work - it'll need quite a bit of "fluffing up", so to speak, if you'd want to use it.

The interior of the tower should read 1 cm - 2,5m, though the size might be odd at place - I tried to make it as sensible as possible, though. The exterior has no scale - I was drawing more of a reference, then a detailed plan for the exterior, so to speak.

The Exterior



In the middle, stands a mighty tower from marble, planted on an odd base, with a plethora of gems attached to every brick of the magnificent spire. There are two layers of walls separating the adventurers from that mighty tower - the Outer and Inner wall, both carved out of. Both the Outer and Inner walls are about 4 meters high - not a problem for a skilled thief (no penalty for Climb Walls check).

During day, two guards are stationed outside the Outer Wall's Gate, and two guards are stationed at Inner Wall's Gate. During night, two 0 - level guards (armed with spears, daggers and short swords, as well as shields and breastplates lined with silver) will patrol the area of Outer Wall.

The olive green denotes paths of olive trees, the orange - path of orange and citrus trees, while the pink coloured space represent rose (the ones near the entrance gate) & hyacinth bushes - both the trees and the bushes will provide decent cover. The fountain is made out of marble, tipped off with a beautiful sculpture of a siren, with a bizarre, grotesque head of a gargoyle.

There are a few bushes as well planted in the area of Inner Walls, but they are planted quite sporadically, in a chaotic and odd manner, unlike the somewhat precise garden of the Outer Wall. The Inner Walls, once passed, during night are guarded by 6 lions, who are magically trained to not attack the guards or servants, and also move much, much quieter (surprise the party on 4 on a d6). Other then that, use normal lion's stats. During the day, they are kept in the shack near the side of Outer Wall (the grey area there).


Once the characters reach the Tower, they might notice there is quite a lot of windows, concealed in such a manner that they are invisible unless looked from the area inside Inner Walls. The players may decide to move into any window they choose (the windows are noted on the Lower and Higher level maps of the inside of the Tower, as half - circles on the walls of the room). The slippery nature of the marble, as well as the gems planted in the tower, gives -10/-20, up to a GM, penalty to Climb Wall - unless there is climbing gear at hand.

The tower goes about fifty meters up, and if there is a rope strong and long enough, the characters may decide to climb straight to the roof as well. The characters may also later exit through any window of their choosing, and reach another window, with a similar Climb Wall check (with penalties for slippery walls, if they do not use rope). Remember to account for any windows that they will be passing en route to another window (and more specifically, any inhabitants of such a room that might notice a thief), as well as ask them which window they hook their rope at - the inhabitants of such a room might hear a clank, after all. If they hook their rope at a gem, roll a 1d4 on this chart:

1: The gem break off if even one person tries to lever her weight on it.
2: The gem will break off if two people try to lever their weight on it at the same time.
3: The gem will break off if three people try to lever their weight on it at the same time.
4: The gem will allow one person to lever their weight on it, but will break off if a second person tries to lever their weight on it.

For a sake of clarity, a person here means a person of weight of about 80 - 120 kilograms.

As for the treasures of the tower - with an exception of magical items and works of art I leave them to any GM that'd be tempted to use this in his own game. There is certainly a lot of gold and gems to be found within the Tower of Elephant - after all, it's riches are quite infamous, and with gems installed inside the outside walls of the tower, it'd come to no surprise that the treasure there, in mundane goods, should run about 50 - 60 thousand worth of gold pieces. Add to that, of course, works of art and finer wines. It is worthy of note, that with the exception of his own, Yag - Kosha's and the Harem room, there are no carpets or rugs in the tower, making the sneaking significantly harder - Yara likes to keep his tower somewhat rough and cold.

The black dots inside the rooms denote columns. The rest are rough "drawings" of objects inside the room. Traps are denoted with greyish areas. All areas count as lit - either by torches or odd, glimmering gems, or mixture of the two. The only exception are the Treasury Rooms on Upper Levels, which are only lit by odd, glimmering gems, and rather dimly too.

The Tower of Vinayaka )Lower Levels)



During the day, the traps on this level are disarmed, to allow the servants and guards freedom of movement. During the day, it is not patrolled by guards, but there's a 75% chance of suddenly encountering a slave on it's way to upper levels. During the night, the traps are armed, there's only a 10 - 15% chance to find a slave on the Level 0 and around Sentry Room, and the Level 0 is patrolled by 3 guards and a Sergeant (same equipment as guards, but a heavy mace instead of a spear).

Level 0 ["0"  meters above the ground and -5 meters under the ground]

Rooms:

1) Kitchen - where the slaves prepare finest meals for Yara and his guests, and not so fine meals for themselves and Yara's guards. If the party's in desperate need of weapons all out of sudden, some kitchen knives and butcher's axes can be found here. During the day, there'll be at least 3 slaves here. During the night - only one, always ready to serve his master or guards a late meal, if they so desire.

2) Slaves sleeping quarters - packed tight, here, on bunk beds, sleep 34 of Yara's slaves. There are few simple cabinets here, where they keep their robes and what meagre possessions  they keep, as well as three brass bathing bowls behind a simple curtain. During the night, most of the slaves will be here, while during the day, it will be practically abandoned - 25% chance of encountering a slave inside.

3) The Heating Room (-2,5 m underneath the earth) - just in case there would come a chiller winter in Achillesia (my campaign's Alexandria, and where the tower is stationed), Yara has the slaves always keep a steady wood supply here, as well as a gargantuan bonfire, so that it would heat entire tower, if a fire'd be started here - the warm smoke would move into purposeful holes in the walls here, filling the special spaces up, heating the entire tower.

4) Storage Area - where the slaves keep everyday the everyday food supplies, as well as bolts of cloth, nails, buckets, brooms and other tools needed for everyday maintenance.

5) Cellar - here the slaves keep alcohol, cheese, meats, butter and other rarer (for the times, at least) food supplies, to keep them from spoiling. Yara's wine collection is also more then commendable - the whole wine cellar'd be worth at least nine thousand gold pieces. There are also few bottles and crates here with some things purposed for alchemical lab - best not to delve too much into them.

6) Guard Quarters - here 24 of Yara's guards, and their commanders, make rest. During the night, 10 of those guards will rest here, during the day - 14. Each bunk bed has a chest, where the guards keep their personal knick knacks, as well as clothes. The armours and weapons are stored in the armoury nearby, except a dagger, which each keeps under his or hers' pillow. There are also some dining tables here, but the guards must go to Slaves' quarters for bath - or sneak into Yara's basin upstairs.

7) Captain & Sergeants' Quarters - here are three private rooms, reserved for captain of the guards, and his two sergeants. The captain's room is the one to the left, and not only has he luxury of private bath tub, there ought to be some more worthy knick - knacks in the room - as well as the plan of the Lower levels, detailing where the traps are. In the rooms of the sergeants, there is nothing of exceptional interest, save their personal belongings - including weapons. During the night, one of the sergeants will be sleeping in one of the rooms (2nd level Fighter).

8) Armoury & Training room - here the guards of Yara make sure they are well trained, as well as keep their weaponry. The armoury is full of breastplates, spears, short swords, maces and bows. 4 straw targets are also here, with menacing bucket heads that can briefly fool an adventurer to think they are guardsman watching over the Inner Wall area.


Level 1 (10 meters above the ground)

9) Sentry Room - here a majority of guards, both during the day and during the night, will sit, making sure nobody sneaks past them. The door to this room are always kept open, though the guards are quite often engaged in games of dice, conversation or eating. At night, there will be 9 guards here and Captain (6th level Fighter). During the day, there will be 6 guards here and Sergeant.

10) The Great Dining Room - in this room adorned by rich statues made out of solid gold, the guests of honour of Yara are treated to fine dinners.

Twin Trap on the stairs up: If stepped upon an either plate, oil will sprinkle from above, and simultaneously, flame jets will rise from holes in the wall , burning alive the poor thieves.

Level 2 (17,5 m)
11) The Painting Gallery - finest paintings and tapestries adorn the walls of this room. One may notice, though, that the topics of the paintings and tapestries are somewhat...disturbing, usually showing scenes of macabre. The paintings, which may easily be transported, will be worth about 10 thousand gold pieces - another 5 can be gained if you sell their golden frames. Tapestries are worth much more then that, but you'd need to find some means of moving them - probably arcane.

Traps:

The Big Central One - pit trap. The character will fall about 15 - 17 meters, which means "splurch".

The Small Linear One Above Central One - if stepped on, spikes will suddenly rise in from the floor in that line, bursting the feet of an unfortunate thief.

The Rest: If any other trap is stepped upon, poisoned dart will shoot out from the wall, hitting the target if it does not move fast enough (in case of traps closer to the walls/columns, it's almost impossible). I leave it up to a GM to determine how  terrible the poison ought to be - it could cause the thief to go to sleep, but knowing Yara, it's more likely to boil the thief's brain.

Level 3 (22,5 m)

12) Sculptures Gallery - another of grand galleries of Yara, this one features quite a few statues, made out of marble, stone and silver. Some of the statues have odd, very terrifying qualities - they are a bit too lifelike, and all seem to be stuck in a pose of utter horror. There is a hidden passage in the left wall -  it's opened by moving an arm of a silver statue in the right upward corner near to that wall. Inside is a trap (detailed underneath), and on a far wall an odd, big mirror, that appears to be constantly smoke, although the smoke itself evaporates quickly. One may notice that the silvery frame of the mirror is covered with odd glyphs. If the correct words of power are spoken (the language on the frame is one of Serpent People of Yig, or any rare and evil campaign - proper language), it will allow the person looking into mirror to see the future - but each time the mirror's power are activated, a part of the person's soul is trapped within the mirror (loss of 1 level first time the mirror is activated, 2 the next time, and so on/alternatively - attribute drain). If ever the levels/attributes of a person come to 0 because of using the mirror, the soul is forever trapped inside the mirror's smoky depths.

Traps:

The Central One, Inside The Columns: If the character steps onto it, spinning blades will suddenly spring from the columns, each on a different height, and swiftly cut the thief to bits.

The Smaller Traps - if stepped upon, metal plates will suddenly seal shut all exits from the room (including windows), and an odd, purple gas will be released, that will rather quickly fill the whole room. Roll Save for Petrification - failed save means transformation into a statue. Now you know how Yara gets his statues, though! It is possible to hide in the concealed room to the left from this effect, if heroes will act fast enough.

The Upper Levels



Level 4 (30 m)

13) Baths Heating Room - Yara is a man of style and comforts. In this room, even at night, there will be at least four slaves, making sure the fire does not go out, heating the baths above.

14) Grand Treasury - Here, the king's bounty lies abandoned, left uncaring by the warlock. Amongst the rubble of gems and gold, there is one of the swords of Minos of Crete, legendary elven warlord who defeated the Serpent People and their Dragon Kings(alternatively, just go with original Kull of Atlantis), a powerful relic of days past. Though fashioned out of bronze, and it's hilt lacks any fine gems to adorn it, the runes crafted by Marduk still burn bright on the blade, as it waits for another grand hero to wield it. The sword is of +2 enchantment, with +4  and 1d6 Divine damage against Reptilians and Dragons, but it may only not be wielded by one allied with Reptilians or Dragons, or those dishonourable and evil. The room itself is only dimly lit by an odd few of glimmering gems, perhaps to conceal the odd haemounculus of Yara that guards the room - a Lurker Above.

Level 5 (40 m)

15) Harem - as the name suggests, here is where Yara keeps his lovers. The room is adorned with fine tapestries, masterfully crafted cupboards, wardrobes and a small table with a few dark wood stools. Rich, drugging scent of incense fills the room.The seven prisoners of this room usually reside here or in the Baths. The poor beautiful women are sadly too much corrupted by drugs, sorcery and general decadent lifestyle to even be bothered anymore with their imprisonment and slavery of vilest kind.

16) Baths - this magnificent heated bath is where Yara relaxes. Towel and robes rack stands next to the incense stand.

Level 6 (45 m)

17) Alchemical Laboratory: Here Yara performs vile experiments, and it's most likely to encounter him here during the day, experimenting. There are  two tables here, and a cupboard full of alchemical supplies, as well as a cage where a small devil - an imp - is sleeping, awaiting his master's return here, to ask him for guidance in alchemy - related task. He will be awakened by any louder noise, and will try to bargain with the players - he will tell them about key to Yara's power (Yag - Kosha), if they swear on their blood that they will break a golden ring that Yara wears always on his left hand's pinkie finger - the key to imp's binding. If the players will attack the imp, he will begin to make terrible noise, that is bound to wake up Yara, then fly out of the cage and go invisible. The imp may not leave the room nor die, as long as Yara's ring is not broken.

One of the alchemical tables is an actual alchemy table - there is 1d10 magical mixtures there, roll randomly for their effects - some of them may be obviously unfinished, and drinking them might cause some not too pretty side effects. The other table reeks of blood, and indeed looks as if dragged out of butcher's shop. On the table rests a butcher's knife, and an odd body, that appears to look like a human whose flesh had been made out of clay, with it's belly sewn up recently and with odd wings sewn to it's back. The thing is a homunculus, a fake human created by Yara - it can be awakened by casting a powerful spell  that'd "deal" it fire or electrical damage. When awakened, it'll let out a terrible scream of pain, then suddenly push any character near it aside (and with it's terrible strength, it means that the character will be tossed across the room, basically), then jump out of the window and fly off into the night on it's wings.

18) Yara's Chamber - Sealed by dark wood door with a grinning demon's head, those are chambers of Devil Yara himself. During the day, it will be occupied by a demon that Yara'd summon with one of his Cacademons spells, if Yara'd be outside the tower on business. During the night, however, Yara will most likely be here, if not in his harem or baths - either sleeping, reading through his book or, which is most likely - meditating in the depths of black lotus, while sitting on his royal bed. If the party interrupts Yara, treat him as 15th level Neutral Evil Magic User, who has most of his defensive spells cast, and at least one Instant Summons prepared, as well as access to most of the spells from the MU path. In the room, on  the shelves, one can find a set of rare papyri and magical items - the papyri'd be of special worth to the Magic User , as they cover quite a broad amount of spells of various levels that Yag - Kosha passed down to Yara, and the latter scribed. The lever to disarm all traps is to the left side of Yara's bed.

Level 7 ( 48 - 50 m)

19) Yag - Kosha's Chamber - here, behind the curtain of bloodstone, on a large pedestal of marble, with a golden altar in the corner and two bowls of incense, lies the last exiled son of Yag, a broken creature of once mighty power. The creature resembles a gaunt human with a head of an elephant. On a tall pedestal in this room, rests a big, glowing red stone - the Heart of Elephant. If the heroes enter the room, the creature will wake up, and after a bit of initial self - pity, will ask them to come closer, and explain it's misery, then ask them if they'd help him take revenge on Yara. If they do so, and they had killed at least 1 person today before they came into the tower, and at least one person died inside the tower before they came to this room, he will perform some odd spell (a MU of level 10 or above will identify it as a powerful curse), c then ask the characters to cut out his heart and spill it over the Heart of Elephant, then deliver it to Yara, saying "Yag - Kosha brings you the last gift and the last spell". Yara will be dominated and consumed by the curse, swallowed by the gem. If the players did not kill any people today, Yag - Kosha will explain the need for 2 deaths before the ritual may be done. In return, Yag promises that the characters will have safe exit from the tower, as he will take care of guards and slaves as well. After Yara's death by this curse, the Tower will begin to tremble - if the heroes hurry, they will make it just in time to turn back and witness it collapsing into dust. If they tarry too much, they risk being crushed as well.

If the characters decline, Yag will simply cry and beg them for mercy - and if they still decline, he shall simply curse them and sulk. If the characters will attack him, he shall not defend himself, though he will urge them to take revenge on Yara as well. His broken body make it impossible to cast spells - were he to be healed by some means, treat him as 18th level MU/8th level Cleric.

20) Smaller Treasure Room - Another room full of riches, this time guarded by a Giant Spider with  deadly venom. In the middle of the room, on an octagonal pedestal, there are four glowing red gems - each bestows different powers:

1 - 3 uses of Cure Light Wounds
2 - 3 uses of Cure Disease
3 - 3 uses of Cure Serious Wounds
4 - 3 uses of Cure Critical Wounds

After being used up, the gems will turn into dust.

21) - The roof of the tower, encrusted with gems and covered with gold. In the southern part of the room, one may spot an odd shack - made out of marble, with golden door. The door lead to room 20.
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Rincewind1

A bit better formatted version can be found here:

http://www.citadelofchaos.net/forum/showthread.php?tid=510

(I forgot to make the images smaller here :o)
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Bloody Stupid Johnson

Hey this is cool - alot of work here.

I could swear I've seen an adventure write up for Tower of the Elephant somewhere already - but I don't recall where or which system even, sorry.

Rincewind1

#3
Quote from: Bloody Stupid Johnson;515943Hey this is cool - alot of work here.

I could swear I've seen an adventure write up for Tower of the Elephant somewhere already - but I don't recall where or which system even, sorry.

It's a module for Conan the RPG - I had only read it's synopsis, it emulates the story a bit closer (as characters first are robbing the Stygian caravan, from which in the short story, Taurus stole the gold lotus that he killed the lions with).

Updated  the description a bit - the lever to disable traps is in Yara's room. Hope you liked it - I'll probably post up some suggested magical items later. Keeping true to the short story, one cay say that both Treasury Room should have at least 20 - 30 thousand gold pieces worth of treasures.
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JasperAK

Forgive me for being confused. The first map which seems to show the outside walls looks to be a top down view. The second map shows the same profile at the bottom but looks more like a rocket ship as viewed from the side. Are the second and third maps side views?

Rincewind1

Quote from: JasperAK;520687Forgive me for being confused. The first map which seems to show the outside walls looks to be a top down view. The second map shows the same profile at the bottom but looks more like a rocket ship as viewed from the side. Are the second and third maps side views?

Hm. Yes, indeed I think that'd be it (the pencil lines are supposed to be stairs). And eh, no worries - I know I can't draw to save my life :D.
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RandallS

It took me a bit to figure out your mapping system, but once I did, I really like what I saw. Good job on converting the tower from the story to a D&D dungeon.
Randall
Rules Light RPGs: Home of Microlite20 and Other Rules-Lite Tabletop RPGs

Rincewind1

#7
Quote from: RandallS;520703It took me a bit to figure out your mapping system, but once I did, I really like what I saw. Good job on converting the tower from the story to a D&D dungeon.

I have a mapping wh- I mean, thank you :). Yeah, I realise it's terrible drawing - hopefully some much, much better version will go into the GMPM.

I considered writing Yag - Kosha's starts (well, at least his classes' blocks), but I think that's pointless - he's a very powerful MU/Cleric, but too weak to fight anyway, and a blow'd be deadly to him.

Any more comments, btw? I know it's a very rough draft. I'll try to stat the "monsters" a bit more, I guess, in the "final' version.
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