The Legend of Zagoth
AMERPScenario
by Steve Fellows
Setting: A over one belonging to an
vl mage,
Requirements: Agoodsizedprty with
the aility to handle ardfightsand
tricky taps.
‘Aids: Good sls incombat and isam-
ing aps.
‘Reward: The rangers woud pay sir
‘rice for information onthe inside
‘Of te tower ands inhabitants,
‘Tue Tate,
tothe Trollshaws. Even now lost 100
years after the knights of Gondor kiled
fim, people fear is ark ower. Rumors
have spread and legends formed of
‘tum andagaintheeounysideisa0-
{aed by minions bebeved io serve him.
“The knights no longer reside this far
‘orth, and the rangers ar too weak to
stop the ras.
‘Tue Task
Layout Deseri
1. The Entrance: Twos tlongandl0Mhighiron doorsguardhe entrance tothomain
hall The doors ae not locked, but ony a combined suengih of 250 would fore the
doors opened (Only 4 characters may attempt tone ine).
2. The Main Hall: Twostarwaysleaduptoroom#6.Atronestsonadsisinberween
‘wo firepit. There is 50% chance thal orcs are here. The ors wil beslerted by the
‘opening of the doors and wil surprise he party wih sudden and fece ack. The
secret door behind th troneiseasy to dec bus lock shard (-10)1pick. The Door
‘scovered wid bones and debris. 14 bronze piecesanda cimitarae scattered about
the Move.3. The O14 Gua
‘unlocked.
4. Storage Room: Food suffs nd alse packod inthis room. The staslead down
{oroom 1Obutare blocked byasign whichin Black Speech says DANGER!!! (NOTE:
inno ay wll any ofthe wolls or ores enter the top orbotiommost levels Sometimes,
however, the troll commander wll have some hapless vitim thrown down ito the
‘dungeon )
5.Guard Post: Anormaltol guards heentranceintoroom #Satllimes, The guard
has the keys o room #5.
6. Prison: Three human prisoners are held here. They are sipped of weapons and
esipment and have no information onthe tower except ha a dragon resides onthe
lowest level, For the sake of knowledge all shouldbe considered as being Ist level
‘wariors with no more than 30 his each, The lock guarding the door ino this oom is
hard (10) 10 pick.
7. Former Trophy Room: Scattered pieces of wood, stuffed animals anda broken
‘wophy case clatter his room. The two stairways lead o room #2,
8.Ore Barracks: Fourersresdein Toatalltimesandfourmerein7aifterowere
‘none in oom 2. Fighting wil auract the wollsinroom #8 during he Gist round, he ores
(Gfany) the nextround, andthe oll commander the ound afte that The oesand wols
will fight othe death so lng asthe commanding tol remains alive.
9. Troll air: Thre twollsesidehere.Refuseand bones line the oor and I-10silver
pieces may be found inthe rubble,
10. Commanding Troll: The largest ofthe wolls and commander of the raiders
resides here along with all ofthe booty. The room contains three chest
‘The first contains: 125 god pieces
‘The second contains: +5 sft eather anda +10 dagger.
‘The third contains: 10 +5 arows, abelm, anda +10 broadsword. Allo he chests
se locked and hard (-10) wo open. The commanding roll ha the keys oll of hem,
11, The Dungeon: Zagoh’s pet baby fire drake resides here. The dragon survives
‘on victims thrown down to him bythe oll orany creature folish enough enter the
dungeon. Bones and refuse liter the foo. To the east passage eas half mile to
cave entrance. Patof the reason the wollskerp the dragon alive that he makes good
‘watch dog! Lying ina large heap is 500 go pieces, 210 silver pieces, various gems
totaling 700 god pieces in value, 6000 tn pieces and 50 mir pices. Also here are
Tebess.
‘The first chest isnot locked or tapped and contains a wand which cts like ax 2 spel
nubile.
“The second chest is locked and its lock is ver hard to pick. tis alo tapped with a
needle which hits when te chests opened (The apis easy, +20, to disarm). Victims
‘must make a save vs.a st evel poison o be at 1/2 normal swengih fr I day per 10
points of failure. Thechest contains +25 singing sword which may sng once per day
for 1-10 minutes, For the duration of the song the holder has a +50 bonus wo al his
resistance rll.
‘Room: Old bunks and debris cover the Noor. Both door re(Chests 3, 4, and S all are locked and wrapped (as chest) and each cotans 1000
sliver pieces
‘Chest 6 is locked and very ard (20) 10 pck. A wap which is very hard (20) 0
‘ism guard the chest. The ap causes 1-10 bits wo the vc, bat 1/2 damage if
‘im resists the Sh evel piso The chest contains a suit of +20 plate mail witha
‘white sword carved ont Upon command (once per day the sword will animate and
‘an ack by itsel. (Offensive Bonus - 100; Hits-25; Defensive Bonus -75; save as
‘Oth evel and destroyed permaneodyifmor than 25 hts damage ae taken)
‘Chest 7 is locked and very har 20) pick, bt ther isn trap on it. The chest
‘contains an amulet which once per day may hea one creature of1-100hts damage. The
‘amulet also acts as a spell de for channeling only.
12, Trapped Halls: These ooms show sins of a fire having taken place within
them. Both doors are locked and are exreaney hard (30) toopen. Located within he
lined oft areas is tap. The apis very hard (-20) to detect and cannt be disarmed
(altiough tose creatures making x perception check will notice hat the walkways
‘ortho the ap were heavily sed). fa character shold step wih that comered off
sea, 1-2 fire bolts (490) will hit every person in he room.
13, Hall Both doocsinthishll arelocked andar sher oly (-5Oobe picked. Both
oors ar also tapped and hard (10) to disarm. The aon doors tap causes the
‘character tobe cused unless he makes saves. a 10h evel essence spel. The cars
‘causes the victim to have-30 tal offensive bonuses fr 1 day er 10 pons offal.
(NOTE: The victims willaotknow tatthey ae cursed.) The south doors also apped
‘Wk the north door, excep thatthe victim's enemies wil have #30 her offensive
onuses.
414, Zagoth’s Bedroom: In this room ae two large fireplaces. Both are lit and
‘either frecan be pu ut The room is elegant funshed and, surprising, none of
the fart is uinedor decaying. Wii his room isa greater skeleton, Also within
‘hisroomisabook containing allmagebase lists. Any mage which ties thes books
seis a +45 chance the next tine ho tes fr the lists studied. (The bonus is not
‘Cumulative The room also contains a blak obe which rset the wearer asifsfhe
were wearing pst armor.
15. Statue Hall: Thisroom has satus of skeletons init. There are lo two dors:
ne east nd one west Nether are locked, but if they ae opened, the seletons will
‘awaken and ack. Ifthe person opening the door is wearing the Black robe found in
‘oom #13 then the keetons will not awaken. The status cannot be injured orkarmed
in any way uni actvate
16, Treasure Room: On a able inthis room it | wand, 1 ring, and 1 dagger. The
vwandisa wand of shock bois with charges. Thernggivesa+2Sbonustothe wearer's