31. TWO-STORIED TOWER


 
This structure is some 55 feet tall, a
smaller tower rising inside the greater at
about 35 feet above the ground. 

Its
entrance is accessible only by going up a
curving flight of stone stairs which terminate
in a landing about 10 feet above the
ground. 

The outer door of the <round> tower
lowers to form a bridge to the stone landing.

There are numbers of arrow slits
around the tower, and it has a splay
around the base to about 6 feet in height.
The lower and upper battlements are
machicolated, the merlons being pierced
for archery as well. 2 men-at-arms
watch from its roof.


 

See Map 6 for a floor plan, and refer to
Area 31 for a detailed room key.

Inside dwell Rufus the Fighter and Burne
the Magic-user. Both came to Hommlet
some 3 years ago, and had considerable
success in adventuring. They defeated a
large bandit force which had plagued Verbobonc,
and it is rumored that they gained
considerable treasure in killing a green
dragon which preyed in the Kron Hills to
the W.

These 2 are friends of all the important
folk in the village. It is well known that they
are tough and very cautious, but willing to <Cautious: -4% to Encounter Reaction>
give some aid to adventurers for a price.

All sorts of standard equipment is stored <10' pole, backpack, knife, wineskin, 7 days iron rations, 50' rope, tinder box, hooded lantern, cloak, belladonna, 6 torches, etc.>
in the keep, and both Burne && Rufus have
odd potions and scrolls as well.
<potion of flying; potion of clairvoyance>
<scroll with Suggestion, Ventriloquism, Firebrand, Identify, Control Weather>
<scroll with Magic Missile, Monster Summoning V, Enlarge, Wall of Fire, Transmute Water to Dust, Symbol, Encrypt>

Burne, 'His Most Worshipful Mage of
Hommlet': The magic-user is Lawful Good,
clever, but a trifle on the greedy side. All <Encounter Reaction: -10%, Greedy>
services he renders will be paid for handsomely.
He is a follower of St. Cuthbert,
and very conscious of his duty to protect the
village and to watch for evil. His adventuring
(if any) will be calculated to accomplish
those ends and gain him 1/3 of the treasure <Agreement for Division of Treasure>
found as well. He is not likely to risk his
life or be duped. Burne is on the young side
for a magic-user, average in appearance and
dress, and will often frequent the Inn of the
Welcome Wench.
 

Burne: AC 8 (ring of protection +2); Warlock (MU8); hp 30; #AT 1; D 3-6 (dagger +1) or by spell; XP 2025;
carries chime of opening (51 charges), wand of magic missiles (49 charges).
S 15 I 17 W 11 D 10 Co 15 Ch 12
<suspicious. modest, harsh, active intellect, jealous, greedy, liar, craven, lazy, mean, virtuous, interests: history>

Spells:
1st level: burning hands, detect magic,
feather fall, jump (comprehend languages,
light, read magic)
2nd level: levitate, mirror image|egami rorrim, scare
(darkness 15' radius, detect invisibility,
strength)
3rd level: dispel magic, fireball, tongues
(gust of wind, infravision)
4th level: fumble, wall of fire (dimension
door, plant growth)
    <piece of down | 3 grasshoppers | pinch of soot, grains of salt | mineral prism>
    <small leather loop | bone from a ghoul | bat fur | pitch | talc, powdered silver | ox hair>
    <ball composesd of batshit && sulphur | small clay model of a ziggurat | legume seed | moss agate (10 gp)>
    <solidified milk fat | phosphorus>

Spells normally carried are given 1st; other
spells in Burne's spellbook are given in
parentheses.

Rufus: The fighter is also LG.
When he reaches 8th level, he is to return to
Verbobonc for special service on the Viscount's
behalf. He will not risk his life nor
become involved in foolish adventures. If he
renders service to a party, he requires not
less than 20% of the total treasure gained. <Agreement for Division of Treasure>
Rufus leads a squad of men-at-arms, and
has been appointed as the overall commander
of the village troops as well.

Rufus: AC 2 (chain +1, small wooden shield +1);
Myrmidon (F6); hp 32; #AT 1; D 3-10 <d8+2> (battle axe +1); XP 692;
carries dust of disappearance (12 doses),
carnelian scarab of proof against poison +2 (identical to the periapt in effect)
S 15 I 10 W 10 D 12 Co 12 Ch 14
<capricious. well-spoken, hot-tempered, brilliant, jealous, deceitful, brave, lazy, miserly, lusty, interest: handicrafts>

AREA 31. GUARD TOWER

GT 1. Main Hall

This is the entry to the tower on this level.
The drawbridge is one foot thick oak planking
bound with iron, and is operated by a
windlass. The small entryway is closed off
by a stone wall and an inner door of iron. A
guard is on duty.

The door is flanked by shuttered arrow
slits, and two murder holes are in the ceiling.
Flanking the inner portal are two fireplaces,
where most of the cooking is done
by two to three servants. The lords of the
place sit in judgement either here or at a
table in the curved alcove. Trestle tables can
be extended down and across to accommodate
about 40 people when a feast or revel is
held. Several comfortable chairs are placed
along the walls, and the walls themselves
are hung with tapestries and decorated with
shields, arms, and hunting trophies—12 shields, <3 bucklers, 2 small wooden shields, 2 small shields, 2 medium shields, 3 large shields>
four long swords,
two broad swords,
four spears, <1 spear, 2 ox tongue spears, 1 ash spear>
two battle axes, and
the heads and horns of various creatures.
Ramps curving upwards and downwards
lead to other levels.

Guard: AC 5 (scale mail & shield); <large shield>
Warrior (F2); hp 12; #AT 1; D 1-8 (longsword);
AL NG; XP 44
 

GT 2. Lower Level

This is the ground level where the outer
batter (splay) thickens the wall. Here are all
sorts of supplies—food, ale, beer, wine, oil, <food: onions, brandy>
and so forth. This place is not pierced with
slits or windows. Ramps lead up and down
to other levels of the tower.
 

GT 3. Dungeon or Cellar Level

Horses are sometimes stabled here, and
there are heaps of straw, hay and oats to provide
for their needs. Normally only the steeds
of Burne and Rufus (light and heavy  warhorses,
respectively) are kept here at night.
Four cells along the southeast wall are for prisoner
retention. Each is closed by an oaken
door, barred, locked, and chained. In each cell
are fetters and chains. The secret door leads to
a small natural cave with a spring.

UPPER LEVEL

GT 4. Hall and Ladderway

The upper levels of the tower can be
reached from this point by a steep set of
retractable wooden stairs about three feet
wide, very similar to a ladder. A guard is on
duty at the foot of the ladderway.

Guard: AC 5 (scale mail & shield); <small wooden shield>
Warrior (F2); hp 11; #AT 1; D 1-8 (longsword);
AL LG; XP 42

GT 5. Rufus' Chamber

This is a well-furnished room with a large
bed, chest, chest of drawers, armoire, and
wardrobe. A large chair, table, and stool
complete the furniture. There are rugs and
skins on the floor, tapestries on the wall,
and a longbow and quiver of arrows hanging
near the bed. The quiver contains 14
silver-tipped arrows and six magical arrows
+ 2. Under a loose stone in the fireplace is an
iron box with 200 gp, 100 pp, five violet garnets,
and five black pearls (each gem worth
500 gp).

GT 6. Burne's Chamber

This room is quite similar to that of
Rufus, though it is more spartan. A workbench
occupies so much space that a narrow
pallet must serve, instead of a comfortable
bed. Various items of use in magical
research line the shelves—alembics, beakers,
jars, flasks, and the like—most filled
with strange substances. A clutter of parchments,
scrolls, and a few books are spread <scrolls?> <spellbooks?>
on a table-desk.

Clumps of dried vegetable matter,
bunches of herbs, bones, skulls, and bottles
of fluids fill a wall case, hang from the ceiling,
and appear here and there in the clutter.
Robes, cloaks, and capes of various sorts
and color are hanging from pegs near the
entry, where a large black and magical staff
leans against the wall. (This normal staff
bears Nystul's magic Aura).
A box under the pallet holds 3 daggers
and 20 darts, and various and sundry
items of dungeoneering equipment, among
them 6 vials of holy water, a silver holy
symbol, a wand with continual light upon it
(kept in an ivory tube lined with black velvet),
and a silver knife.

Burne's spell book is camouflaged to appear
as the seat of the only armchair in the room. A
flat chest, fastened among the rafters and
appearing as if part of the flooring overhead,
contains his wealth. In it are 122 gems worth a
total of 14, 500 gp (five emeralds, <5000 gp>
eight topaz, <4000 gp>
five aquamarines, <2500 gp>
four peridots, and <2000 gp>
100 ornamental 10 gp stones) and
<20 rhodochrosite, 20 malachite, 30 tiger eye, 10 banded agate, 20 blue quartz>
a locked iron
coffer which holds 200 gp, a ring set with an
emerald (3, 000 gp total value) and a scroll of
7 spells. Burne is debating whether to USE
the scroll to expand his spell book, or to SAVE it
for an emergency. The scroll contains comprehend
languages, mirror image, pyrotechnics,
web, suggestion, ice storm, and transmute
rock to mud.

PARAPET LEVEL

GT 7. Hall

The ladderway from below exits here,
where an iron door leads to the parapet surmounting
the tower. Another ladderway
extends to the upper level of the turret. A
barrel of 20 javelins stands beside the door.

GT 8. Mercenary Captain's Room

This chamber is sparsely furnished, with a
score of arrows and five times as many crossbow bolts stored near the door. <50 light bolts> <50 heavy bolts>
A small coffer
holds 173 pp pp and 2 star sapphires (worth
1, 000 gp each). See 'Burne's Badgers', below,
for details on the captain.

GT 9. Mercenary Lieutenant's Room

This room is much the same as the captain's
quarters, except that there are eight quivers
full of arrows here and no bolts. He has a
purse containing 50 gp, 5 amethysts, five
red garnets, 4 red spinels, and a piece of
amber (each gem worth 100 gp).

GT 10. Parapet

As noted previously, the battlement is
machicolated. The merlons are pierced for
archery, and a light catapult is at each position
marked A on the map. Smooth boulders
and small rocks are stacked around the
base of the turret and near the engines as
well. 2 guards are on duty.

Guards (2): AC 5 (scale mail & shield); <large shield, medium shield>
Warrior (F2); hp 10, 8; #AT 1; D 1-8 (longsword);
XP 40, 36
THACO 19

GT 11. Turret Level


 

This place is filled with racked pallets for
the men-at-arms, who generally sleep here
but are otherwise busy elsewhere.

GT 12. Turret Roof

This position is reached by ladder from
below. The battlement is machicolated,
with pierced merlons. A scorpion is at each
position marked S on the map, and a long
box which holds their ammunition, 30
heavy spears, stands nearby. Another chest
contains rags and pots of oil for the making
of flaming missiles to fire from the scorpions.
There is usually a guard here.

Guard: AC 5 (scale mail & <large> shield); Warrior (F2); hp 11; #AT 1; D 1-8 (longsword);
XP 42

Burne's Badgers

These mercenaries are all Chaotic Neutral
or true Neutral in alignment. They were
brigands for a time, but decided that there
was better pay and less risk serving Burne
and Rufus, who took them prisoner and
then spared them. Loyalty is good and
morale is high. They have had some action
against other marauders, receive top
money, and spend an ample amount of off-duty
time drinking && carousing at the inn.
The 16 men-at-arms are led by two fighters.
Both of the leaders like the village, and have
no desire to leave it or their current employment.
All of Burne's Badgers (including the
4 guards at areas T1, T4, and T10) are
capable of winding and loading the scorpions
&& catapults. Some are also adept at operating
the engines, as noted below.

Captain: AC 1 (splint mail & <medium> shield +2);
Swashbuckler (F5); hp 31; #AT 1; D1-4 (light
crossbow, ranges 6"/12"/18", or dagger)
or 2-9 (longsword +1); XP 365
S 13 I 11 W 13 D 14 Co 11 Ch 14
THACO <15>

Lieutenant: AC 3 (chain & shield +1); <buckler>
Level 4 Fighter; hp 28; #AT 1; D 2-9 (flail);
2-5 (dagger); or 1-4 (light
crossbow, ranges
6'/12'/18"); XP 222
S 16 I 9 W 10 D 12 Co 15 Ch 10
THACO <16>

Men-at-Arms
Each man-at-arms is Level 0, equipped
with the armor and weapons noted below.
Each 'sword' noted on the chart is a longsword,
and each crossbow is light. Each
man is also given a letter, for your ease in
locating them on the maps.

Catapult Operators
 
- Armor AC HP XP Primary
weapon
Other 
weapon
a leather & sh. <medium> 7 6 20 <ox tongue> spear <long> sword
b leather & sh. <buckler> 7 4 18 <long> sword hand axe
c leather & sh. <buckler> 7 3 17 <long> sword <footman's> mace
d leather & sh. <medium> 7 3 17 morning star <long> sword

Scorpion Operators
 
- Armor AC HP XP Primary 
weapon
Other 
weapon
e ring mail 7 3 21 shortbow <footman's> mace
f chain mail 5 3 21 <light> crossbow <long> sword

Other Troops
 
- Armor AC HP XP Primary 
weapon
Other 
weapon
g leather 8 6 20 <light> crossbow <long> sword
h leather 8 5 19 longbow <long> sword
i leather 8 5 19 shortbow <long> sword
j leather 8 4 18 <light> crossbow <long> sword
k leather 8 4 14 spetum <long> sword
l studded leather 7 4 18 <light> crossbow <long> sword
m leather & <small> sh. 7 3 14 <ox tongue> spear <long> sword
n scale mail 6 6 16 fork <long> sword
o ring mail & <small wooden> sh. 6 5 15 <ash> spear battle axe
p ring mail & sh. <buckler> 6 4 14 spear <long> sword

>> 32.
 
 


 

James M: 2. Were you a participant in the original Greyhawk campaign refereed by Gary and Rob Kuntz and, if so, which characters did you play?

Skip Williams: Ah, you're giving me a chance to split hairs here.

Gary ran the very first Greyhawk campaign using the map from the Outdoor Survival game and his notes for the future D&D Game (the very first D&D suggests getting Outdoor Survival and using it for your campaign map). After TSR published D&D, Gary drew a campaign map of his own and that became the Greyhawk setting everyone knows. I was involved in that campaign pretty much from the start, having seen the map laid out on Gary's dining room table.

In "New Greyhawk," I had several characters. The most famous of these was Rufus of Hommlet (or Rufus of Skipperton as Gary named him in one of his novels). Rufus explored the Temple of Elemental Evil and eventually became a bigwig in Hommlet. He's mentioned in the modules Gary wrote about the Temple of Elemental Evil campaign.

I also had a halfling thief (these days D&D players would call him a rogue) called Phalangas, or "Fingers," who ran around the City of Greyhawk causing as much trouble as he could, and picking pockets on the way. I only ever played Phalangas when Rob Kuntz, Gary's co-DM decided to run a pickup game, so no one has heard of him until now.

My longest-running character in the Greyhawk campaign was a human fighter named Boaric. Boaric was no great shakes, but he rubbed elbows with the big boys in the campaign (Tenser, Erac's Cousin, and Robilar to name a few) and was involved on some famous adventures. He was involved in an aborted expedition into the Tomb of Horrors. His biggest accomplishment there was dragging various bits and pieces of his former comrades back out. He also hacked and slashed his way through Against the Giants until coming toe to toe with Snurre Ironbelly. That episode ended badly for all, and it took a wish to get us back on our feet. Boaric also made a few trips to The Land Beyond the Magic Mirror, and briefly owned the Invulnerable Coat of Arnd.

Boaric was the only character I played under both Greyhawk DMs, Gary and Rob Kuntz.

- Grognardia (Interview: Skip Williams)

<edit>

Hommlet +
>>32.>>