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Summary![]() I've run variations on this adventure with miniatures, but also online. While it is presented as an adventure with a lot of gratuitous combat, it's possible to run it as a more puzzle-oriented quest, where it's quite possible to avoid combat entirely. How you run it, of course, is up to you -- I'm only presenting my notes in the hope that this might provide you with a few ideas.
History Archmagus Jurgen Stargazer was one of these wizards to make his home in Altdorf, an experienced practitioner of the Celestial College -- a seer and astrologer of sufficient skill and experience to have acquired magical powers beyond the constraints of his original field of study. Archmagus Stargazer had grand ideas about the matter of a successor to take his place, whether it be a mighty wizard of his college or any other ... or a mere peasant with no understanding of the finer points of magic, but who nonetheless possessed a certain "spark" that made him worthy of attaining a fragment of Stargazer's power.
Attempts to scale the tower from the outside or to teleport to the top of the tower by magical or marvelous means have met with disaster. Most of the wizards of Altdorf are content to leave the tower and its secrets alone, letting foolhardy adventurers attempt to meet its challenges instead.
Running the Adventure Now that Necronomicon 2001 is long gone, I have started to put together my notes on how to run the adventure on this site. Presently, this consists of little more than a rough summary and some photographs of scenery, but as I find the time, I'll expand on it.
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