Monday 29 July 2013

D100 Towers part two

Some awesome finds while moving: 3 campaign worlds from 80s and 90s each used for many years of play and a bunch of city maps. Found my microprose games Darklands book. A pc game from early 1992 using chaosium mechanics and by Sandy Paterson. 1500s Germany overrun by witches and demons. Tonight i used it and its many maps and tables for Cthulhu. Dark ages + runequest+darklands. Went very well and explaining every mythos critter and history through christian myth goggles was lots of fun. Serpent men are serpents from before the fall when they had legs. Monsters are from before the flood. Unbaptised heathens dont go to heaven so don't worry about murdering them. - game $6 here - fan page with much of the data mined from the game

51 Masons tower - refurbished older tower, restored and improved with blocks of stone laying about tower, broken waggon wheels, tools and often labourers at work. Some working on statuary, headstones, stelae and monoliths. A few guards and traders might be about but the doughy workers are high strength and armed with hammers or mauls. May replace with dwarves or gnomes. Usually willing to trade and take commissions. A quarry nearby with workers is pretty common and a good marble deposit might attract such a tower so masons can access materials and protect them if needed. Masons often guild members and well connected to churches and nobility. Some might be working on a exiting new style or project. Some towers might be abandoned when marble gone and will quickly be squatted bu monsters or bandits or such.

52 Nobles tower - a well maintained tower with banners of a noble clan to mark territory. While well equipped and armed such a tower may have other purposes for  rather than just a military outpost. Nobles may keep towers for secret projects, privacy, banished family members or even hostages. Often some levels have deluxe decor, furniture, art and other goods. d6 1=noble here to work on his art like painting, family history or some masterwork 2= as previous but a work of depravity, demonology or forbidden horror that most would kill them for 3=a base for secret plots, maps and plans to gain more power over the land and rivals 4=prisoners kept for a ransom or torture 5=noble is of a great family but banished due to crimes or failed adventures 6=deformed, cursed or mutant noble kept alive by kin but far away

53 Silver tower - an elegant tower of silver, seemingly new but without signs of construction as if it appeared suddenly. The silver tower is a marvel of magic and an implement of the gods. It is inhabited by their chosen who test heroes and kill unworthy intruders. d6 1=moon or star elves come to explore surface world of men 2=a servant of a god tests worthy with a challenge and rewards with a gift 3=a holy relic or virgin guarded by a dragon or hydra 4=the tower is a gate to another world or distant place 5=dwarf or gnome traders selling silver weapons and armour as hard as steel for 20 times normal price may also have expensive enchanted silver items or relics at extreme prices, tower disappears if threatened 6=silver skinned men from beyond the sky dwell here with strange ray weapons and language to gather local minerals they lack int heir strange home

54 Lead tower - a black, crude malshaped tower, barren of local plant life, with odour of toxic smoke at times. The ground is often muddy, and drums may be heard at times. Popular with underworld, goblinoid and evil powers, such towers are gifts from evil gods. Some long term residence and those born here may have signs of brain damage d6 1=trolls dwell here and spread mayhem in local area 2=orcs here in lead armour, maces and mauls up to no good 3=ogre lord with huge lead club and his hobgoblin guard 4=particularly stupid and deformed goblins who like to lick walls and use lead sling bullets 5=evil cyclops men here to kill or enslave creatures for their diabolic master 6=evil men well armed with guns and even several small cannons and heavy guns

55 Glass tower - a mysterious tower that comes and goes according to legend. Sometimes inhabitants within are visible from a distance. No evidence of construction can be seen and the tower may even be invisible at times. d10 1=elves have dwelled here since dawn time 2=sorcerer or sorceress with plans for area - not evil plot but may shake up peoples of land greatly, seems charming and offers forbidden pleasures 3=servant of a god who may offer heroes their wisdom and direct them to greatest menaces of the land 4=multiple time zones inside tower let you interact with different eras of towers history 5=chronomancer here has imprisoned a time elemental and has made tower from force walls and stasis fields to be a great time space travelling machine 6=demons with imprisoned youths of great beauty and virtue kept here, demons will challenge to single combat to free one youth - each youth has exotic lore and knowledge from dawn time when they were imprisoned 7=phantoms enacting ancient events of doomed civilization again and again, a gate takes heroes to the past and might change history 8=clockwork glass automatons like warriors or spiders guard an artifact 9=imprisoned warriors from many times and places entrapped and tormented by illusionist 10=inside powerful beings of alignment play chess using mortals as pieces in their eternal struggle

56 Balance tower - a great tower with a symbol of the balance inscribed in front. Its residents including warriors, magicians and plane travelers and sometimes refugees from cosmic struggles between law and chaos. The tower plane shifts often. Opposed to inhuman cosmic struggle, balance agents use either or both to serve human interest. Heroes will be greeted and questioned while tested for alignment. Extremists may be turned away while some will be tolerated or offered quests in their cause. Some will be welcomed in and converted to the balance or sent to a plane where their alignment is needed to help the balance. May use personal appeal of agents of the cosmic balance and their planar secrets to seduce heroes to their cause.

57 Bronze tower - a great bronze tower has grown from the earth and rests on broken ground. The area is warm and their is an earthy smell like a fresh plowed field. Supernatural beings have made this intrusion point to show mortals their place. 1d8 1=dwarf invasion, basement connects to whole citadel of angry dwarves mad at humans stealing their secrets 2=a great minotaur shaped bronze golem guards this tower while an evil alchemist within makes love potions to use on a captive 3=a great mechanical bronze bull with a knight of chaos riding him guards this entry to the planes of chaos 4=bronze clad warriors grown from hydra teeth serve a mighty wizard 5=blood druids have called this abomination to earth to raze the earth - inside a hoard of blood crazed minor demons or devils 6=fire newts riding salamanders pour out to conquer 7=a fire giant with his pet fire drake 8=a fire devil with hell hounds rides out every night to hunt souls to drag to hell

58 Blood tower - a stinking blood red tower with rotten pools of blood around it. Vultures, bats and rats may swarm around it. In most cases it is merely a tower covered in blood but sometimes it is much worse. 1d8 1=mad lord likes t shoot victims at tower with catapult for fun 2=cursed red knight must kill travelers and paint tower with blood 3=tower quivering mass of congealed blood, dripping constantly, inside mad demons gorge themselves 4=tower of stone that weeps blood, cursed by some past crime the noble resident asks heroes to resolve with a quest 5=shrine of the vampire god where cultist come on pilgrimages to visit vampire priest to gain immortality 6=a hemomancer has built from enchanted blood clot bricks and is guarded by blood elementals 7=blood druids have taken this tower and killed almost everybody, then poured blood down the walls, party catch them almost done 8=crazed wizards have activated a blood powered monster generator to sell caged beasts - giant leeches, weasels, vampire bats, ochre jellies roam around while wizards hide upstairs

59 Griffin tower - a great ancient tower has upper levels built for griffin nests and landings. Built by highly magical military or even divine beings. Such areas tend to be impassable to horses. Griffins make fierce guardians. Lower levels usually uninhabited. 1d6 1=guard gold stash of supreme god 2=as previous but under attack from cyclopses 3=built by elves or dwarves or non human race as part of aerial network to dominate region 4=druids used magic to make griffons and build tower to keep civilization at bay 5=visited by a god often to select his personal riding or chariot beasts and give them a pat 6=king built it as a tomb, his remains are inside guarded by the griffons

60 Owl tower - a silent white tower with a parliament of owls, watching intruders and hooting to each other or sometimes giant ones. Usually ruined and haunted looking, a place feared by most, surrounded by ancient trees and often crawling with vines. 1=ghost or spectre or non copreal undead haunts the tower where the being lived as a mortal 2=eyekiller demon with black wizard magic - part snake owl and bear with death ray eyes 3=giant intelligent owls act as magical messengers - aiding heroes and planning fate of the area  4=gargantuan owl and wizard journey to moon and back together every month 5=evil owl curses those who try to rob tower of its treasures or even come close 6=owls flock about party calling members names, inside undead await

61 Dragon tower - highly ornamental carved tower with draconic relief art. Metal doors depicting dragon battles of ancient times. Smells of sulpher, chlorine or ozone depending on which dragon types the tower is akin to. Such structures are often built by ancient draconic empires, cults or gods. Some house a dragon or draconic beings. 1d8 1=a dragon lair with a single specimen 2=dragon lair with eggs or offspring 3=dragon lair with servitor race 4=dragon with a human familiar or form 5=dragonmen warriors using tower as a shrine and center of a raiding territory 6=a dragon cult trying to attract or raise a young dragon 7=draconic blood sorcerer seeks to restore the dragon age, here to uncover secrets in the towers artwork 8=cult with a fake dragon used to scare intruders 

62 Skull tower - a tower with a huge skull motif built in and visible some distance. Eyes may be windows with lit lamps inside and the mouth could be a portcullis door. Bones lay scattered about. Some might be built from a giant monster skull. Such places are built by evil to scare away intruders and show their power over death. 1d6 1=Skull helmed robber knights use images of death to terrify victims 2=skull masked cultists serve a death god and underworld powers 3=gate to the underworld sealed inside, supernatural gate keeper bars the way 4=skill masked necromancer plans his evil schemes from here and amasses a mighty skeleton army 5=lich lord here guards fabulous ancient treasures 6=bone golems guard lair of skeleton men, a race of emaciated angry killers who look undead

63 Haunted tower - a spooky ruined tower in a desolate grove of dead trees surrounded by ruins and graves. Long deserted and only visited by bandits, grave robbers and lost children, most who flee in terror. 1d6 1=non corporeal evil spirit that hates the living 2=spirits which seek bodies to occupy for some unfinished quest 3=spirits visit party and curse them to complete a quest 4=spirit visits party and implores they bring killer to justice 5=scary ghost cant communicate its desire to have proper burial 6=headless or misremembered spirits cannot rest without missing body parts or blessed bodies or vengeance

64 Grey tower - a fog shrouded plain tower, seemingly lifeless and uninhibited from afar. No adornment, markings or evidence of who built it visible. The area is silent, the air chill. 1d6 1=a wizard dwells here hiding under illusionary terrain 2=spirits are seen but they never confront party, inside is evidence of a great tragedy 3=undead dwell here, once a warrior band now cursed for atrocities 4=everything is formed from living fog which dissolves at dawn 5=nightmare ridden by a shadow knight 6=entropic fields from here weaken reality, slaad chaos lords have opened a gate to raise worlds devolution and decline

65 Immortal tower - huge ornamental tower with relief statues and art depicting a god or they're symbols. A recent human built one probably inhabited by clergy and cult members but an ancient one possibly with supernatural inhabitants. Often with other structures like tombs of builders and priests, shrines, landscaping, a fountain or statues. 1d10 1=a thriving mainstream cult welcomes visitors 2=a heretical lost or evil cult performing acts of wickedness 3=a crumbling ruin with a sphynx who eats pilgrims who fail riddle 4=eye of a god gazes on intruders, sends a monster and appropriate weather if holy place defiled by party 5=a god disguised as a pilgrim or hermit questions mortals about the god, will reward if likes answer 6=shepherd and flock resting here tells of horror sealed inside 7=cursed traitor holy person now a hideous monster and mockery of life, if killed restores temple to holy place 8=tower has various tests and traps but when heart reached it comes to life and starts to walk 9=a clerical lich dwells inside - a corrupted parody of faith if was good or serves underworld lord 10=An immortal hermit inside wishes to be left undisturbed, he summons creatures to drive heroes away

66 Gnome tower - A quality tower, squat and highly secure. Different gnomes build in different styles. Many nature loving ones prefer to hide towers as natural objects like giant mushrooms or trees. While more materialist ones like functional grey stone towers. 1d8 1=shroom tower with a red cap with red hatted friendly gnomes 2=resembles a huge tree with forest gnomes and animal friends 3=resembles natural rock out crop some with earth elemental creatures as guards 4=illusion hidden by magical gnomes 5=granite tower with metal shutters and smoking forges, steam works and gun wielding automatons 6=dark gnomes with evil shadow magic 7=actually redcaps - bloodthirsty gnomes who can turn into ogres and dip hats in blood 8=degenerate naked cannibal gnomes reverted to morlocks

67 Yog-Sothoths tower - a wizards tower built to summon and commune with the great elder god of time and space and in between space. Built from stone age to modern times by cults and wizard orders to gain power. Sometimes a cult perish from getting too close to the lord of starry wisdom. Roll 1d4 for type 1=ancient and crude stone tower with open air top level ritual space 2=very old crumbling mystery tower often with lower level sealed 3=old ruined tower with bad rep and history of blasphemy  4=new tower built in secret location in modern style for active cult. Then roll 1d6 for hazard 1d3 times 1= human hybrid immortal horror dwells in tower eating intruders and growing a little bigger 2=cult of magicians operate here to study astronomy and their god, may try to pass as just a wizard school 3=degenerate redneck clan led by senior wizard, seek brides for their god 4=invisible shoggoth locked in tower, if loosed ransacks countryside 5=Freak boy mutant wizard seeks to learn party spells and will pay with strange gold 6=Once inside tower trapped in tesseract or time loop, need to solve riddle and kill wizard to escape

68 Tsathogua's tower - a worn spire of stone so warn as to seem natural rock formation. Some may have been buried for aeons and only recently exposed by landslide or just isolated. Magical relics and servants of the great hairy frog beast may dwell within. 1d6 1=hybrid human cannibal cultists 2=mutant cultists 3=in a well in the ritual basement is a formless black spawn who kills non cult members guarding a tunnel to secret subterranean lands 4=son of Tsathogua a great hairy toothed toad demon 5=dream inducing monolith drives men mad or inspires haunted artworks 6=Wizard with guards and servants will flee through one way gate to alien dream land if needs to escape

69 Ranger tower - a hidden tower with great view acting as a secret ranger tower guarding the frontier. Rangers watch passes and send secret messages and watch distant perils and sites of ancient evil. Excellent arrow fire arcs with very good cover. Elite archers snipe intruders before they get close. 1d6 1=base of local kingdom, wary of intruders 2=enemy nation secret base hostile and leave no survivors, will hunt witnesses for days 3=ranger sect dedicated to fighting one foe like bandits, giants, orcs etc 4=sect dedicated to watching a ancient evil long forgotten by most men 5=elven trained allies act as a buffer between elf and man 6=fallen black ranger sect has turned to darkness

70 Maiden tower - a semi ruined tower with a woman apparently imprisoned by a dastard or monster and needs rescuing, will to signal help. May have family, wealth of exotic skills and some actually evil enchantresses feigning victim hood. 1d10 1=evil knight holds woman hostage and plans to ravage and sell her if family dont pay 2=wicked lord or mad wizard is tempting to woo against her will 3=an evil coven of witches or a magical hag keep maiden for evil ritual 4=cultists aim to sacrifice her for magical bloodline and purity 5=maiden enslaved legally by mean miser who makes her use her master craft skills work for him 6=a monster chieftain and his band keep her prisoner and prepare for a marriage 7=maiden lies to escape family marriage plans, if helped party hunted by her future husband and her families 8=a fabulous monster holds her prisoner possibly as punishment from a god on her clan 9=evil magician maid has enhanced and charmed guardians she sets on heroes then cries innocent if players defeat them 10=maiden is a succubus or vampire or other malicious monster in disguise

71  Ladies tower - a tower with an order of women folk who welcome travelers. They inhabit any available defensible tower and may move from time to time. Often aid adventurers and others in need but some are really evil in disguise. 1d12 1=nuns order heal and even train well behaved gentlemen 2=lady magicians school 3=radical order of noble women who aid female adventurers and lend influence to their chosen champions 4=amazon warrior maids skilled at arms and not trusting of men 5=followers of love goddess tempt heroes to tarry as long as possible 6=witches in disguise separate party with carnal offers then kill one at a time 7=cult of killer women possibly cannibals, seek men to give children and eat eat boy children or turn into monsters) 8=all were-beasts who transform under full moon, here to be far from civilization by embarrassed families 9=actually undead non corporeal spirits or disguised corporeal undead hidden by powerful illusions 10=female knight order who serve some cause good or evil or other 11=actually elves 12=order of women assassins in disguise

72 Beacon Tower - has a great lamp or fire and is used as a signal for shipping or crisis or signalling. Often in a tall or high spot or on coastline. Some are very ancient and operating towers aid trade and help navigation. Many are intact but some sunk or isolated or badly damaged by disaster. If disused for a long time lamp may be ready to activate. 1d6 1=outpost of civilized kingdom and operated regularly 2=abandoned for original purpose, now used by wreckers, bandits, smugglers or slavers 3=fish men or other hybrid cult or goblinoids occupy 4=haunted by spirits but actually a sham by magicians and or monster 5=sunken in sea or river or lake, bottom layers attract aquatic monsters 6=guarded by undead

73 Prison tower - this brutal gothic tower is a place of suffering with moans issuing from within and leering gargoyle faces on stone work. Such places are dread to most and a grim reminder of the dark side of law. Usually well defended. Some even run by cults or with religions staff. Even abandoned such towers are like small dungeons. 1d10 1=political prisoners being tortured from citizens or area or rulers rivals 2=ransom tower where lords keep captured enemies till money is raised 3=debtors prison to those late with tax or avoiding government tariffs 4=mad house for insane or disabled prisoners 5=prison for witches and unlawful magicians 6=women's prison for storing women with rich dowries, women with children out of wedlock and other embarrassing problems only treatable by imprisonment 7=plague colony for diseased or mutated specimens whose family pay for them to be kept hidden and alive 8=children's prison for wayward orphans, doubles as a workhouse and sweatshop or thieves school for talented 9=prison for dangerous artists or writers or bards or prophets whose ideas are a threat to the state and religion 10=prisoners held by blackest espionage agents and also used for interrogation, training, infiltration and assassination

74 Swan tower - a beautiful and graceful tower in a small lake, swans and other waterfowl abound and beautiful maidens are seen from afar. The birds usually warn the tower inhabitants of intruders and the women disappear if approached. Women are most often swanmay women, daughters of the gods 1d6 women are hostile towards men as many come here to enslave them - if heroes rescue any lost sisters they will have friends here 2=a near invulnerable swan knight guards them while they support him with arrows 3=a band of grubby ducksmen have women under siege from tiny coracles 4=a foreign gooseman villain tries to play music terribly and when that fails he tries bullying and crude jokes and women gloomily stay inside, he hopes one will eventually surrender 5=swanmays and birds too busy dancing and swimming to notice party who get very close - could steal their magic cloaks or just embarrass them with your grubby gazes 6=Most swanmay are of the bright realm but these black feathered ones with blood red beaks ark sadistic killers who lure men to their dooms 7=these women are all bards of great quality whose sound is far away 8=crumbling swan tower is home to a banshee or a hag - was once a swanmay turned evil and bitter from tragedy

75  Stag's tower - a great moss covered tower hidden in the woods, decorated by stag heads with antlers in stone or wood or even stag skulls. A campsite for hunters and an ancient bone pile dating thousands of years is nearby. Entry to a cave or grotto through the cellar is a common feature. They are used by hunters and ancient woodland religions for rituals and as temples. 1d8 1=Savage hunters and shamen meet here to tell secrets and for initiations, intruders unwelcome 2=rich hunters use this romantic old place for a hunting lodge 3=haunted by stag headed undead 4=druids perform hidden rituals that would upset civilized types 5=a great hunter waits here sworn to kill first group of creatures that come his way 6=stag beast men meet here for secret rituals not privy to humans 7=goblin horde has come here to praise lord of the beasts and underworld 8=primitive wizard hostile to moderns and keen to rob and enslave spell casters

76  Astronomers tower - a structure with a dome and telescope on top, inside the dome are star charts and instruments to adjust the telescopes view.  Astrolabes and other astronomer apparatus as well as a great astrology library make this a place of scholars and magicians. 1d6 1=school for astromancer wizardry 2=cult of doomsayers looking for apocalyptic dangers and meteors for a secret purpose 3=priestly sect of god of the sky dome 4=diabolic cult of the outer gods seeking where the veil imprisoning the old gods is at its weakest 5=astrologers guild built this as great project long ago, sages from many lands gather 6=ruined from its great past, now a crumpled tower with torn metal  mechanism, undead stargazers of old are trapped and cursed till stars signal they may rest 7=a prehistoric stone circle used by druidic and shaman stargazers of old, cults and wild beastmen come here for rituals 8=living trees or carved wood poles and earthworks make this ancient site attracting savages, faeries and undead at different seasons

77 Bell tower - a bell tower here in a beacon made as warning device or to drive away evil. Some bells are magical or holy and are supernatural deterrents. Maintained by village folk, clergy, monks or militia but some long abandoned. Some bell ringers are highly trained and respected community members. In war time bells might be stolen and melted down. Some towers have many bells, many with names and ornate art. 1d8 1=Warning tower with militia watchmen who signal danger 2=order of monks 3=clergy ring holy bell drives away evil forces 4=local priest and villagers maintain for local religious use 5=maintained by demented hunchback 6=witches have captured tower to silence it 6=ruined and battered with bandits, bells intact 7=ruined with bells long gone undead inside 8= maintained by order of magicians watching for a great ancient evil, bell not been used in many hundreds of years and means great supernatural evil afoot

78 Bird tower - a tower with bird houses built in often with religious or symbolic meaning or in some cases something more practical. Top floors a dedicated aviary. Tower residents care for birds but some towers long disused. Often ornate with bird motifs ans art. 1d6 Messenger pidgeon tower part of communication network usually with military or espionage agents among staff 2=dove tower sacred to love goddess who uses for divination and food, priestesses operate and only they may harm birds 3=hawk lords tower where hunters come to engage in trading for prize hunting birds, some quasi religious or secret society with other purposes 4=vulture tower where funerary priests feed dead to holy birds 5=tower of bird wizards who teach bird versions of common spells ans some of their own, many wear bird masks and the aviary keeps many breeds 6=ruined tower now inhabited by bird monsters from breeding program gone wrong or mutations

79 Harpy Tower - a stinking foul dung covered tower, swarming with flies usually harpies adopt some old tower or have been sent by gods as a curse to punish some crime. 1d6 1=a starving noble is imprisoned here, tormented by harpies 2=disease cultists and plague flagellants come here to receive harpies foul blessings 3=evil plague druids breed harpies to punish humans in area and to preserve wilderness 4=a wizard in his lab breeds new strains of disease who his harpy brides spread across the land 5=harpies are cursed women who if curse broken turn into maidens with no memories of harpy lives  6=harpies also infected by parasitic worms like rot grubs or kyuss grubs but remain unharmed themselves, tower crawls with worms in the filth they heap on their treasure

80 Unicorn Tower - a pure white marble tower (though other versions exist for other unicorn types) in a glade, built often by fey or to admire beautiful unicorns. Pleasant trees, rocks and lush grass surround, often with a pond the unicorns purify every day with touch from their holy horns. 1d10 1=elves live here to guard unicorns 2=druids here protect unicorns 3=dryand, swanmay or other supernatural maiden lives here with unicorn friends 4=amazons here guard and ride unicorns 5=knights hunting unicorn with a fair virgin as bait, need horn to heal king or other magic purpose  6=decadant rich unicorn hunters here for prophet and glory 7=black evil unicorns, with everything opposite basic description 8=yellow tower in boggy sulfurous swamp with yellow plague unicorns 9=red tower with blood red vampire unicorns, who hungrily defend forest from unnatural intruders 10=muticoloured tower home of chromatic unicorns with prismatic ray horns, guarded by lady wizards

81 Assassins Tower - a black isolated tower with no markings surrounded by rockery, bushes and tree cover. Traps are common and assassins here may be in hiding and may operate hidden tunnels for ambush or escape. Inside the assassins operate a training room, barracks, disguise or costume library, a library, alchemy lab, map and planning room and grand masters chamber. A garden for relaxing and growing herbs as well as keeping pet poison snakes and spiders. Secret tunnels and a basement for ritual tests and torture are beneath. Intrudes are not welcome and re usually hunted, questioned and killed. Some cults actually use magic while others fake it with exotic skills and tools. 1d6 1=a mystical sect of killers for hire who are employed in secret by any bidder 2=a murderous cult of killers who seek to manipulate regional power through murder 3=a criminal brotherhood specializing in killing 4=secret order of killers operated in secret by local rulers to deal with enemies 5=a cult using drugs for mind control who enslave members and local leaders with exotic narcotics, often recruit decadent nobles and urbanites 6=followers of a death cult who murder to earn gods favour, spread terror and silence enemies

82  Snake tower - a great snake shaped tower built by a cult or pre human race. Ritual pits and camp sites surround the tower for pilgrims to visit. Inside smells of reptile house, incense and sweat. Locals fearful ans suspicious of the place. Many towers have a giant snake and venemous snakes inside. 1d6 1=snake cult ruled by magician often with some bloodline to old serpent heretics 2=snake cult ruled by hybrid snake men 3=snakeman in human disguise leads cult 4=lizard men have occupied tower looking for elder secrets 5=evil naga or other snake monster some with a cult but many alone in a bone heaped nest 6=undead snake cultists in various states of hybrid condition

83 Mill tower - A rustic farmers mill such as a water wheel, windmill or muscle powered mill, often with farmers, families, children, animals and wagons about it. Many abandoned and haunted ones are found in forests and depopulated areas. 1d4 for power type 1=Windmill 2=Waterwheel 3=animal powered 4 slave powered 1d6 1=jolly farmers work here, friendly to strangers and keen to trade 2=stingy mean miller is cruel to his labourers and animals, rude to farmers and traders 3=operated by a trade cartel or guild as a business often uses indentured or slave labour 4=abandoned old ruin home to bandits, criminals or cultists 5=haunted by undead like ghouls, spirits or worse 6=animals have revolted and chased away farmers, many animals have awakened - been made sentient by Nanny Binks the animal lib goat wizard and now run the show for benefit of animals

84 Hobgoblin tower - a craggy blasted tower well worn, surrounded by thorn bushes, ash heaps and garbage. Smoke from with and sounds of metal boots, hammers, drums and martial chanting. 1d6 1=hobgoblin warrior band with scavenged weapons and armour acting as bandits led by a cheif 2=hobgoblin soldiers, highly disciplined brutes in good armour with halberds and crossbows led by professional war-master 3=shaman leader with followers and families, equipped with primitive weapons like spears and bows and usually a pet of some kind like a bear, troll or ogre 4=an evil magician with hobgoblin soldiers who procure exotic ingredients and sacrifices for blasphemous rituals 5=a hobgoblin chief with war band, with goblins and bugbears acting as specialist troops 6=a mighty tribe with high proportion of heroic leaders and champions and magic workers due to decent from hobgoblin god generations ago. Their tribal banner fills common hobgoblins with dredd. Thouls, trolls, undead also serve the great cheif. Highly individual fighting styles among elites.

85 Bugbear tower - a squat great tower of great age, surrounded by menhirs, its and rubble that provide great ambushes for inhabitants. Seemingly abandoned long ago, but occasional lights, drums and chants from within say otherwise. Some are decorated with heads of many species special shelves in walls for this purpose. Inside bugbears will defend with ambush and surprise till no longer fun then savage charge en mass. 1d6 1=primitive tribe with clubs, spears and animal hides, with great ear necklaces on best warriors, a few bears or sabre-tooth cat pets 2=a tribe with scavenged weapons and armour from many sources with lots of experience as bandits and using missile fire with composite or long bows 3=professional militarized bugbears who march under banner of a bugbear king, most well equipped and heroes with interesting weapons, very disciplined will use messages to call allies, king always has escape route  4=these professional military bugbears serve a well known possibly evil invader kingdom with a bad reputation, well armed and armoured they dont want any nosy bodies getting away blabbing about their location 5=bugbears with goblin and hobgoblin slaves who do all the dirty work allowing bugbears to act as elites, often goblins have some species such as wargs, giant bats or weasels or spiders as mounts as well as fungi gardens. Hobgoblins usually guards and archers doing bulk of heavy labour 6=bugbear slavers with hobgoblin guards and human slaves for sale. Willing to trade and unwilling to give up any prisoners. Will add any weak or stupid looking humans to stock. Often paid to kidnap persons by unscrupulous rivals

86 Chimera tower - a bleak and battered tower on a blasted heath, small mutant animals scuttle about dead bushes. Cursed by the gods or made by crazed wizards, hybrid monsters lair here. Many are mutated or rejects but a mighty chimera (various types) is the greatest. 1=gibbering mutants scuttle about attacking intruders and food for the great chimera 2=winged beasts such as apes or wolves live in lower levels 3=tentacled two headed bear lives in lower level with a hook horror and owl bear, while chimera dwells on roof 4=beast men live hear worshiping chimera as a god ad granting him sacrifices  5=chimera is guarding a great treasure of the gods kept from mortals 6=a mad magician is still here experimenting in the basement and  letting horrors roam the surface. Also to find chimera type 1d6 1=lion goat with snake tail (eutruscan) 2=as before but with red dragon head and wings 3=as 1 but with a gorgon head 4=as one but displacer beast instead of lion has tentacles and displacement power 5=part lion, goat and rust monster with club tail and rust touch tentacles 6=part lion, goat and salamander constantly on fire and immune to all heat and flame (1in6 a cold version)

87 Sea tower - a tower built of fossilized seal life limestone blocks and encrusted with ancient coral, shells and salt. May be coastal but proof of ancient sea here in prehistory. A salty well in the basement if possible leads to salty water deposit or the sea. If landlocked inhabitants pine for sea. 1d6 1=sea elves with animal friends 2=selkie clan willing to trade but wary of outsiders desiring them too much 3=sea troll family bitter and enraged at everybody 4=lizard men (like sea iguanas) adapted for life in sea or land reflect on glorious past, possible led by king with trident 5=crab men hostile and hungry 6=squid or fish men cultists practicing obscene rites of sacrifice

88 Beggars tower - a dilapidated old tower squatted by a gang of beggars and homeless, surrounded by campsites of wretched persons. The best rooms are seized by the strongest or leaders. 1d6 1=refugees from distant land in need of charity 2=colony of diseased plague victims 3=mutant scum outcasts often hostile to normies 4=holy pilgrims with vows of poverty starving for gods 5=beggers guild members affiliated with city guild occupied tower for leaders secret plans 6=sent here by prophecy to await heroes who they will follow till they drop even if unwanted

89 Hanging tower - executioners tower is a grim building with gargoyles and possible heads on pikes. Unmarked unblessed graveyard surrounds the tower and tiny stone one man cells and rocks with manacles surround the tower, many have a small wall. Built as a place of terror in the past most avoid it. 1d6 1=militia guards and prisoners 2=black hooded order of executioners and torturers run in cruel and sadistic fashion 3=a cruel noble and his men here mistreat and abuse prisoners 4=prisoners have revolted and seized tower, bloodthirsty desperate killers all 5=political prisoners kept in secret to avoid popular uprisings or remains used for saints relics - once killed their ashes are scattered in river 6=goblinoids have taken over but still operate prison. Local humans pay them to kill and abuse prisoners as they are too soft and keeps goblinoids in line, everyone but prisoners happy

90 Grain tower - a tower for storing grain for a farm or as emergency supply of state or church. Tall mostly windowless and featureless. Wagon trails abound and local farmers come here to add to the stores. Some have a pulley system or use animal power to add grain to top. A sealed hole at bottom dumps grain into wagons at bottom. 1d6 1=farmers are here topping up the silo or taking old grain away for seed 2=a  brewery or bakehouse here produces goods for trade 3=shrine and priest here collect tithes from farmers in form of grain and animals, records document this for generations 4=military guard this and are very serious, a tax collector here may investigate party 5=abandoned ruin now home to a hermit or bard 6=abandoned and haunted by undead

91 Insect tower - a tower either built to house insects or infested with insects or totally built by insects. May be protected by cultists or warrior insects. Could be giants or forms of insect beastmen or were insects. Possible peaceful but often unwelcome to strangers. Attracts insect eaters and infiltrators. 1d12 1= bees with tower covered in wax honeycomb, possibly dripping with magical honey 2=wasps with clay structures take prisoners for feeding young 3=termites built huge clay mound surrounded by wood pulp 4=wasp women witches kidnap human children to seed her own 5=ants build a fort tower to battle nearby rival tower, different breeds eat different food 6=flies feed young maggots on corpses brought to tower by adults and have added structures with spittle 7=praying mantises chanting for the insect god 8=giant crickets dwell in tower covered in fungus 9=mobile tower built of insects locked together in mobile swarm 10=insect cultists commune with droning hive wisdom 11=tower is an organism in symbiotic relation with insects as protector 12=cult use bees to make magic home and use swarms to act as alarm and weapon

92 Dinosaur tower - a crude stone tower built by ancient wizards often with fossilized skeletons in stonework. Ancient shaman cults and prehuman races built such towers to commune with dinosaur spirits. Mysterious lights and time warps abound. 1d10 1=reptile men come to commune with superior ancestors and magical ancestral databank and time gates that bring dino eggs from past 2=serpent men here plot to alter climate and breed dinosaurs for new ascension of reptilian age 3=telepathic pterodactyl men with army of cavemen who capture slaves for evil rites 4=reptilian lich or mummy raises dinosaur skeleton army 5=advanced reptile men in jump suits with lasers here to seek mysteries of their races future decline 6=cultists gathering crystals to power ancient altar one is a serpent man in disguise 7=a t-rex guards this tower of age old mystery 8=triceratops men with halberds dwell here since dawn age 9=firenewts with riding lizards occupy tower looking for lost relics 10=lone dinoman in battlesuit being hunted by greys who have chased her through time, she wants revenge and will detonate her powercell to destroy grey saucer

93 Wolf tower - great grey stone tower surrounded by woods in rough condition. Wolves are heard at night especially during full moon. Approach of tower strewn in chewed sometimes frozen corpses with surprised looks in winter. Wolf beings may have just occupied but some towers purpose built with stone wolf decor. 1d8 1=wolf pack inside 2=dire wolfpack 3=winter wolf pack 4=werewolf pack 5=wolfwere pack 6=beserkers with wolf symbols and coats serving savage god 7=wolf cult with chosen becoming werewolves 8=hunter cult with pet wolves

94 Giants tower - huge tower with floors over 20ft high. Various styles depending on breed of giant and technology. Crude stone boulder ones, black basalt towers with bronze shutters, grey even bricks even wooden ones. 1d12 1=Hill giants couple with extended family and per bears 2=fire giants in armour here to guard territory with pet salamanders or hellhounds 3=stonegiant clan arranging great megaliths with pet oxen 4=frost giant warband with pet winter wolves or polar bears 5=deformed formarians with mutant hybrid pets like chimera 6=mountain giant hermit and gathering of lesser races here to question the great giant about distant past 7=cyclops with sheep 8=cloud giants tower acts as a dock with occasional cloud lands 9=storm giant outcast fallen from heavens, puts on spectacular show and kills other local monsters for sport 10=giant troll couple with normal trolls as adorable pets 11=fog giants engaged in sacrificing and blood drinking of small people to maintain the cosmic machine 12=civilized giants who mimic humans and capture little people as doll for children and snacks. Find humans charming to keep for a few days of fattening and conversation

95 Ivory Tower - a fine tower of great beauty and home to vain or decadent nobles. 1d6 1=feasting knights invite guests then demand pretty things in return or die 2=sorcerer and cult members high on drugs laugh while someone eaten by monster in front of everyone 3=brothel for super rich with otherworldly pimp (devil or something), guests become addicted to vices here and lose levels 4=gambling rich bet on various outcomes often staging cruel gladiator battles for sport 5=lords here debase slaves with strange sexual requests and always in need of fresh victims 6=club for rich youths like to party and hunt humans like interesting adventurers

96 Githyanki tower - a blue stone tower impervious to psionics, astral or ethereal intrusion. This outpost houses garrison watching this plane for role in cosmic struggle. Not that hostile but do grow bored and toy with strangers for a time. 1d8 1=warband here to monitor this plane 2=looking for Ilthiliad base in subterranean kingdom may hire scouts or guides with silver ingots 3=Githzari tower of monks on monitor duty 4=now inhabited by a psionics school possible influenced by Githyanki in secret 5=inhabited by Ithiliad and monster servants 6=inhabited by psionic community partly descended from Githyanki warband from long ago

97 Black tower - a brooding black tower of evil surrounded by broken rubble and trees full of gibbets. 1d6 1=Evil sorceress and anti paladin son dwell here torturing victims like good knights 2=evil knight who loves torture cant get enough victims, only orcs will work for him 3=evil high priest or necromancer building undead army needs more corpses 4=cult with hellhounds serve devil knight 5=shadows from evil knights lurk here hungry for strength of living 6=black dragon and knight keep a maiden prisoner here, her child destined to be great holy knight by gods

98 White tower - a peaceful elegant white tower of good surrounded by pleasant gardens and a holy spring. 1d6 1=paladin and his noble horse use as a base 2=order of monks dwell here who hunt evil doers 3=holy women order heals sick commoners and heroes are defended by supernatural giant lion 4=good wizard communes with angels 5=silver dragon in human form lives here with magical animals, she loves courting good heroes 6=a treasure here awaiting right time is guarded by 2 shedu who question prospective wielders and slay liars

99 Red tower - a fearsome red tower visible for miles surrounded by hacked maimed fresh corpses and vultures. 1d6 1=red knight challenges all to death but he is half troll 2=blood druids conjuring blood elementals which they send to slay commoners 3=flaming knight with salamanders challenges all comers to fair fight otherwise he is busy burning people at stake 4=vampire knight and servants invite strangers as guests by day then kill by night 5=devilswine merchant trades illicit drugs, stolen or cursed items and slaves. Dead bodies are debtors 6=hook horror pets of evil sorceress kill all who refuse her love

100 Curse tower - a blasted horror tower, battered and surrounded by rubble and ruined houses and graves. Owls hoot at intruders and bones scattered about. 1d6 1=evil witches try to trick heroes into replacing them in cursed tower - those cursed cannot leave without volunteer and do not age 2=a bell in tower summons a knight who must challenge intruders - if intruder wins queen of a hidden cursed kingdom offers to marry new cursed champion 3=tower traps all within and resumes random journey through time and space 4=glowing tower infects those who enter with mutations, existing mutants hate  new ones 5=lord and entourage and hideous scarred wife invite for dinner and to stay night - if nobody asks about her condition one of the party trapped and scarified here by curse


accidentally did 2x no53 - thanks for comments - im a bit number blind

101 Eagles tower - a tall tower with a great nest and a family of huge or possibly giant eagles. They may tolerate some animals or the right persons living in lower levels. Such towers usually high and difficult to reach. Can replace with other birds of prey. d6 1=Druids dwell here and are friendly with eagles, possibly enhancing and enlarging them or making them sentient 2=wizard on good terms with eagles and uses for secluded research 3=nobles have trained eagles as messengers or hunting bird for kings, a garrison protect the eagles 4=black eagles are evil and huge, grabbing and dropping victims off cliffs, often tolerate goblins or orcs 5=Eagle men dwell inside and consider eagles holy 6=eagles beloved by a god, some with superior abilities and powers (metal feathers that shoot) but slaying them brings curses from their patron

could probably do some more later


  1. You repeated the numbering at 53. This is 101 towers. ;) Good job here, with lots of potential story hooks. :)


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