Tuesday, 26 May 2026

Logos Location #16: Tower of the Nagpas

 

Cartography by Dyson Logos, source

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara.
This adventure is intended for characters of levels 7-9, and it uses my version of nagpas rather than the official one. This adventure involves multiple spellcasting creatures and as such it could be very dangerous for PC parties who are geared towards melee. 

Background to the Tower of the Nagpas

On the northern edge of the Great Waste of Sind, near the western end of the Khurish Massif, there are ruins of a once-great culture. The sages of Sayr Ulan (the capital of the Kingdom of Sind) have long been interested in their predecessors and about a month ago a wandering merchant brought to these sages a very old scroll found in the ruins which has generated much excitement in the academic community. One particularly adventurous sage, Mehnaz, set off north to the ruins but has not been seen since. The PCs are approached by two groups of sages: The first group would like to find their errant colleague and bring him back, alive if possible. The second is simply interested in retrieving more scrolls for research. 

Adventurers setting off can easily follow the trail to an outpost called Gunga Keep in the desert, which was the last known stop of Mehnaz before he headed north. The Sindhi soldiers know of an old abandoned tower north of Gunga Keep and suggest the PCs investigate that. 

Key to the map

1) Outbuilding: 2 minotaur skeletons stand guard. They were previously guards of the nagpa who died in combat and have been reanimated. There is a flight of stairs heading down into the ground (to room 9). This outbuilding is covered with a flimsy wooded roof on top of its stone walls, 
Minotaur skeleton: AC 6, HD 6, Move 120ft, THAC0 14, Att 1 gore or 1 bite for 1d6, Save F3, Ml 12, Align Chaotic, XP 275. Undead: As undead minotaur skeletons are immune to poison, disease, Sleep and Charm.  

2) 1 lesser nagpa is posted here, keeping an eye on the minotaur skeletons. There is also a spiral flight of stairs that go up to area 5 and also down to area 8
Lesser Nagpa Antoris: 
Memorised spells: Dispel Magic, Web, Read Magic
Treasure: 40pp
 
3) 1 minotaur is resting here, ready to act as muscle if the lesser nagpa in room 2 is in trouble. 

4) Empty

5) Empty apart from rubble and broken furniture. There are some books on the ground - most are too badly chewed up by vermin but there are two that are intact: one is an elvish history of the civilizatons that used to dwell in the area before it became the Great Waste, worth 1000gp to history scholars. The other is written in a form of Hulean, an account of a mage finding out his colleagues and rivals are making dark pacts with powers of Chaos and becoming Nagpas, worth 500gp. 
 
6) Tower summit. Here is a lesser nagpa and its pet, a gargoyle. They are supposed to be watching the surrounding land for approaching threats but neither is paying attention, being stuck in an argument about the gargoyle’s poor behaviour. 

Lesser Nagpa Breekill: 
Memorised spells: Clairvoyance, Levitate, Sleep
Treasure: 22pp + 1 beryl gem worth 300gp

Gargoyle: AC 5, HD 4, 14 hp, Move 90ft/fly 150ft, THAC0 16, Att 1 bite/1 horn/2 claws for 1d6/1d4/1d3/1d3, Save F8, Ml 11, Align Chaotic, 
Gargoyles are immune to normal weapons and require spells or magic weapons to hit. 

7) 1 Nagpa has its quarters here. 
Nagpa Chanaktor:
Memorised spells: Wall of Ice, Dispel Magic, Web, Sleep 
Treasure: 20pp + potion of extra healing (restores 3d6+3 hp)

8) Stairs leading up to area 2 and down to area 14

9) 3 minotaurs are dismembering the carcass of a desert antelope. They will attack strangers on sight. There are also several other butchered animal carcasses hanging from hooks on the ceiling.  

10) No creatures although there are numerous sleeping couches here, used by the nagpas. 

11) Corridor. Halfway along there is a branch north  that has caved in behind a door. The door still opens and on the floor immediately beyond is a scroll. Anybody looking at the writing on the scroll  activates the Explosive Rune, causing 6d4+6 fire damage to all within 10ft range. A save vs spells reduces this to half damage. The explosion may also attract the attention of nagpas in room 12.

12) The Study. Here are 2 lesser nagpas reading books. They will attack strangers on sight. Also on the east wall there are 2 shelves, one with books, one with scrolls. The scrolls are of interest to scholars though not as much as the ones in room 18. These ones are worth 100gp each and there are 20 of them. On the bookshelf there are 3 spell books that are shared by the nagpas for their memorised spells. 
Book 1: 
    1st level: Magic Missile
    2nd level: Levitate
    3rd level: Dispel Magic, Explosive Rune (borrowed from AD&D)
    4th level: Dimension Door, Wall of Ice 
Book 2: 
    1st level: Read Magic
    2nd level: Caustic Bolt, Detect Invisible
    4th level: Polymorph Self
Book 3: 
    1st level: Sleep
    2nd level: Web
    3rd level: Protection from Normal Missiles
Note that the DM can add new spells here if wanted. 

Lesser Nagpa Dorrishon: 
Memorised spells: Dispel Magic, Levitate, Sleep 
Treasure: 36pp

Lesser Nagpa Eigorn:
Memorised Spells: Magic Missile, Caustic Bolt, Protection from Normal Missiles
Treasure: 20pp + Potion of Flying

13) Stairs down. This is the lair of a minotaur boss who acts as if the leader of the minotaurs here, though he realises that even he answers to the nagpas. He wears an oversized chain mail shirt and wields a halberd, There is also a flight of stairs heading down to area 15.  In his chest he holds the minotaur tribe's treasure: 12,500sp, 4300gp and 260pp as well as a Crossbow +2 and a Dagger +2 +4 when used to Backstab/Sneak Attack
Minotaur Boss: AC 4, HD 9, hp 45, THAC0 11, Att 1 polearm for 1d10+3, Save F9, Ml 11, Align Chaotic, XP 900
Art by Bill Willingham
from B2: Keep on the Borderlands



14) The cells. This passageway has stairs going up to area 8 as well as 4 small chambers, each with a locked door. 
a) Empty apart from rubble from partially collapsed ceiling. 
b) Menhaz the Scholar (human male, MU4, AC 9, hp 5, Move 90ft, att none, save MU4, Ml 5, Align Neutral), a prisoner of the nagpas who is not very heroic but will cooperate with any rescuers. 
c) Boxes with supplies of ink, vellum, quills, blank books and alchemical glassware. No creatures.  These stores are worth about 150gp but weigh 50lb. 
d) Minotaur imprisoned for trying to attack a nagpa. Due to be used as test subject in the nagpas’ experiments. He is raging and will attack any creature (including other minotaurs) that release him. 
 

15) 1 Nagpa +1 minotaur. This particular nagpa has the keys to unlock to cell doors in room 14
Nagpa Forzzen: 
Memorised spells: Wall of Ice, Dispel Magic, Web, Sleep 
Treasure: wrought Silver medallion worth 500gp

16) The menagerie. Held in 4 forcefields are creatures the nagpas and minotaurs have captured for study and possible dissection: 
Red forcefield: 1 Otyugh
Yellow forcefield: 1 Displacer Beast
Cyan forcefield: 1 Rhagoddessa. 
Purple forcefield: 1 Centaur chief
There are also 4 gems embedded on pedestals around the room - each controls the forcefield of the same colour - pressing it down into the pedestal lowers that particular forcefield, pressing it again and the gem pops back up like the button on the end of a ballpoint pen, and the forcefield is turned back on.  They are Amber (yellow) on northwest, Amethyst (purple) on northeast, Aquamarine (cyan) on southeast, and garnet (red) on southwest. If prized from their pedestals each gem is worth 500gp. This will deactivate that forcefield and unleash that monster. The Rhagodessa and Displacer beast are both feral and will desperately try to get out of the dungeon, attacking anything in their way. The otyugh is less aggressive but still wants to get out. The centaur chief (called Wehhill) is wary of humans and demihumans but may recognise they are potential allies against the nagpa and minotaurs who have been attacking his centaur tribe. 
There is a nagpa here who will try to unleash the monsters if threatened. 
Nagpa Galazi:
Memorised spells: Polymorph Self, Dispel Magic, Web, Sleep
Treasure: 34pp + amber gem worth 100gp

Otyugh:AC 3, HD 7, hp 33, Move 60ft, THAC0 13, Att 1 bite/2 tentacles for 1d4+1 + disease/1d8/1d8, Save F7, Ml 10, Align Neutral, XP 450. Disease: anyone bitten by the otyugh must save vs poison or be infected by a rotting disease that causes 1d4hp damage per day as well as -2 to the sufferer’s saving throws until cured by a cleric 
Displacer Beast: AC 4, HD 6*, hp 30, Move 150ft, THAC0 14, Att 2 tentacles for 2d4/2d4, Save F6, Ml 11, Align Chaotic, XP 500. Displacement gives -2 bonus to AC (raising it up to AC 2) and +2 to all saving throws. 
Rhagoddessa: AC 5, HD 4+2, hp 20, Move 150ft, THAC0 15, Att 1 leg/1 bite for special/2d8, Save F2, Ml 9, Align Neutral, XP 125, Hit with leg means target is grappled and can automatically be bitten for 2d8 damage each round thereafter until released
Centaur chief: AC 7, HD 6, hp 24, Move 180ft, THAC0 14, Att 2 hooves for 1d6/1d6, Save F6, Ml 8, Align Neutral, XP 275

17) Alchemy labs. Here is a nagpa in deep research assisted by 2 gargoyles. It will react badly to anyone interrupting its study and instruct its stony lab assistants to attack.
Note that this lab is full of shelves and tables with bottles, flasks and brewing pots of strange chemicals and volatile compounds.  Roll 1d6 for any liquids investigated:
1. Acid 1d6 damage per round of contact
2. Volatile oil. Can be used as lantern oil or thrown as burning oil
3. Poison, as per poison potion
4. Noxious but not fatal. Save vs poison or suffer -2 to hit and to saves and to ability score checks for 2d4 turns. Vomiting is optional. 
5. Water
6. Potion - roll on random potion table in treasure section of the rules 
Nagpa Hessex: 
Memorised Spells: Magic Missile, Detect Invisible, Fly, Dimension Door
Treasure: 40pp + Potion of Extra Healing (restores 3d6+3hp)
Gargoyle: AC 5, HD 4, 14 hp, 16 hp, Move 90ft/fly 150ft, THAC0 16, Att 1 bite/1 horn/2 claws for 1d6/1d4/1d3/1d3, Save F8, Ml 11, Align Chaotic, 125xp
Gargoyles are immune to normal weapons and require spells or magic weapons to hit. 
 
18) Greater Nagpa’s quarters. As well as the leader of the nagpas, this room also contains a shelf at the east end which holds the scrolls of the ancients. Although not magical they are very valuable to scholars and sages (30 scrolls worth 500gp each). In addition the greater nagpa has a conventional treasure chest which is unlocked but has an Explosive Rune on the inside of the lid (causing 6d4+6 fire damage to all within 10ft range. A save vs spells reduces this to half damage). There is a lever on the side of the lid that covers up the rune so the chest can be opened safely. Inside is 8800pp + 4 rubies worth 1000gp each and a large blue diamond worth 6000gp
Greater Nagpa Izzthork: AC 1, HD 12**, hp 48, Move 120ft, THAC0 8, Att 1 bite for 1d8 or special, Save MU12, Ml 8, Align Chaotic, XP 2700 
Create Flames (3/day), causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature,
Darkness (3/day), 
Phantasmal Force (3/day)
Paralysis (1/day): all lawful creatures within 10' of the nagpa must save vs Spells or be paralysed for 1d4 rounds
Corruption (3/day) - this will cause a single non-living item within 60' to decay into uselessness. Magic items are allowed a saving throw vs spells as the character using them
Memorised Spells: Wall of Force, Dimension Door, Fireball, Web, Sleep

Art by Keith Parkinson
from X4: Master of the Desert Nomads


Common Monster Stats

Lesser Nagpa: AC 5, HD 6**, 24hp, Move 120ft, THAC0 12, Att 1 bite for 1d6 or special, Save MU6, Ml 7, Align Chaotic, XP 725. Spec abil: 
Create Flames (3/day), causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature, 
Darkness (3/day), as per 1st level cleric spell, 5ft radius around point or creature
Phantasmal Force (3/day), as per 2nd level MU spell 
Memorised spells: 1 x 1st level MU spell, 1 x 2nd level MU spell, 1 x 3rd level MU spell

Minotaur: AC 6, HD 6, hp 28, Move 120ft, THAC0 14, Att 1 battle axe for 1d8+2, Save F6, Ml 12, Align Chaotic, XP 275

Nagpa: AC 3, HD 9**, hp 40, THAC0 11, Att 1 bite for 1d8 or special, Save MU9, Ml 8, Align Chaotic, XP 2300 Spec abil:
Create Flames (3/day), causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature, 
Darkness (3/day), as per 1st level cleric spell, 5ft radius around point or creature
Phantasmal Force (3/day), as per 2nd level MU spell 
Paralysis (1/day): all lawful creatures within 10' of the nagpa must save vs Spells or be paralyzed for 1d4 rounds
Memorised Spells:  1 x 1st level MU spell, 1 x 2nd level MU spell, 1 x 3rd level MU spell, 1 x 4th level MU spell 







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