Rooms in High Tower of Magic
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- A Bedroom - You are in the bedroom of the Master of Illusions. Strange looking items and artifacts float here and there in the air. The ripples of strong magic can be felt everywhere. The room seems much larger than it looks...
- A Bedroom - You are in a large, plush bedroom. The owner is obviously someone of high standing in the magical community here. An ice mirror is on one wall, and a scrying globe sit on a stand in the middle of the room. An enormous bed can be seen floating about a meter above the floor. The only exit leads back west to the hallway.
- A Bend In The Corridor - You are at a bend in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive.
- A Bend In The Hallway - You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west from here.
- A Bend In The Hallway - You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east from here.
- A Bend In The Hallway - You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and south.
- A Bend In The Hallway - You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west.
- A Bend In The Hallway - You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and east.
- A Bend In The Hallway - You are at a bend in the long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and east from here.
- A Bend In The Hallway - You are at a bend in a long hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues north and west.
- A Bend In The Hallway - You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues east and north.
- A Bend In The Hallway - You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by. The hallway continues south and back east.
- A Bend In The Hallway - You are at a bend in the hallway. The walls emit a faint magical glow which provides enough light to see by.
- A Bright Hallway - You are in a long well lit hallway leading east and west. The walls here are a milky white colour, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors.
- A Bright Hallway - You are in a long well lit hallway leading east and west. The walls here are a milky white colour, and glow with a warm luminescence, as does the floor. A feeling of goodness permeates the area, and you feel unworthy to tread upon these sacred floors. A huge set of double doors in finely worked ivory can be seen to the west.
- A Broom Closet - You are in a dark broom closet. Many straw brooms and other cleaning instruments have been left here, apparently unused (perhaps the maid quit?). The only exit leads back north to the hallway.
- A Classroom - You are in a large classroom filled with bored looking students of the art. The instructor stops in his lecture on the fine uses of magic missile at your entry and lunges to attack you. The only apparent exit is back east to the hallway.
- A Closet - You are in a small closet. Cloaks and vests hang from hooks in the wall, and a few old boots are all that can be seen here. Rather featureless all in all.
- A Closet - You are in a small closet. It is filled with many cloaks, and some other apparel.
- A Corridor - You have reached an end in the long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. The sound of snoring can barely be heard through the door to the west.
- A Corridor - You are at the end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. A darkened door is to the east. Tendrils of mist cling to the floor here, they seem to be seeping from under the door.
- A Corridor - You are advancing down a long north-south corridor lined by several wooden doors to the west. The corridor is unlit- evidently it is either rarely used or the occupants of this place have no need for light... No sound comes from behind the door nearest you.
- A Corridor - You are in a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive.
- A Corridor - You are at the east end of a long corridor. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive.
- A Corridor - You are in a long corridor leading north and south. Obsidian walls engraved with ancient runes of power stretch out before you. Magical energies seem to crackle with power all around and whisper in tongues long forgotten, almost as if the corridor itself were alive.
- A Damp Intersection - You are in a damp intersection of what seems to be the basement of the tower. The sound of running water can be heard coming from the south, other than that, an almost tangible stillness fills the air. Passages lead off in all directions, and a ladder leads up.
- A Dark Cell - You are in a dark cell. Straw and dirt cover the floors here, it is very dark. Someone, or something seems to be chained to the far wall. The only exit is back south.
- A Dark Hallway - You are in a dark hallway. It is apparent that this area is seldom used by the regular occupants of the tower. Dust covers the floors here. The faint outline of a trapdoor can be seen in the dust.
- A Dark Hallway - The Monks that travel this hallway seem oblivious to your presence. An occasional scream of pain sends chills up your spine. The arched doorway before you is flooded with light.
- A Dark Hallway - The Monks that travel this hallway seem oblivious to your presence. An occasional scream of pain sends chills up your spine. The arched doorway before you is flooded with light.
- A Dark Passage - You are at the end of a dark passage which ends in a stout wooden door. Other then through the door, the only apparent exit is back the way you came.
- A Dark Passage - You are at the end of a dark passage. A half opened door is to the east, shedding soft light around the edges. Faint snoring sounds can be heard behind the door. Exits lead east through the door, or back west.
- A Dark Passage - You are in a dark passage, which comes to an abrupt stop at what appears to be a cave-in to the west. It is certainly unpassable, and perhaps quite dangerous just being this close. The only exit leads back east.
- A Dark Room - Phew!!! It's a bit ripe in here. There are stalls lining both sides of the wall in here and a big sleigh in the very back. You can hear hoofs scratching the ground in a frenzy and antlers rustling against the gates. They look eager to get out and the one at the back with the red nose looks downright vicious. He's the only one that isn't rattling his antlers he's just flashing you a menacing grin.
- A Dark Room - You are in a large dark room. The stench here makes you gag and retch. There are body parts and half rotted corpses strewn about with complete abandon. Several operating tables with still forms that resemble nothing you have ever seen alive are here. Tortured screams can be heard from the north.
- A Dueling Room - You are in a large room used for duals arcane. The walls, ceiling and floor all bare the scars of many fiery spells, but still look quite strong and hold fast. The only exit leads north to the hallway.
- A Guest Bedroom - You are in a comfortable looking bedroom. A small globe of magical energy floats overhead, providing light. A small cot is in one corner looking ever so comfortable, so comfortable in fact... someone is sleeping in it. The only apparent exit leads back west to the hallway.
- A Guest Bedroom - You are in a small guest bedroom. A small cot is in one corner, and a dusty mirror on one wall, other than that the room looks quite bare, and unused. The only apparent exit leads back west to the hallway.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A blackened door can be seen to the east.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A glass door can be seen to the south.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. An emerald door can be seen to the south.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A rusty old door can be seen to the west.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A silver door can be seen to the north.
- A Hallway - You pass through the doorway into a long narrow hallway, lined with bookshelves, portraits and various other paraphenalia of the Squires of this town. A thick rug covers most of the floor, and a neat doormat has been discreetly positioned near the entrance to allow visitors to clean their boots and save the quality of the doubtlessly expensive rug. The ceiling is supported by thick exposed beams of oak, from which chandeliers depend, affixed to sturdy iron chains as thick as your forearm.
- A Hallway - You pass through the doorway into a long narrow hallway, lined with bookshelves, portraits and various other paraphenalia of the Squires of this town. A thick rug covers most of the floor, and a neat doormat has been discreetly positioned near the entrance to allow visitors to clean their boots and save the quality of the doubtlessly expensive rug. The ceiling is supported by thick exposed beams of oak, from which chandeliers depend, affixed to sturdy iron chains as thick as your forearm.
- A Hallway - Phew!!! It's a bit ripe in here. There are stalls lining both sides of the wall in here and a big sleigh in the very back. You can hear hoofs scratching the ground in a frenzy and antlers rustling against the gates. They look eager to get out and the one at the back with the red nose looks downright vicious. He's the only one that isn't rattling his antlers he's just flashing you a menacing grin.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A rusty old door can be seen to the west.
- A Hallway - You are on a dirt path leading away from Delos which is south of here. To the north, the path continues through the lush contryside of Delos towards the Dragonhelm Mountains far off to the north. The road to the east leads to the small town of Virtue.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. You can see a steel door to the south.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A steel door can be seen to the south.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. The sharp sound of metal on metal can be heard to the west.
- A Hallway - This hallway leads through the building in most directions.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A half-closed door can be seen to the north.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway stretching east and west. The walls here emit a faint magical energy providing enough light to see by. There is a thick looking wooden door to the north.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow providing enough light to see by. A glass door can be seen to the east.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A wooden door can been seen to the east.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. A doorway can be seen to the east.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow providing enough light to see by. A small door can be seen to the south.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a large oaken door to the south.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. A sturdy iron door can be seen to the south.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. There is a door to the north, and the hallway continues west or back east.
- A Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by. Flashes of light can be seen under the doorway to the north.
- A Hallway - You are in a long hallway leading west from here. The walls emit a faint magical glow which provides enough light to see by. Some faint moonlight can be seen in the cul de sac to the east. The hallway continues west and stairs lead down to the level below.
- A Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by.
- A Laboratory - You are in a small laboratory. Many strange instruments, vials, bottles and some scrawled notes are piled about a workbench. This room is very untidy, looking almost abandoned, or used by a madman. The only apparent exits are east and north.
- A Passage - You are in a small dark passage, which would be unremarkable if not for the fact that it ends in a blinding blue light to the west. On hooks set into the wall here there hang several travel worthy cloaks, and a small leather backpack. It looks as if someone has prepared this room to be used in the event speedy of a evacuation.
- A Small Clearing - You are in a small clearing in the shadow grove. There is charred grass underfoot, and the signs of fire here and there. It is almost as if the plant life shuns this spot. The shadowy mist hovers all around, obscuring your view into the grove. A small path leads north to some shadowy structure. All other exits are shrouded in shadowy mist.
- A Small Office - You are in a small office. It looks like a calligrapher's study, there are quills, inkpots and parchments all about on desks and worktables. A section to the west seems to be curtained off, but the flicker of a candle can be seen through the curtain.
- A Store Room - You are in a small store room. Large chunks of clay, stone, wood and many other raw materials are here.
- A Store Room - You are in a large store room. Raw materials are neatly bundled and piled here and here. Many freshly cut staves rods and wands of different sizes are here. You can see a silver door to the west.
- A Store Room - You are in a large store room. Bins of ores, minerals and other rare materials are here along with many neatly stacked piles of precious metals. The ring of metal on metal can be heard to the south. A large cabinet with sigils of warding is bolted to one wall.
- A Store Room - You stand in a small room filled with flour, grain, fruit, and bat droppings.
- A Store Room - You are in a small store room. Assorted junk is piled on shelves or leaning against walls. The only apparent exit it back south.
- A Study - You are in a spacious study. It is extremely tidy here, to an almost antiseptic nature. One would wonder how anyone could study without a mess all around them, the master of this chamber obviously can.
- A Torture Chamber - You are in an ill lit chamber. Instruments of torture hang from a rack on the wall, they seem to quiver with anticipation of a victim as if they had a mind of their own. An operating table is here, though it is bare. An extreme feeling of evil permeates the entire area.
- A Very Hot Room - You are in a very hot room. Against one wall is a large forge, magical fires crackle within and heavy blue smoke pours into a vent in the ceiling. A rune-encrusted mithril anvil is in the center of the room, looking well used. Other tools of metallurgy hang on a rack which floats about three meters in the air of its own force.
- A Wide Hallway - You are in a large hallway, wide enough to accommodate several people standing abreast. The floor here is a swirl of multicoloured patterns, in constant motion. A huge, grey metal door blocks the way north, it looks quite sturdy.
- A Wide Hallway - You are in a large hallway, wide enough to accommodate several people standing abreast. The floor here is a swirl of multicoloured patterns, in constant motion. A huge, black obsidian door blocks the way north, it looks quite sturdy.
- A Wide Hallway - You are in a large hallway, wide enough to accommodate several people standing abreast. The floor here is a swirl of multicoloured patterns, in constant motion. A huge, white ivory door blocks the way north, it looks quite sturdy.
- A hallway - You are in a long hallway leading from the south. The walls emit a faint magical glow which provides enough light to see by. Stairs lead up to the next level and the hallway leads back south.
- An Antechamber - You are in a small antechamber. It is well lit here, though the source of light cannot be seen. It is almost as if the room itself exudes a warm glow of goodness. A larger chamber can be seen to the west, but you do not feel worthy to pass into it.
- An Empty Classroom - You are in an apparently empty classroom. A strange feeling of being watched comes over you, and you hear the faint rustle of robes. The only apparent exit is back east to the hallway.
- An Empty Classroom - You are in an empty classroom. Some strange sigils are written on a blackboard which is floating in the air here. Other than a few desks, it is bare of furnishings. The only apparent exit leads back east to the hallway.
- An Empty Room - You are in an empty room. It is both quiet and comfortable here, it looks like a safe place to rest.
- An Intersection - You are at an intersection in the corridor. The obsidian walled halls lead off in every direction from here, pulsing with the power of their ancient runes.
- An Intersection - You are at an intersection of several hallways. You feel as if strange mystical forces are pushing and pulling at each other from all around you. The sensation of being trapped, in the middle is almost tangible in the air here. A grey tiled hallway leads south, black tiled east, white tiled west, and a multi-coloured hallway swirling with patterns that remain just barely unrecognizable is to the north.
- Atop The Stairway - You are atop the stairway to the upper levels of the high tower. The walls emit a faint magical glow which provides enough light to see by. A hallway leads west from here, and the stairs lead down.
- Atop The Stairway - You are atop a stairway. The halls here look quite a bit less used than those below. Obviously access to these magic filled corridors is limited to those of the upper echelon of mages. The walls here emit a faint blue magical aura which provides some light. The hallway leads west from here and the stairs go down.
- Below The Stagnant Pool - As you dive beneath the putrid waters, you feel a strong tug and a whirlpool drags you under. You are sucked into blackness. You feel your lungs burst from lack of oxygen. Just as you feel your life fading, you notice a change in direction... and are sucked under by a rip tide.
- Below The Stairs - You are at the end of a long hallway. The walls emit a faint magical glow which provides enough light to see by. A lesser guardian is here keeping silent watch on the entrance to the levels above. Stairs lead up and the hallway continues back south.
- Below The Trapdoor - You are below the trapdoor. It is very dark and dusty here, very little light filters through from above. A faint sound of dripping water can be heard in the distance below. A rope ladder leads down.
- Between The Shelves - You are in the great library of magic. The shelves seem uncomfortably close here, you can barely maneuver between them. The musty smell is still strong, and the elusive books still hover just out of reach. A faint flicker of light can barely be made out to the north.
- Common Room - You are in the common room. There are many apprentice warlocks here talking and resting, playing games, comparing notes. Obviously they are taking a break from their rigorous studies. There are benches, tables and a small water fountain here, otherwise the room is quite unremarkable. Exits lead off in all directions.
- In The Library - You are in the great library of magic. A strong musty smell permeates the entire area upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here.
- In The Library - You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here.
- In The Library - You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here.
- In The Library - You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and color. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here.
- In The Library - You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here.
- In The Library - You are in the great library of magic. A strong musty smell permeates the entire area. Upon shelves which float just out of reach are hundreds of books, tomes and scrolls of every possible shape size and colour. The elusive books seem to wink in and out of existence before your untrained eyes. It is very quiet here.
- Inside The Energy Field - You feel a stomach twisting sensation as you enter the energy field. Nice going! You might as well wait here until the wizard who built this trap comes back to imprison your soul as well as your body.
- Inside The High Tower Of Sorcery - You are inside the High Tower of Sorcery. The sight is truly amazing. From here, it is obvious that somehow, the tower is much larger on the inside than it is on the outside. Young mages walk about, completely oblivious to your presence. Exits lead north to the common room, west to the dinning room, east to a plain hallway and back south through the gate.
- It Is Very Dark Here... - It is very dark here...
- It Is Very Dark Here... - It is very dark here...
- The Altar - You are in a small chapel designed around a beautifully crafted golden altar. Many icons to lesser deities line the room, but it is obvious by one glance at the symbols on the altar, that this room was designed for the worship of Mystra, the goddess of magic.
- The Amphitheater - You are in a small amphitheater. Rows of comfortable looking chairs circle a large podium. The echos of your footsteps seem very loud here. The only apparent exit leads north to the hallway.
- The Animal Pens - You are in the animal pens. Many caged animals are here looking unhappy. Obviously they are destined to be enslaved, or used in some cruel magical experimentation.
- The Apprentices' Barracks - You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrossed in magical study, or practicing a feeble cantrip. Cots line the walls, and the room continues east.
- The Apprentices' Barracks - You are in the barracks of the apprentice magic users. Here and there, a young apprentice sits engrossed in magical study, or practicing a feeble cantrip. Cots line the walls, and the room continues west.
- The Apprentices' Workshop - You are in a small workshop. Writing implements and parchment are strewn about on a few worktables. In the far corner several young mages have a small kitten cornered and seem to be testing spells upon it. The only apparent exit leads back south to the hallway.
- The Arched Entrance - You feel a slight tingle as you pass through the archway, as if the living magical energies here had infused your body, found it wanting and left. The intense glow from the arch above you is almost blinding. Through the light you can barely make out a stairway leading up.
- The Audience Chamber - You are in a large chamber. Small bolts of energy leap from wall to wall, crackling with power. The floor is a swirl of indeterminable colours and patterns ever changing. Bright bursts of colour seem to explode into the air and fade again at random times. All this splendor plays about and draws attention to a large throne in the center of the room, it seems to be cut from a single enormous emerald.
- The Burnt Room - You are in what looks to have once been a guest bed room. The walls are blackened and burnt by what you could only imagine to be magical fire. There is no sign of the previous occupant, undoubtedly he left in a hurry. The only exit leads back west to the hallway.
- The Chamber Of Darkness - You are in a vast chamber. The walls fade into darkness, leaving you with a very vague idea of the actual size of the room. Swirling here and there in the dark, are patches of pure black which seem to suck in your light and leave it that much darker here.
- The Chamber Of The White Light - You are in a vast chamber, its walls floor and ceiling are of an unknown metallic material, the brightest white, almost blindingly stark. A flickering flame is in the center of the room, seeming to feed off of darkness and cleansing the room of any evil. You feel a slight tug at your being as the flame flickers towards you.
- The Charm Master's Chamber - You are in the chambers of the tower's Master of Charm. Some straw and dirt litters the floor here, it looks to have been recently used by wild animals. Strange sounds can be heard through the bars to the north.
- The Dining Room - You are in the dining area of the student mages. From the number of tables and chairs here, you can see that this room could easily seat several hundred people. It is oddly deserted here, obviously not meal time. Exits lead west to the kitchen, and back east.
- The End Of The Corridor - You are at the end of a long corridor. The obsidian walls come to an abrupt halt at the edge of a golden archway here. The hum of power is so strong it nearly numbs your body. The archway lies before you, glowing and pulsing with energy.
- The End Of The Hallway - You are at the end of a long hallway. The walls here glow with a faint magical energy which provides plenty of light. Stairs lead up to the next level here and the hallway continues south.
- The End Of The Hallway - You are at the end of a long north-south hallway. The walls emit a faint magical glow which provides enough light to see by. Stairs here lead up to the next level, and the hallway continues south.
- The End Of The Hallway - You are at the end of a long dark hallway. The darkness here is almost tangible in its thickness. A deep sense of fear and loathing comes over you. A pair of obsidian doors can be seen to the east.
- The Entrance To The High Tower - You have reached the entrance to the High Tower of Sorcery. The tower looms above you at an incredible height. It seems to disappear into the storm clouds above. A diamond gate is to the north, whilst the trail back south has disappeared behind you.
- The Entrance To The Library - You are in the entrance to the great library of magic. A giant desk is here, covered with books parchments and scrolls. Long shelves loaded with row upon row of books stretch out in every direction as far as the eye can see.
- The Entrance To The Shadow Grove - Before you, the grove of shadows lies. Giant grey trees are all that can be seen through the thick shadows. A great sense of both power and menace permeates the surrounding area. You have a strange urge to turn back and go back the way you've come. A small path leads north into the shadows and back south to the plains.
- The Entranceway - You are at the entrance to the audience chamber of the Grand Master of Magic. Beautiful tapestries displaying the ancient masters of lore are on the walls, and the floor is covered with a plush multicoloured carpet, which seems to rustle and move at the touch of your boots.
- The Golem Chamber - You are in the golem chamber. Golems made of every imaginable material are here, ranging in size from a hand-span to nearly the ceiling. They all seem to be sleeping.
- The Golem Master's Workshop - You are in the golem master's workshop. A few unfinished looking humanoid forms of different make are here, some moving, some not. The animated forms lunge to attack you.
- The Guardians' chamber - You are in the chamber of the tower guardians. It is rather sparsely furnished, but then again the odd occupants don't look to need furniture. Here and there a disembodied pair of hands or eyes flits about.
- The Hallway - You are in a long hallway leading north and south. The walls emit a faint magical glow which provides enough light to see by. There is a closed metal door to the west.
- The Hallway - You are in a long hallway leading east and west. The walls emit a faint magical glow which provides enough light to see by.
- The Hallway - You are in a long hallway, it seems rather unremarkable. The hallway continues east and back west.
- The Illusion Master's Chamber - You are in the chamber of the Master of Illusions. The walls here are ever changing in colour and texture, as if they were reforming before your very eyes. Many splendorous treasures lie all around in heaps and piles, or at least they seem to be treasures...
- The Inner Chamber - You are in a small dark chamber. Upon the walls are glowing sigils of dark power, scrawled and traced in an evil language no longer known to most of this plane of existence. There is an obsidian altar here which seems to glow, but does not shed any light, in fact it seems to be taking light in.
- The Jailor's office - You are in the Jailor's office. It is rather messy here. Judging by the sleeping form of the Jailor on duty, you can surmise that very few, if any prisoners survive long enough to spend much time in these dank dungeons. The only exit leads back west.
- The Kitchen - You are in a small kitchen. All the usual kitchen type utensils and equipment is here, including some not so usual ones. Among the later, a huge black oven against one wall, it must be at least 12 feet high. Opposite the oven is an equally enormous meat locker, large enough to comfortably store several hapless adventurers no doubt. In the middle of the room, hanging in mid-air is a spice rack.
- The Landing - You are on a small landing in the middle of a long stairway leading up. Your senses seem dulled here, no sound or smell can be detected at all, and the only thing you can see in any direction is endless stairway.
- The Mad Alchemist's Workroom - You are in the workroom of The Mad Alchemist. Bubbling braziers, long glass tubes and scores of oddly shaped vials and bottles are everywhere. It is incredibly messy here, crushed glass and other trash litter the floor. The only apparent exit is the one you entered by.
- The Magic Shop - You are in the High Tower's store of magic. This place sells all sorts of herbs, parchment and other reagents used in magical studies. The only exit leads back east to the common room.
- The Master Enchanter's Chamber - You have entered the Master Enchanter's chamber. Upon all the walls here are racks of finely crafted weapons. A huge chest with a glowing lock is set to one side. Several unfinished looking blades rest atop a small work table.
- The Master Scribe's Workshop - You are in the workshop of the tower's master scribe. Many half finished scrolls lay on the writing table in the center of the room. A giant candle flickering with soft blue flames provides the only light here. The only apparent exit is the way you came in.
- The Master Spellbinder's Chamber - You are in the chambers of the Master Spellbinder. Unlike other work shops of similar nature, this one is without furnishings or tools. The spell binder obviously needs none for the working of his art. A silver door can be seen to the west.
- The Meditation Chamber - You are in a meditation chamber. It is very silent here, in fact you can not even hear your own footsteps. You feel very peaceful.
- The Meditation Chamber - You are in a small meditation chamber. White silk cushions are everywhere, looking very comfortable. You get an easy peaceful feeling of relaxation here, almost making you want to lie down and fall asleep.
- The Necromancer's Lair - You are in the lair of the evil Necromancer. Undead minions of all types, human and otherwise stand here waiting to do their master's bidding. Some glowing arcane sigils have been etched into walls and floor, no doubt to protect the evil master from his own ungodly creations.
- The Pentagram Chamber - You are in a large room with a five pointed star etched into the floor. A crackling energy field can be seen to the south, it looks quite dangerous.
- The Reading Room - How anyone can read here boggles the imagination. With three practice rooms around it, this room must sound like a circus. However, it would not if the rooms are soundproofed and very well insulated. There are high backed black chairs and a long reading table in the middle of the room. The walls are lined with shelves full of books about music and theory. A magazine stands holds the latest issues about the operas, musical instruments, and various pamphlets about local sites of interest to tourists.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem the glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds moaning and growling come from all directions. All exits lead into shadows, you are very confused.
- The Shadow Grove - You peek east and see, The Shadow Grove You are inside the shadow grove. Giant trees seem to glare at you from all sides. The shadowy mist obscures most of your vision. Strange sounds of moaning and growling come from all directions. All directions lead into shadows, you are very confused.
- The Spellbinder's Cache - You have discovered the cache of the Master Spellbinder. There are three very large silver chased cabinets here, other than that, the room is bare. A silver door can be seen to the south.
- The Spellmasters' Lounge - You are in a large comfortable looking lounge. Off duty spell teachers are here relaxing in their idle time. A large coffee machine is against the far wall. The only apparent exit leads back west to the hallway.
- The Stagnant Pool - You are at the edge of a stagnant pool of water. The smell here is quite nauseating. This is apparently where the denizens of the tower dispose of their garbage. Faint gurgling can be heard from beneath the surface of the pool. Exits lead back north, or perhaps for the very adventurous, down into the pool.
- The Study - You are in a small, well kept study. Ancient tomes are on shelves on the walls, A huge table sits in the middle of the room, with maps weighted down upon it. The only light source here comes from an interestingly non-magical oil lamp. The only apparent exit leads back west to the hallway.
- The Training Room - You are in a large training room. It is filled with battle scared manikins, and many other devices used in the practice of fighting.
- The Treasury - You are in a small chamber, the stale air here is testament to the fact that it has gone undisturbed for many years.