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The Proving Grounds of the Mad Overlord - 1981
It was in the fall
of the fifth year of the fanatical wizard Werdna that our campaign began.
What season or year it is now, none of us knows. I believe we are on the
ninth level of this accursed maze, but time and distance are ever shifting, and
reality is fleeting.
As we break camp, my five companions and I sort out our
weapons and supplies. We have accumulated wondrous treasures and mighty weapons.
Dreams of returning to enjoy the subtle pleasures that this shared booty could
bring fill our wakeful sleep. Sezmar, the samurai; Sarah, the priest, and
I, a ninja, are the vanguard. Moradin, the thief; Prospero, the mage; and Tuck,
the bishop, bring up the rear.
We slowly make our way down the zigzagging corridor.
Suddenly, the eldritch light cast by Sarah's
Lomilwa spell reveals a secret
door. Kicking the door open, we charge into a small room. Unfortunately,
the hellhounds, demons and deadly creeping coins do not welcome company. A
fierce battle ensues that shakes the very foundation of the maze. I slay one
demon with my bare hands, while Sezmar dispatches hellhounds with his Muramasa
blade. The tide of battle turns and twists in a kaleidoscope of weapons and
mystical energies. Finally Prospero ends it. While Sarah shields us behind a
Maporfic spell, Prospero casts the
dreaded Tiltowait. We are
victorious!
Bare, magic-blasted walls hardly reward our heroic effort.
Our luck suddenly takes a dramatic turn -downward! The secret chute masks the
hidden entrance to the tenth level. The final path to Werdna's lair is
open. As we are standing around, slapping each other on the back, the air is
pierced with a maniacal laugh... Werdna waits!
Sobered, we regroup, heal our wounds, and set out again. We
have no delusions: our greatest challenge lies ahead. Resolutely raising
our banner high, we stealthily tiptoe forward. We quickly vanish into the
stygian darkness. Momentarily, our banner shines with the gold and silver
dragons of Hawkwind's Hunters, then it too vanishes as distant sounds of battle
reverberate.
- Book 1, Chapter 9, the Chronicles of Hawkwind
Trebor, the Mad
Overload, was not always mad, merely power crazed. Several years ago, he had
obtained a fabled amulet, whose awesome powers were the subject of many legends.
As he sat in his throne room gloating over the empire this amulet would bring
him, a great incapacitating fear gripped him. When the terror had passed, a
trembling Trebor no longer held the amulet. Only one wizard could cast such a
terrible spell - his arch nemesis, the Evil Wizard Werdna. How was Trebor to
find him and get back the amulet?
The answer arrived swiftly, the very next day, when the earth
groaned and the Castle rocked from side to side. For to taunt his enemy, Werdna
had used the amulet to carve out of the ground below the Castle a ten level
fortress maze. Secure in the vast depths, surrounded by monsters most foul,
Werdna, to this day, still plumbs the secrets of the amulet to some unknown
purpose.
The shock of all these events completely unhinged Trebor. He
became thoroughly paranoid and strove to protect himself with an elite guard of
the best characters in each class, while plotting on how to get the amulet back.
Trebor, though, is also well known for killing two birds with
one stone (or any other handy weapon). He quickly turned the affront of Werdna's
Mazes below his Castle into an asset, by declaring that these were the special
Proving Grounds he had ordered built! He told his subjects that these Mazes
would form the perfect place to train the bodyguards he needed (and quite
possibly recover the amulet at the same time.)
Needless to say, any Adventurers who did recover the amulet
will be immediately inducted into his Elite Guard, by force if need be...
This, then, is the situation your characters are thrust into.
With a little luck, they will map the Maze, maul the monsters, make off with
some of the goodies, find the Amulet and only get killed a few times while doing
it!