Tower of Crows Adventure: The Tower 1 – Dungeons & Dragons Tactics

This guide covers a required adventure in the first act of Dungeons & Dragons Tactics. Below, you’ll find a table with adventure statistics, a map, map legend, and an overview.


dungeons dragons tactics tower of crows adventure the tower 1 map

1 – Arrival
2 – Zombies
3 – Zombies
4 – Ghast and Wight
5 – Trap and Chest
6 – Zombie
7 – Earth Elementals
8 – Trap and Chests
9 – Earth Elemental and Ghoul
10 – Chest
11 – Two Wights and a Zombie
12 – Chest
13 – Earth Elemental
14 – Skeletons and Exit
15 – Exit

Information

Explore the haunted Tower of Crows for clues to the name Athearorn.

Adventure Statistics
Party MembersRecm’d LevelTotal MonstersTotal ChestsEnd Reward
64th185300 XP

Overview

1 – Arrival

The first floor of this tower is inhabited exclusively by undead and elementals. Your goal is to reach the second floor summit to investigate the Svernkaegro family name.

As soon as you take a few steps toward the northeast, you’ll be ambushed by Zombies both in front of your party at area #2 and behind your party at area #3.


2 – Zombies

Three of the five Zombies involved in the initial ambush spawn here.


3 – Zombies

The other two Zombies involved in the initial ambush spawn on the stairs behind you.


4 – Ghast and Wight

Opening the door to this chamber immediately puts you into combat with two new undead creatures – a Ghast and a Wight. The Ghast is fairly easy and is worth 50 experience points per party member while the much more difficult Wight will net you 125 experience points per party member.


5 – Trap and Chest

Disarm the trap along the floor of this room (if you have a rogue), then pick, break, or Knock the chest to grab the sizeable amount of gold, Masterwork Trident, Cloak of Charisma +2, and Scroll of Darkvision inside.


6 – Zombie

A single Zombie guards this corridor.


7 – Earth Elementals

You’ll have to face off against your first two Medium Earth Elementals in this room. Each one is worth 125 experience points per party member.


8 – Trap and Chests

Another trap lies along the floor near this room’s exit door to the west, so be careful. The southern chest is unlocked and contains gold, some Bracers of Armor +1, a Potion of Barkskin +2, and a suit of Leather Armor +1 called “Turtlesnap.” The northern chest is also unlocked and contains more gold and a Mithral Chain Shirt.


9 – Earth Elemental and Ghoul

A Medium Earth Elemental and Ghoul will attack your party as soon as you enter this western chamber.


10 – Chest

Check the westernmost wall of this room to discover a locked chest that can be ransacked for gold, a Wand of Burning Hands, a Potion of Mage Armor, and a Potion of Blur.


11 – Two Wights and a Zombie

You’ll have to slay a pair of Wights and another Zombie before you can continue to the southeastern stairway.


12 – Chest

This tiny room houses an unlocked chest containing gold, a Scroll of Melf’s Acid Arrow, a Potion of Darkvision, and a Battleaxe +1 called “Warspite.”


13 – Earth Elemental

A single Medium Earth Elemental will charge your party once you’re through the door.


14 – Skeletons and Exit

These two Skeleton archers will prove to be your last opponents before ascending to the tower’s second floor.


15 – Exit

Reaching the top of these stairs brings you to the “End of Adventure” screen, after which you’ll immediately move on to The Tower 2.

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Kelson Wonda
Kelson Wonda
Articles: 1987
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