The Tower of Zorbo by Joseph Mohr is a role playing game supplement published by Old School Role Playing for use with Swords & Wizardry. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result.
The supplement is available as a 26 page Pay What You Want PDF from DriveThruRPG. Two pages are the front and rear covers, three the front matter and three the Open Game License.
The opening paragraphs explains that a wizard’s tower used to stand near a town, until it disappeared along with the wizard and the hill on which it sat. Now, nearly 50 years later, the tower and hill have reappeared and it’s now just outside the town.
For the Game Master explains this is an adventure for 4-6 characters of 8-10th level with a good mix of classes. The tower has been visiting other planes, using an artefact inside it, and now has returned.
Rumors has a list of twelve rumours that locals may know, some true, some false and some a bit of both. In the latter in particular, the format is poor as it takes a couple of reads to tell which bits are the rumour and which bit is what’s true.
Wandering Monsters is monsters to find inside the tower.
A Time Deadline explains that the tower is going to keep moving through the planes, with the characters inside it, unless it’s stopped.
Time Inside of the Complex is Also a Bit Fluid explains that, though time is limited, certain parts of the tower are subject to time dilation.
Key to the Tower covers the various areas.
New Magic Items has several new items.
Conclusion of the Adventure looks at various potential endings; also, Zorbo is not going to be the most grateful of people if helped. He will be grateful, but not very.
The final page of content is a map.
The Tower of Zorbo in Review
The PDF lacks bookmarks and is long enough with enough different sections that these would have been useful. Navigation is okay. The text maintains a single column format and some minor errors were noticed. Bar the covers and map, there are no illustrations. Presentation is okay.
This is a potentially dangerous adventure, given the enemies who may be encountered in the tower but, despite the various potential endings, also a comparatively straightforward one. The biggest issue is that characters may get swept away on a tour of the planes; if the GM isn’t prepared in any way, that could be inconvenient. Of course, if they are prepared, this could be a way of moving a campaign to the planes. The Tower of Zorbo can be found by clicking here.

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