On p.69 of the rules there is a fluff entry about Werewolf Tower - referring to fact it appears with the full moon, not to any relation to werewolves.
Has anyone created a scenario about this?
A rough suggestion, intended for higher level groups and "summoner friendly" the way various scenarios are friendly to a particular class of magic. It is also intentionally written to provoke confrontation by limiting treasures to central area and upping their values.
The Werewolf Tower was a Summoner's tower, the mage tried to avoid the doom that came to the city but unfortunately though he phased his tower out of the city the supernatural cold still slew everyone in it.
(I chose Summoner since they have plane walk etc. so this sort of thing seems more up their ally)
It would be at night, under a full moon - so ranges would be limited (sort of like during onset of eclipse in first Lure of Necromancer scenario). Inside the tower it would be darker.
A ruined tower is place in middle of table. Create a 6" by 6" area as the ground floor and then beside the play area create three 6" by 6" areas of ruins representing the 2nd floor at +3", 3rd floor at +6" and roof roof 9" up (so a Leap can only reach it commenced near base of tower.
The levels should have internal walls which can be partly ruined and holes in floor that can be fallen through as if they were pits. A spiral stair in middle offers a way up to each level and the roof (it is moved up and down as normal terrain, it is 3" of movement between levels).
The base of tower should have entries on all 4 sides and the second level should have large windows or gaps in walls on each level (suitable for a Leap or climbing entry/exit).
Each level has guardians left over from the summoner's days. On Level 1, when its treasure is disturbed, an Imp appears midway between that figure and the closest exit from level (stair, hole in floor, hole in wall). On level 2, same rule but it's a Minor Demon, and on level 3, same rule but it's a Major Demon. The Demons have a special rule in that before simply going for nearest figure, they will always pursue a Summoner if one is in the tower as they have an inherent sense of such a figure's location even if they have no line of sight (a grudge against summoners). They will pursue nearest Summoner if there is more than one. However, the demons cannot leave the tower (even if subject to a Bind Demon spell etc.)
2 treasures should be placed on each level for six total (if there are more than 2 players then starting with the treasure on top of tower they should be treated as "double treasures" when rolling, e.g. if there are 3 players then the 2 level 3 treasures and one of the level 2 treasures is worth two rolls on treasure table).
The treasures in tower have a "bonus". This applies once to each treasure found if they are "roll twice" treasures due to 3+ players. Each on first/ground level adds a randomly determined Summoner Scroll, each on the 2nd level adds two randomly determined Summoner Scrolls and each on the 3rd level adds a randomly determined Summoner Grimoire (e.g., roll a d8 to determine which Summoner spell in each case).
On start of 7th turn and each thereafter, roll d20 and on 17-20 the entire tower vanishes. All spells on any figure in the tower are Dispelled as are any spells that created effects (Walls, Fog) in the tower. Anyone on 2nd level falls 30' (4 damage), anyone on 3rd level falls 60' (9 damage). Any treasure that has been picked up remains in possession of the figure (if they are killed by the fall it lands on ground with them), otherwise all treasures and creatures vanish (even if the creature was in combat).
Any figure, including a wizard, who falls to zero hp inside the tower is automatically lost when it vanishes along with all their items (counted as dead, no recovery roll). The only way to avoid this is if the fallen character is treated as an "treasure" and picked up and carried out. Figures dying as a result of falling damage from the tower vanishing are not lost and make normal recovery rolls.
If using the random monster rules, do not roll for monsters appearing re treasures inside the tower as it has its monsters already pre-programmed.
XP Bonus
- the treasures in tower earn 60XP each (instead of 50).
- a wizard gains 15 XP for entering ground floor of tower, 25 XP for entering 2nd floor and 50 XP for entering 3rd floor
- a wizard whose warband kills a minor demon gains 25 XP (based on bonus for killing constructs in core scenario)
- a wizard whose warband kills a major demon gains 200 XP (this based on the bonus for killing the genie in core scenario)