Mage Tower

Currently the abode of a wizard trying to make her constructs by using magic items as a power source.

This tower is built on a lone rocky knoll rising from the boggy marsh.

A one-shot adventure for 4 level 3 characters.

Level 1

(Top right on the map below)

Room 1

Room 1 is a large room about 25ft. by 45ft. Stairs lead up to the far end of the room. There’s a closed door in the wall to the left, and the right-hand side of the room is made up of eight jail cells, each 5 feet square.

The jail cells contain…

  • Cell “H”, 1 Gnoll
  • Cell “G”, 2 Kobolds
  • Cell “F”, empty
  • Cell “E”, 2 Kobolds
  • Cell “D”, empty
  • Cell “C”, 1 Skeleton (Crumpled in the corner but will stand and fight if its cell is opened)
  • Cell “B”, 1 Skeleton (Crumpled in the corner but will stand and fight if its cell is opened)
  • Cell “A”, 1 Orc

An Imp is busily unlocking cells and calling “Fight! Fight for your lives!”.

If the party can approach the tower stealthily, the imp will use its first round to fly to cell “H” and open it. If the imp had any kind of warning (remembering the imp is the mage’s familiar, so it’s in communication with her), then the imp will already have open cell “H” and will be moving to cell “G”.

Each round, the imp will move to the next cell and release the occupants, skipping the empty cells of course. The imp will open as many cells as possible, but if it’s attacked it will fly up the stairs to escape.

Room 2

Store Room.

General supplies are in here. Extra empty bottles, spare clothes, bedding etc. Some weapons taken from prisoners are kept in here as well.

  • 2 battle axes
  • 2 daggers
  • 1 Longsword
  • 1 set chain mail armour
  • 1 set of leather armour

Room 3

Store Room.

Food and wine are stored here.

  • 5 dozen bottles of average-quality wine. (1gp per bottle, 1lb each)
  • 2 dozen bottles of above-average quality wine (3gp per bottle)
  • 1 dozen bottles of some very nice wine (7gp per bottle)
  • 1 dozen portions of perishable rations (last about 1 week).
  • 1 dozen portions of dry rations. (6gp)
  • An assortment of dried mushrooms (2gp, 1lb)

2 hams hanging from the ceiling:

  • 1 cured ham, quite nice, worth 10gp.
  • 1 dry-cured ham, rare, worth 30gp.

A small chest has been placed underneath a barrel filled with rocks that weighs 600 lbs. This will require a combined STR of 20 to lift.

As soon as the barrel is lifted off the small chest, the chest sprouts a dozen small legs with webbed duck feet. The little feet pitter-patter as the chest scurries away to hide behind one of the crates in the room where it peeks out shyly.

The chest is a Faithful Chest and will be grateful for being released. If treated nicely by a member of the party, and perhaps fed, it will likely bond with the character and follow them, letting them store treasure in it.

Level 2

Living Quarters.

Room 4

Hallway

There’s not much to say about this one. It’s a hallway. 1 door and 2 stairs, one going up, one going down.

Room 5

Study

At the end of the room is a desk. Stacks of paper and some quill pens lie about and 2 bottles of ink (8gp each). The notes, written in the mage’s own script, outline experiments to use magical items to power constructs.

Room 6

Closet

Spare wizard robes and casual clothes. Each outfit is worth about 5sp. There are 10 identical wizard robes, slightly worn, and several other casual outfits can be found in this closet. Some hats and shoes are tossed carelessly in here.

Room 7

Bedroom.

A reasonably sparse bedroom (the wizard doesn’t spend much time in here when not sleeping). The bed is large and soft.

There is a large desk against one wall with a small chest on it. The chest has Arcane Lock cast on it (DC 25 to open). The chest contains:

  • 37cp
  • 13sp
  • 37gp
  • 3pp
  • 4 gems worth 40gp, 35gp, 30gp, and 25gp.

Room 8

Closet.

7 identical sets of “wizard” robes in good condition, worth 1gp each. Some nice casual outfits are here as well.

2 robes appear to be more formal wizards wear and made from silk and worth 10gp each.

Level 3

Room 9

The whole 3rd floor is taken up by the wizards’ lab. This is where she will be found. Three large work tables contain various magical and alchemical apparatus. There is a ladder that leads up to a trapdoor in the ceiling. A magic circle is engraved on the floor near the middle of the room. A medium humanoid thing that appears to be made of mud, sticks, and moss, stands in the magic circle.

The mage will attempt to engage the party in conversation and even offer them employment to fetch some magic items for her. If negotiations go badly, she will instruct the Bog Golem to attack. She’ll backup the golem, and probably have her familiar attack as well, but if the fight isn’t going well, she’ll use a scroll of dimension door to exit the scene, taking her spell book with her. The imp will either follow through the dimension door or exit via the window.

On the tables around the room are diagrams and plans for various animata and golems. There is also a map of the local area.

Level 4

Room 10

The roof is accessible via a trap door in the roof. It opens into a covered section of the roof. There is a plush velvet chair up here where you can sit and relax while taking in the view. A small three-legged drinks table stands next to the chair with a bottle of port and glass next to it. The chair has been enchanted to stay in nice shape despite the weather and has an aura of transmutation magic if detected. The table is a magical construct that will run away from anyone who comes near it, while not dropping the bottle or glass.