Wizards Tower
Wizards Tower
Wizards Tower
by
Warren Abox
All games rules, including statistical blocks and all content derived from the System Reference Document,
is considered Open Game Content and may be used in accordance with the Open Game License.
All other material is copyright of Warren Abox, 2006
Introduction
Looking for a way to kickstart your next campaign? This line of adventures is specifically written to
present an accessible challenge for fragile adventurers just starting their careers. Every Kickstart
adventure contains twelve to fourteen encounters and several chances to stop and recover when your
spellcasters run low on spells and fighters run low on hit points. Which, let's face it, happens all too soon
at first level.
These adventures are also designed with a fresh campaign in mind. Kickstarts are generic enough to be
used in almost any local; from deep swamps to high mountain crags and anywhere in between, making
them versatile enough to use no matter what you have in mind for later levels. Enough detail is provided
to run the adventure with a minimum of effort, but plenty of room is left for the DM to tweak the
adventure, making it easy to tie into the overall plan of his campaign.
Kickstarts are also designed to get your characters into the action as fast as possible no long drawn out
Backstory
Years ago a wizard of middling power was exploring a lost tomb when he was set on by a horde of
wights. He was able to escape by expending his most prized possession a teleport scroll.
The spell whisked him back to his private tower, but too late to save him. Moments later he died in his
own bed, succumbing to the withering touch of his assailants. He has become a wight and his tower is
slowly crumbling down around him. But its treasures are still intact, as his enchanted guardians and
escaped experiments drive off any would be plunderers.
Getting There
Some players may want to know what events lead them to the tower. If the DM hasn't developed a
reason prior to the start of the campaign, here are a few suggestions:
The Wizard's Tower is old enough and cluttered enough that important documents might be
hidden in the basement or bedchamber, documents important enough for a man of wealth to pay
a young but stout band of adventurers to retrieve them. Perhaps the wizard was a part-time spy
and the enemies of the crown are looking to cover their tracks. Maybe the Crown wants to get
hold of a list of the wizard's contacts. Perhaps a rival wizard wants to steal the wizard's
spellbooks.
If the tower is located near a settlement, the local populace might have any sort of wild tales to
tell about it; tales of strange shuffling beasts that only come out at night to prey on children who
misbehave, vaults of priceless treasures and kidnapped princesses for example. They may ask a
group of brave and noble would-be heroes to clear it of danger and even allow them to keep a
generous 10% of the treasure they find!
The Wizard's Tower can be placed alongside a road where a group of friends traveling and
looking for adventure might stumble upon it. Strangers looking to weather out a vicious summer
storm might recognize it as the safest place to seek shelter and be drawn in by its strange
guardians and unclaimed treasure.
A patron who has use for the party elsewhere might use this tower as a means of testing his new
charges before he sends them on a more important mission.
The Tower
The tower is a dark gray stone structure 30 feet around at its base reaching 60 feet into the air. Its walls
are fitted limestone joined with mortar (Climb DC:20) and are broken at the ground level by a single
locked wooden door at the ground level (Pick Locks DC: 15). The base of the tower is surrounded by
high grass and bushes. The stoop is cracked and spattered with ominous stains that can only be dried
blood. Hidden in the weeds to one side is a small humanoid skeleton. Above, each floor has two or more
barred and shuttered windows, (Pick Locks DC: 20 due to precarious conditions.) Each floor also has a
Ground Level
The front door swings out revealing a small foyer. A row of pegs along one wall hold only two simple
gray cloaks, with a third hanging on a simple brass coat rack. An archway opens out into a larger, darker
room.
The coat rack is an animated object. It has been enchanted to fight anyone trying to enter the tower who
is not accompanied by its current master. Any who try to pass through the archway or take the cloak it is
holding are attacked when the rack whirls into action. It scuttles forward on its short legs and hammers
at opponents with its longer coat hooks. It attacks until the intruder is driven out of the tower, then shuts
and locks the front door. Due to the narrow confines of the foyer only one player can melee with the coat
rack at a time.
If the party enters the foyer from the main hall it does not attack, but will if any character attempts to
return to the main hall.
The two cloaks on the wall are threadbare and weather beaten. They are nonmagical, but the third
(hanging on the coat rack) is a beautiful maroon Cloak of Resistance +1.
The small nest is one of the resting places of the wyrmling who lives in the tower. The torn furniture is
his handiwork as well.
The Kitchen
This small kitchen contains a small potbelly stove and
butcher's block to the left. Across from the door is a wash
basin and low table. Water drips slowly from the pump
into the basin, which contains several inched of water.
Along the straight wall to the right is a long counter,
above and below which are a row of cabinets and
drawers, the few doors not broken off their hinges hang
open. The floor is littered with broken dishes, black pots,
and ash tracked from the stove.
The tracks and broken dishes are due to the unnamed
white dragon wyrmling who is the new master of the
tower.
Animated Key
AC: 14 (+2 size, +2 Dex)
touch 14, flat footed 12
HP: 2
HD: d10
Init: +2
Spd: Fly 60 ft
Att: Slam +1 melee
Dmg: 1d3 -1 (min 1)
F/R/W: +0/+2/-5
CR:
Basement
The stairs meander from side to side as they drop down 15 feet to the basement. They end at one end of
a stone floored hallway. One door hangs open almost immediately to the left. Beyond that there is a
second door in the left wall, with a door opposite it on the right hand side. Finally, there is a door at the
opposite end of the hall. The entire basement is dark and damp and smells of mold and earth.
The door at the end of the hall opens into a small privy.
The Pantry
The first door on the left opens into what was once the
pantry. It is now a shambles, with crates and jars
broken, their contents spilled and pawed through by
something with clawed feet. From behind a tipped shelf
and its scattered contents comes a dull red glow.
Characters who investigate further are attacked by the
three large fire beetles that escaped from the labs further
down the hall. The burning two-foot long insects leap
out from the debris at the nearest characters.
Storage Area
This large room has a low ceiling. A narrow isle winds its way through piles and piles of assorted items.
Broken chests, damaged furniture, crates of memorabilia, boxes of correspondence, shelves of failed
experiments, rusting garden tools and a variety of other worthless items crowd each other in the limited
space. Two doors in the same wall lead into the laboratories.
A successful Search check (DC: 15) reveals a chest containing various trophies won by the wizard during
his adventuring career. Most are worthless, but at the bottom of the chest is a +1 Buckler wrapped in an
owlbear pelt worth 250gp.
The Menagerie
The walls of this room are lined with stacks and stacks
of cages. Along the far wall are the largest cages, most
the size to hold a domesticated cat or dog, though a large
cell could easily hold a man sized creature. A few of
these cages contain the skeletal remains of cats, dogs
and one a monkey. The right hand wall is hidden by
large shelves holding numerous smaller cages and
aquariums. A table, most likely for vivisections, rests in
the center of the room. At first light dozens of large
insects scatter from the floor under the cages and table.
All but one a huge scorpion as standing as high as a
man's waist skitters forwards, its barbed tail darting
toward the characters.
Medium Scorpion
AC: 14 (+4 natural)
touch 10, flat footed 15
HP: 13
HD: 2d8+4
Init: +0
Spd: 40 ft
Att: Claw +2 melee
Full Att: 2 claws +2 melee, and
sting -3 melee (1d4 +poison)
Dmg: 1d4+1
F/R/W: +5/+0/+0
Skills: Climb +5, Hide +4, Spot +4
CR: 1
Abilities
Poison DC:13, 1d3 Con
Improved grab
Constrict 1d4+1
Darkvision 60ft
Tremorsense
Vermin (immune to mind affecting
spells)
Pit Trap
The thick floorboards are badly charred and creak ominously but , for the most part, remain sound.
There is one particularly thin patch of flooring where the elemental has burned the wood to dangerous
levels. Characters searching the room (Search DC: 12) may fail to notice the thin patch. This calls for a
Reflex save (DC: 12) or the flooring gives way, dropping the character 12 feet into the laboratory below
for 1d6 points of falling damage. Note that if the Monstrous Spider has not already been dispatched he
will leap onto the wounded character. Treat the pit trap as a CR:1 encounter only if the players
discovered it.
swings open, causing the numerous spiders there to swarm over the would-be thief. A Disable Device
check (DC: 12) suggests that the lid may be cracked open enough to slide a sheaf of paper in place to trap
the spiders in the lid. The false top of the chest can then be easily removed to get at the wizard's treasure.
Platinum, 20pp
Gold, 250gp
Silver, 500sp
Several gems ~500gp worth
Several scrolls
Obscure object
Delay poison
Summon swarm
One vial of unguent of timelessness (this is used
to hold the spider swarm in place.)
Spider Swarm
AC: 15 (+1 Dex, +4 natural) touch 11, flat
footed 14
HP: 9
HD: 2d8
Init: +3
Spd: 20 ft, climb 20 feet
Att: Swarm
Dmg: 1d6 plus poison
F/R/W: +3/+3/+0
Skills: Climb +10, Listen +4, Spot +4
CR: 1
Special: Any living creature that begins its
turn with a spider swarm in its space
must succeed on a DC 11 Fortitude save
or be nauseated for 1 round. The save
DC is Constitution-based.
Poison (Ex)
Injury, Fortitude DC 11, initial and
The Roof
secondary damage 1d3 Str. The save DC
is Constitution-based.
The stairs finally end in the cupola at a solid wooden
door. The door swings out onto the balcony that
Vermin
rings the tower. Aside from a nice view of the
Immune to mind affecting spells
surroundings, and a small bat colony nesting in the
cupola, there is nothing of interest here.
10
The magic dagger hidden in the floor of the bedchamber might be more than a simple magic
weapon. It could be an important McGuffin leading to other encounters.
The wizard may have died only a few short years ago. This can lead to all sorts of encounters
down the road. His compatriots might recognize his Cloak of Resistance and assume the party
killed the wizard for it.
There are several old and forgotten trunks in the tower's basement. One of the trunks probably
contains treasure maps, important legal papers exonerating a wrongfully accused friend or hero
of the people. Getting the papers into the right hands, and keeping them out of the wrong ones, is
sure to lead to adventure of one sort or another.
11
12
13
Wyrmling (Wandering)
Menagerie None
Size: Tiny
AC: 14 (+2 size, +2 natural), touch 12, flatfooted 14
Hit Dice: 3d12+3
HP: 22
Init: +0
Attack: Bite+5/Claw-5
Dmg: 1d4/1d3
Move: 60 ft., burrow 30 ft.,
fly 150 ft, swim 60 ft.
F/R/W: +4/+3/+3
CR: 2
Pantry None
Storage Search check (DC: 15) to find chest with
+1 Buckler
Abilities
Poison DC:13, 1d3 Con
Improved grab
Constrict 1d4+1
Darkvision 60ft
Tremorsense
Vermin (immune to mind affecting
spells)
14
15
16
17
Treasure
Poison (Ex)
Injury, Fortitude DC 11, initial
and secondary damage 1d3 Str.
The save DC is Constitutionbased.
Platinum, 20pp
Gold, 250gp
Silver, 500sp
Gems in pouch, 500gp worth
Several scrolls
Obscure object
Delay poison
Summon swarm
One vial of unguent of timelessness
(this is used to hold the spider
swarm in place.)
Vermin
Immune to mind affecting spells
18
OGL