The Tower of Saviori
On a rise above you stands a great ivory tower. It dominates the strange landscape, it’s walls smooth and curved. A staircase of marble winds up to a large double door gate. As you enter this strange courtyard you see a beautifully manicured garden and a reflecting pool against the wall. Twin marble staircases move up the walls on either side. This lower level has small trees bearing pear like fruit, underneath each tree are small green bushes and blue flowers underneath them.
[DM note: At the back of the tower hidden amongst the bushes is a secret door. Investigation check DC 17 to reveal. The door is locked and requires a DC 19 sleight of hand check to open. It is also trapped with a teleport pin which requires a DC 18 sleight of hand check to disable. If it goes off make a DC 19 wisdom saving throw or be teleported to the Lab, strapped onto a table.]
[DM note: on the back of the tower 80 feet up the smooth ivory wall is a small carved hole. An 18 inch indent in the tower, and in the middle of this shallow hole is a carved handle. Touching the handle teleports someone to A random location roll 1d6 (1 being basement cage 1, 2 basement cage 2, 3 cage 3, 4 is cage 2, 5 is cage 3, and a six is the lab table. Perception check DC 16 allows player to see small runes carved into the handle. Wisdom saving throw DC 19 or the player is teleported]
Inside the walls of this ground level standing next to small trees that line the area at the base of the walls stands six of the pink statue like creatures you've seen before. They don't move and their appearance is slightly larger than the others you 've seen before. The reflecting pool in the middle of this courtyard has crystal clear water that looks to be about two feet deep. A few lily pads with bright flowers float on the water and the warm sunlight from above shows gold glittering coins lining the bottom of the pools flat surface. As you look around the courtyard a kindly old man appears walking down the right staircase. "Hullo there! What brings you fine folk to my doorstep? I wasn't expecting guests but please make yourselves at home my inhumanoids will see to your every need." The image stands there like a video game character for one minute and the message repeats as necessary for this is just a major image illusion of a greeting Saviori recorded years ago. If anyone attempts to touch it the Inhumanoids view them as hostile and attack. [DM Note: If anyone touches this pool they must make a DC 19 Wisdom saving throw or be teleported instantly into the basement level! Roll a D6 for cell one or cell 2. Remember that their belongings go to a different room roll a d6 for holding cell or first floor secret chamber.]
As you ascend the stairs up to the next level you can see a large water feature with a smooth waterfall that pours into the rectangular pool. Around it are pots of flowers and manicured shrubs planted in rich soil. Above the source of water two more staircases lead up to the entrance of the tower.
[DM note: Anyone teleported to a prison cell or the lab has their items and weapons teleported to either the holding chamber by the lab or the secret room on the first floor.]
[DM note: on the back of the tower 80 feet up the smooth ivory wall is a small carved hole. An 18 inch indent in the tower, and in the middle of this shallow hole is a carved handle. Touching the handle teleports someone to A random location roll 1d6 (1 being basement cage 1, 2 basement cage 2, 3 cage 3, 4 is cage 2, 5 is cage 3, and a six is the lab table. Perception check DC 16 allows player to see small runes carved into the handle. Wisdom saving throw DC 19 or the player is teleported]
Inside the walls of this ground level standing next to small trees that line the area at the base of the walls stands six of the pink statue like creatures you've seen before. They don't move and their appearance is slightly larger than the others you 've seen before. The reflecting pool in the middle of this courtyard has crystal clear water that looks to be about two feet deep. A few lily pads with bright flowers float on the water and the warm sunlight from above shows gold glittering coins lining the bottom of the pools flat surface. As you look around the courtyard a kindly old man appears walking down the right staircase. "Hullo there! What brings you fine folk to my doorstep? I wasn't expecting guests but please make yourselves at home my inhumanoids will see to your every need." The image stands there like a video game character for one minute and the message repeats as necessary for this is just a major image illusion of a greeting Saviori recorded years ago. If anyone attempts to touch it the Inhumanoids view them as hostile and attack. [DM Note: If anyone touches this pool they must make a DC 19 Wisdom saving throw or be teleported instantly into the basement level! Roll a D6 for cell one or cell 2. Remember that their belongings go to a different room roll a d6 for holding cell or first floor secret chamber.]
As you ascend the stairs up to the next level you can see a large water feature with a smooth waterfall that pours into the rectangular pool. Around it are pots of flowers and manicured shrubs planted in rich soil. Above the source of water two more staircases lead up to the entrance of the tower.
[DM note: Anyone teleported to a prison cell or the lab has their items and weapons teleported to either the holding chamber by the lab or the secret room on the first floor.]
Plot points/Scenes
First Floor-
3. Hallway -The courtyard door opens into a wide hallway lined with ancient tapestries and an ornate rug on the floor. It depicts a scene of a Wizard fighting a dragon in embroidered lines. Their are two large wooden doors on the left and right.4. Dining Room - This square room has ornately carved wood paneling on all the walls and a large mahogany table in the center surrounded by six chairs. There is a door on the right side as you enter heading to the next room. The table is set with cutlery and plates filled with fresh fruit, vegetables and seared meat. It looks ready to eat and smells wonderful. [DM Note: Eating any of the food results in a DC 18 constitution check a fail results in paralysis. The person is paralyzed for 1d10 rounds, at the end roll a DC 16 con check to end it.]
5. This is a staging area for the dining room four of the strange humanoids stand here with trays carrying goblets of wine. Some have trays of fresh fruit and cheeses but they stand there motionless. The room itself looks a lot like the dining room with wood paneling carved moulding and square wooden tiles on the ceiling. [DM note: They don't move unless touched. The wine has a similar poison as the food.]
6. The kitchen has a large stone oven and two tables for food preparation. The walls are lined with cabinets of different sizes. A large staircase can be seen going up on the far side of the room and another goes down to a basement level. An investigation check results in extra information on the cabinets. The largest one has runes on and in it that create a cold field for meats and other perishables. The oven has magical settings on it as well for different temperatures. One of the cabinets is a pocket dimension that opens into a ten by twenty room full of shelving. Flour, sugar, spices, and root vegetables can be found here. Jams, pickles, and hundreds of jars of other foods kept safe dark and cool in here. A player could pilfer 20 gold worth of spices and foods here if they have the pack space. Cinnamon, mace, nutmeg, several peppercorns of different colors, sage, caraway, and paprika. [DM note - A Marut from Mordenkainens comes down the stairs at this moment and attempt to apprehend the group]
1. The library - The other door in the hallway leads to a large library. Beautiful oak shelves fill the walls packed with books. Ranging from ancient tomes to more recent pleasure reading books with fantastical stories. On side of the room has histories of Tanaheim. Comfortable chairs with leather clad cushions sit about the room and a plush rug lines the center. [DM Note- A DC 17 investigation check reveals a secret door behind one of the shelves right where the room bends against the right wall. They can also find 3 spell books featuring Tasha's hideous laughter, Charm person, and Light. These can be sold for 75 gold each. Some players items may be in the chest if teleported. ] 2. Secret Chamber- This dark stone room has a chest in the corner covered with dust and old oily tarps. Cobwebs hang from the ceiling and the walls look like old worn grey stones. [DM Note - Chest is a MIMIC]
Second Floor -
An enormous chamber holds a large staircase which runs along the entire wall of the tower heading up to the third floor. The room is wide open with high ceiling almost 80 ft. tall. It's filled with junk like crates and broken barrels. Old chests are scattered along the floor as well, some under old tarps and muslin. Shelves of musty books and boxes of old clothes can also be found here. Perception check DC 18 reveals that the ceiling all the way up has metal spikes built into it.Chest 1 - Investigation check DC 16 reveals a Poisonous needle trap. A sleight of hand check DC 18 disarms this. If failed see the poisoned condition in the handbook. Inside the chest has a potion with a light blue liquid inside (potion of flying) and a small ceramic jar similar to fire pots. The jar is glazed with a purple sandy glaze and the fire symbol has an added circle around it. [DM note: Teleporting pot - throwing this pot grabs the wielder on impact and switches places with him or her]
Chest 2 - An investigation check or Perception check of DC 16 allows a player to see that this chest looks a little flimsy. If touched anyway it casts a levitation curse on the player who now begins to float up to the ceiling at a rate of 6 ft per second. If a player makes it up to the ceiling they will suffer 2d12 damage on the spikes.
Chest 3 - Has a health potion and a mana potion. 2d12 on the health potion and one first level spell slot on the mana.
Chest 4 - An investigation check or Perception check of DC 16 allows a player to see that this chest looks a little flimsy. If touched anyway it casts a levitation curse on the player who now begins to float up to the ceiling at a rate of 6 ft per second. If a player makes it up to the ceiling they will suffer 2d12 damage on the spikes.
Chest 5 - Inside buried under rags and old armor is a short sword. (+2 short sword / +1d6 cold damage)
Chest 6 - An investigation check or Perception check of DC 16 allows a player to see that this chest looks a little flimsy. If touched anyway it casts a levitation curse on the player who now begins to float up to the ceiling at a rate of 6 ft per second. If a player makes it up to the ceiling they will suffer 2d12 damage on the spikes.
On the stairs - As you walk up the stairs you see some of those inhumanoids emerge from the wall one hundred feet above you. They begin to walk quickly down the stairs towards you. Small spines quiver on their torsos and arms as they move. A strange mist begins to fill the room and obscure your vision. DC 13 constitution save or take a point of exhaustion. Roll this save every round that you are in the mist. The inhumanoids attack with their quills!
Themes
Basement Level -
Enter either through the secret door at the base of the tower or by descending the staircase in the kitchen. 1 - Prison Cell 1. A classic root cellar filled with burlap sacks full of potatoes, carrots, and other gourds. Wet stone walls and a rocky stone and dirt floor. The far wall is a prison cell with large iron bars and a stone floor. It is fifteen feet wide and ten feet deep. [DM note: Anyone teleported to a prison cell or the lab has their items and weapons teleported to either the holding chamber by the lab or the secret room on the first floor.] 2- A Rough Stone Chamber with a fountain at the center and three doors . One leads to the Root cellar/Cell 1, one leads to the large antechamber (4) and the last leads to the cage room. The large marble fountain has a cherub on the top pouring water down the center. An investigation/perception check DC13 reveals a gold key in the bottom of the fountain in the water. [DM Note - Anyone who touches the key must roll a DC 18 wisdom saving throw or teleport to one of the cages on the third floor! Roll a d6 for which cage and another d6 for where their items wind up.] 3- A carved stone chamber with a granite lined floor and a large iron cage up against the wall. In the cage an old man is slumped over and looks a little addled. [DM Note - This man is a Wolfwere, captured by Saviori after the man tried to kill him. he will plead his case but attempt to kill anyone who frees him.] The man without looking at you begins to speak "I remember you Hobbs, you tried to kill me and now you come to me for help?" He begins to look agitated, what do you do? 4- A large wide chamber made of large stone blocks with piles of broken stone and other materials strewn across the floor. A blast of warm air hits you as you enter as the temperature hits 100 degrees. Ahead more of the pink creatures move wheelbarrows and work a large oven with bellows. Currently 2 of them shape and mold legs and arms into shape. DM Note-They will only attack if threatened. Against the large rock wall is an enormous stone oven with a blazing orange fire inside. A metal conveyer belt moves slowly by a hand crank as pink limbs roll in and out of the oven. One of the Inhumanoids gathers body parts and stacks them in a pile. A door can be seen against the west wall. 5-A huge cavern 80 ft across that leads down to a rocky shore in front of a large underground lake. Up against the far wall where the door is stand 6 of the pink humanoids, they do not move. The stairway on the southern wall leads back up to the first floor. [DM Note - Anyone who enters this chamber will be bullrushed and grappled by the inhumanoids who try to move them into the water. Touching the water results in a DC 18 wisdom save or be teleported into the Lab. Roll a d6 to find out where their items and weapons went. ]Structure
Exposition
Third Floor -
The long winding stairs from the second floor lead up to a landing and a large oak door reinforced with iron. It is locked DC 18 sleight of hand to pick the lock. If the lock is picked a small golden eye opens just above it and a tiny mouth asks "Oh my apologies, you are not the master. Madam/Sir I really can't let you in." The golden eye is named Rupert and though he is loyal to Saviori he is reasonable and can be charmed or talked to. Beyond is the hallway. A tall vaulted arched ceiling made of white stone with marble tiles along it. A fountain sits at the center surrounded by 4 of the inhumanoids who stand immobile.Room 1 - The Holding Room, this small stone room has one single door which is locked. The lock is arcane but can still be unlocked with a DC 24 sleight of hand check. Unlocking with magical means would be more effective. Any player who has been teleported will find their belongings here. Crates and chests contain basic armors and weapons from adventurers past. An investigation check of DC16 reveals 56 in gold and 24 silver.
Room 2 - Lab Equipment room. This small room is lined with shelving filled with all types of lab equipment, glass vials, and beakers of all shapes and sizes. Little metal clamps and holders can be seen as well as copper tubes and vials of strange liquid. DC 15 investigation check reveals a vial of alchemist fire, a vial of magical lubricant, and a potion of featherfall.
Room 3 - a small chamber with two inhumanoid guards. Anyone who enters this will be apprehended by the strange creatures. A DC 16 investigation check shows a secret door on the northern wall leading to Room 4. The room itself is fairly simple grey stone room with shelving and cabinets. The cabinets have old weapons and pieces of armor in and around them.
Room 4 - Cage room - Anyone teleported here will be randomly sorted to one of the three cages. Cage one holds a woman (Vampire) and cage three holds a skeleton (monster) Roll a d6 to find out where their belongings ended up. You feel that familiar gut churning sensation of magical teleportation and when you open your eyes. you are surrounded by metal bars, on the floor sits a small straw pallet. The room is fairly dark except for a couple of low burning torches on the wall. In the first cell sits a woman and in the third cell a skeleton lies on the floor. Depending on what cell they are in the monsters with them will react differently. The skeleton ignores prisoners in other cells but if a player is in the same cell it will attack immediately. The Woman tries desperately to toy with the player, either attempting to seduce or befriend depending on which cell they are in. She looks human and is quite attractive despite only having a rough hewn tunic on and nothing else. "Oh! finally someone to help me escape this evil wizard! You will help me won't you?" DM Note- Saviori has removed this vampire's ability to shape change and has left a lot of wood in the pallet to fashion a stake or weapon. The far wall has several pegs on it and several gold and silver keys hang from them. They all sit about 20 feet from the cages almost as if to taunt any captives. A DC 16 Investigation check once out of the cells reveals a secret door on the south wall leading to room 3.
Room 5- The Lab - You feel the rush in your stomach of magical teleportation, you blink and the room changes. You feel cold metal underneath your back and buttocks. Your skin prickles a bit as the cool air plays over it and as you open your eyes you find yourself strapped to a metal table. Leather straps press against your torso, and head and metal bracers hold down your wrists and ankles. The room is deathly quiet, do a perception check. the room has no doors and a small table in the center holds lab equipment as well as scalpels, bone saws, and various clamps. DM Note - DC 14 allows the player to look around and see three other metal tables but no one strapped to them and the room is empty. DC 16 Investigation check reveals a secret door leading out to the hallway in the center of the third floor. Anyone teleported to this room finds themselves naked strapped to a metal table with leather straps and metal bracers on their wrists and ankles. DC 20 Strength check to break free of the metal bracers. A dispel magic will also free a player if they have it.
Room 6- Saviori's personal chamber has sky blue painted arched ceiling and cream colored walls. Oak dressers and tables stand up against the walls and a large bed can be seen on the right wall. On the left wall is a circle of stone on the ground and a spiral staircase going up. Across the room is a set of glass doors leading out to a grand balcony. As you stand there the runes from the circle begin to flare with magical light. A bright white line forms in the center and then splits apart revealing a scene inside of a semi circle of beautiful beach with palm trees and white sand. A blue and green ocean can be seen beyond as an older man in a brightly colored button down shirt strides forth. He has on brown leather sandals and short pants that are coral pink in color. He has a half of a coconut with a straw coming out of it in one hand and dark lenses on his face. His head is mostly bald and he has a large white puff of hair that hits his back coming from the back of his head. He walks towards you as the scene behind him closes and the beach is gone. He looks up as he walks through and sees you, he lowers his dark glasses a bit and says "Confoundit! Now what have these pink morons done? Probably tripped on an alarm spell-- Oh shit it's adventurers. Let me guess, you're looking for gold and magic items!" He rolls his eyes and waves his hands in a mock sword play. "What'd ya take so far? you know what, don't even tell me. Sooooo, what brings ya to my little burg?" He looks like an older man with a bit of a paunch to his belly. He has a large bald spot on the top of his head and wispy white hair that flows from around his ear line to his back. His robes are metallic blue and black and he stands a bit hunched. His nose is round and wide and his bushy eyebrows hover over dark blue eyes which sparkle a bit. “Ah, visitors! I apologize for my security system, we weren’t expecting you. Why I haven’t had visitors in over 30 years, what was their name? A group of adventurers like you, I believe they called themselves Adventure Team Alpha or some such thing. They were looking for the orb of planar Travel I believe. Oh, if you are looking for it it isn’t here. Been gone for some time. My manners, I apologize, can I get you something to eat or drink? Oh! Watch this, wonderful device i created, programmed with hundreds of recipes. Tea, Earl Grey, Hot. “. In the small alcove to your left a small ceramic tea cup appears with light steam emanating from it. Saviori claps and says ”Whiz Bang! Did you see that! Go ahead and try it!” Saviori is quite pleasant and is willing to talk about the gem of Amara openly. The gem is a nexus of realities in a strange way. The problem is it takes those realities and creates little pockets of them inside it's own space and doesn't let anyone trapped inside escape back to their home planes. As you can see this is a bit of a problem. About 75 years ago I found the gem and unlocked it. At first I was drawn in and couldn't find a way out. But I had left a series of magical bread crumbs you see. It was a brilliant combination of banishment spells, teleportation spells, and astral travel. One in a million chance it worked but here I am! Not to brag but it was one of my greatest triumphs. "
Conflict
"So let me get this straight, you want to go into the gem of Amara rescue several people and then jump right back out?!"
"Ho boy, this is just laughable, but maybe if I just... Hmm, never thought about it like that, and if I could trace them with that spell I made, would it?" As Saviori mutters to himself he eventually comes to an epiphany. "By Corsun's beard there is a way. I may be able to put a trace on you and send you to your friends. If only we had a possession of your little friend. What was his name?" "Yes then I could send you to him and maybe even pull you back out. All with the help of that device my tabaxi friend!" Mew's psionic device she took from the Talons of the rook will be able to be a homing beacon for Saviori to pull them out once they have rescued Vom Fass and ATB.
"Tell you what, I will help you in your quest but I will ask for something in return. The Gem of Amara must remain here under my protection. It is much too dangerous to allow it out into the world. I will speak with your patron Agrimor and give him access if need be but I believe it is the best solution. What do you say?"
Kal's Sister sub plot: If Kal is interested in asking Saviori about his sister, the wizard has a lead for him. In the Orix chain there is an Island called Narestra. On this island is a wizards fortress, or used to be. This can be the Demi God (Brennerei Bullfinch), Demigod who is the father of both Flaschenbier and Vom Fass. He wants the Gem of Amara so he can travel the planar verse and increase his power. Flaschenbier will be leading the team into a trap. He is also the wizard who trapped Kal's sister and turned her into a living spell book. changing her into a weird receptacle for Shard magic. Now she is a magical being no longer alive but animated by the shard magic and rocks within her. Fighting this wizard will cause Kal to lose his sister to the time stream. Have an explosion embed several small pieces of shard into Kal’s body giving him the idea to become King Lee in the future. Originally to save his sister, but eventually his hunger for power and greed will override this objective and he will twist his Nobel quest into a centuries long quest for immortality and omnipotence. The real kicker is that a Demigod named Braveer Bullfinch. He is a descendent of Isringus and the father of both Flaschenbier and Vom Fass. He impregnates lesser races through magical means, not by having sex with a kobold woman physically. More like Zeus sending down a golden beam. There will be a final wizard tower battle.
"Tell you what, I will help you in your quest but I will ask for something in return. The Gem of Amara must remain here under my protection. It is much too dangerous to allow it out into the world. I will speak with your patron Agrimor and give him access if need be but I believe it is the best solution. What do you say?"
Kal's Sister sub plot: If Kal is interested in asking Saviori about his sister, the wizard has a lead for him. In the Orix chain there is an Island called Narestra. On this island is a wizards fortress, or used to be. This can be the Demi God (Brennerei Bullfinch), Demigod who is the father of both Flaschenbier and Vom Fass. He wants the Gem of Amara so he can travel the planar verse and increase his power. Flaschenbier will be leading the team into a trap. He is also the wizard who trapped Kal's sister and turned her into a living spell book. changing her into a weird receptacle for Shard magic. Now she is a magical being no longer alive but animated by the shard magic and rocks within her. Fighting this wizard will cause Kal to lose his sister to the time stream. Have an explosion embed several small pieces of shard into Kal’s body giving him the idea to become King Lee in the future. Originally to save his sister, but eventually his hunger for power and greed will override this objective and he will twist his Nobel quest into a centuries long quest for immortality and omnipotence. The real kicker is that a Demigod named Braveer Bullfinch. He is a descendent of Isringus and the father of both Flaschenbier and Vom Fass. He impregnates lesser races through magical means, not by having sex with a kobold woman physically. More like Zeus sending down a golden beam. There will be a final wizard tower battle.
Parent Plot
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