The Wizard’s Tower Plot in Urban Arcana | World Anvil

The Wizard’s Tower

Adventure Background

Awerna Aultar is a drow wizard of some renown. The middle-aged dark elf has a particular aptitude for transmutation magic, and has dedicated her long life to the study – and transmutation – of exotic creatures. Her latest idea was to transmute a pseudodragon, a rust monster, and a gorgon into a fearsome variant of the classical chimera. To that end, she acquired a particularly rare, iridescent pseudodragon – much to the chagrin of Azân, a fiendish merchant and collector of exotic beasts, who wanted the dragon for himself. While courteously refusing Azân’s bids to purchase the pseudodragon, Awerna continued her arcane experiments. A handful of days ago, she succeeded and managed to transmute the three creatures into an abominable monstrosity – but instead of exulting in her triumph, she was turned into inanimate stone as the beast turned its petrifying breath upon her. Awerna’s disappearance has not gone unnoticed. Azân, who’s been sending a steady stream of magical communications to the transmuter, rightly believes that something has gone wrong. He now seeks adventurers to go into the wizard’s tower and retrieve the iridescent pseudodragon for him.

Adventure Summary

This adventure starts when the characters are given the quest by Azân to find an iridescent pseudodragon. Once inside the wizard’s tower, the characters must traverse the tower’s three levels:
  • Ground Level. After bypassing an insidious trap, the characters enter Awerna’s living space, which is protected by a guardian statue and animated objects. Curious characters can learn more about what has happened to Awerna and what awaits them above.
  • Cage Level. On the tower’s second level, the characters find Awerna’s petrified body, can make a deal with a deceitful cloaker, and may discover a way to operate the tower’s restoration circle.
  • Laboratory Level. On the tower’s third level, the characters must subdue Awerna’s chimera so they can bring it to the restoration circle on the second floor and reverse the creature’s transformation.

Adventure Hook

This adventure assumes that the characters have already met the fiendish merchant Azân and are presented the quest as a means of payment for something they wish to acquire in his shop. Read or paraphrase the following as Azân presents the quest:  
It’s a simple enough task, really. There’s this drow wizard, Awerna, who managed to purchase a rare pseudodragon from right under my nose a few weeks ago. I fear she will use the poor thing in some sort of dark experiment. Even so, I tried striking a deal with her. At first, she was responsive, but for the past few days – nothing. Normally, I’d say, none of my business, but my guess is, something bad has happened to Awerna, but I need to know for sure – I can’t just leave that poor thing in there. I’d go myself, but Awerna’s tower is protected against... folk like me. I’d like you to pay her a visit. If she’s alive, see if you can convince her to sell – and if she’s not, save the dragon and bring it to me.
  As a reward, Azân can offer the characters an item with a value of $2,000 or less from his shop, plus any additional magical treasures they find in the wizard’s tower. Azân also offers to use his key to anywhere to teleport the characters to the cave that holds the wizard’s tower. Azân can either let the characters take the key to anywhere with them, so they can use it on a door in the tower to get back, or keep the key and tell them to stay ready by the tower’s front door in exactly 24 hours, which is when he will open the portal again.

Getting to the Tower

If the characters accept Azân’s offer to bring them to the wizard’s tower, read or paraphrase the following:  
The merchant pulls up a rickety, wooden door from among his wares and sets it against the desk. With a flourish, Azân inserts a golden key into the door’s lock and turns the handle. The door opens to show a huge cavern speckled with patches of luminous fungi.
  When the characters step through the door, they arrive on the front step right before the entrance to Awerna’s tower, as if they had just stepped out of it.

Awerna’s Tower

Awerna Aultar’s tower sits in a remote cave deep below the ground. Read or paraphrase the following when the characters arrive in the cave:  
This large, natural cave stretches for several hundred feet in each direction, with only a single, water-filled tunnel leading in and out of it. In the middle of the large lake that fills the cave, a windowless tower of polished black metal rises more than a hundred feet into the air. The only entrance into the tower seems to be a door crafted from obsidian at its foot.
  The tunnel leading to and from the cave quickly branches into a vast network of underground caverns and tunnels beneath the world’s surface.

General Features

Locations within Awerna’s Tower have the following general features unless otherwise noted:

Ceilings.

Chambers in the tower have 30-foot-high ceilings.

Illumination.

The inside walls are inset with magical orbs that cast the interior in a dim light.

Magical Defenses.

The tower is enchanted with permanent forbiddance and private sanctum spells that block planar beings from entering and prevent anyone from piercing its interior with divination magic or spells of teleportation. The tower is also impervious to structural damage, including damage caused by spells such as passwall. These magical protections can only be dispelled with a wish spell.

Areas in the Tower

Below are descriptions of the areas inside the tower.

W1. Entrance

The obsidian door barring the entrance to the tower is magically sealed with a 5th-level arcane lock spell. The door unlocks if Awerna steps within 5 feet of the door.   To open it, the characters must either succeed on a DC 18 Dexterity check using thieves’ tools, or use magic such as dispel magic or knock. Up to four creatures with a combined Strength score of 30 or higher can attempt to push the door open by each using an action on their turn to make a DC 10 Strength (Athletics) check. If at least half succeed on the same round, the door opens.   When the door is opened, read or paraphrase the following:  
The door opens up into a 5-foot by 10-foot antechamber. At the other end is another obsidian door with a steel handle.
  The door on the other side of the antechamber is locked in the same way as the first door, using the same DC for lock-picking and forcing open.

Glyph of Warding.

When a character who isn’t Awerna pushes down on the handle of the inner door (the door at the other end of the hallway), a mechanical contraption pulls the outside door closed and locks it. A glyph of warding, which can be noticed with a successful DC 17 Intelligence (Investigation) check, onthe inside of the door handle then releases a heat metal spell that causes all metal within the room (including the door handles) to glow red-hot for 1 minute or until dispelled with a dispel magic spell or similar magic.   Intelligence (Investigation) DC 19 will reveal the Glyph of Warding. Arcana DC 19 will reveal the nature of the glyph and will successfully disarm the trap (two separate rolls for those actions though).

Heat Metal.

Lasts for 1 minute. A creature in direct contact with one or more metal objects takes 2d8 fire damage at the start of each of its turns. If a creature is holding or wearing the object and takes the damage from it, that creature must succeed on a DC 16 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.

Escape.

Once triggered, the characters must open one of the doors on either side of the antechamber to escape the magical trap. Their efforts may be made harder by the red-hot lock picks or the discomfort caused them by their heated armor.

Rewards.

2,900 XP should be awarded to the party for circumventing or surviving this trap.

W2. Library

  This semicircular room is lined with shelves displaying monstrous bones, jars with the pickled remains of various exotic creatures, and rows and rows of books. In the middle of the room, a large statue of an obsidian spider stands before a pillar of stone with a door-shaped sheen of glowing energy in its center. On either side of the magical door, two mundane doors lead south from the room. The library fills half the tower’s ground floor. The doors leading to the other rooms are unlocked.

Obsidian Spider.

A large obsidian statue of a spider stands in the middle of the room. If the spider takes damage or a character comes within 10 feet of it, the obsidian spider animates and attacks.

Treasure.

About two dozen of Awerna’s books on monstrous creatures and arcane lore have an average value of $100 each to the right buyer (such as the merchant Azân). Most of the other various oddities that can be found on the shelves hold little value, with the exception of a long, calcified eyestalk ($150) and a pickled brain with tentacles sprouting from it ($250). An arcana check DC 20 will reveal that these items have value.

W3. Bedchamber

This large bedchamber is lavishly furnished with a comfortable bed, a big wardrobe, an ornate writing desk, and a plush armchair.
  This room is Awerna’s bedchamber and study.

Awerna’s Notes.

Awerna has left two notebooks on her desk, one titled “Arcane Constructions” and another titled “Creature Studies.” A character who can read Drow and is proficient in Intelligence (Arcana) who spends 10 minutes studying the notebooks learns the following:

Arcane Constructions.

The notebook contains plans for three magical inventions: a levitation lift, a restoration circle, and permanent forcecages. The notes go into detail with how each invention is operated (see “Levitation Lift,” “Restoration Circle,” and “Forcecages” on subsequent pages).

Creature Studies.

This notebook gives a broad overview of Awerna’s studies into creatures such as dragons, basilisks, cloakers, gorgons, phase spiders, rust monsters, and more. Several pages are dedicated to each creature’s distinct powers and weaknesses, giving the reader insight into those creatures’ abilities, vulnerabilities, resistances, and immunities. In addition, the book also details complex arcane rituals designed to transmute these creatures and fuse their abilities together.
Parent Plot
Related Locations

Iron Strongbox.

  The strongbox at the foot of Awerna’s bed is unlocked but guarded with a magical curse to slow down thieves. The first time a creature that isn’t Awerna tries to open the strongbox, it and every creature within 10 feet of the box must make a DC 16 Wisdom saving throw. On a failure, a creature is affected as by a slow spell, except that the effect is permanent and can only be reversed with dispel magic, greater restoration, or similar magic.

Treasure.

The strongbox holds a potion of flying, two potions of greater empowerment, a gold-plated figurine of a female drow ($250), and a pouch with 304 gold pieces and a diamond worth $500. The wardrobe holds two sets of fine clothing ($25 each) as well as a beautiful dress made from spider silk ($250).

W4. Dining Room

A dining table is in the center of this combined dining room and kitchen. Along the walls, well stocked shelves hang over stoves and side-tables.
  Awerna takes her meals in this room.

Animated Servants.

Three swarms of silverware fly from the cupboards and shelves to attack anyone who enters the room without Awerna.

Treasure.

The only valuables are a bottle of Dunkelwine, a popular wine brewed underground ($50), and four bottles of Graasten Ale ($5 each).

W5. Levitation Lift

An opaque sheen of arcane force blocks the entrance to this 10-foot-diameter shaft that spans all three levels of the tower. An obsidian disk that fills the entire shaft can levitate up and down to transport Awerna and various creatures between the tower’s floors. On each level, a steel lever is set into the wall next to the lift’s arcane door on the outside of the lift. When a character pulls the lever, the disk levitates to their level within a few seconds, and the arcane door dissipates to allow characters to enter the lift. The first time the characters enter the lift, read the following:
This circular shaft is devoid of ornamentation and seems to span the height of the tower.

Using the Lift.

A creature inside the lift can control it by using the Drow words for “Up,” “Down,” and “Stop.” When the lift stops at a floor, the magic door automatically dissipates for a handful of seconds, allowing creatures to enter or exit. Characters can learn how to control the lift through trial and error or by reading Awerna’s notes (see area W3).

W6. Cages

Eight large cages of glowing energy line the walls of this circular chamber, each with a fist-sized, round indentation next to them. At the southern end of the chamber, a few steps lead up to a small platform surrounded by four pillars covered in arcane runes. Halfway to the dais is a life-sized stone statue of a crawling, female dark elf. A palm-sized, white marble orb lies on the floor next to the statue.
  Awerna keeps her exotic creatures on this level.

Awerna.

The statue on the floor is the petrified form of Awerna, who managed to scramble into the lift, get to the cage level, and almost reach the restoration circle (area W7) before she was turned to stone by the petrifying breath of the chimera she had created. Her transformation can be reversed with a greater restoration spell or with the restoration circle.

Forcecages.

The eight glowing cages in this room are permanent versions of the forcecage spell. They are impenetrable, impervious to damage, and can’t be dispelled. Two of the cages are currently occupied. One cage holds two phase spiders and another holds a cloaker, which looks like a large, leather cloak. When Awerna’s transmuter’s stone is placed into the indentation next to a cage, that forcecage’s magic is suppressed, allowing the creature within to leave the cage.

Cloaker’s Bargain.

Camouflaged as to be nearly indistinguishable from a dark leather cloak, the cloaker lies flat on the floor in its cage when the characters first arrive on this floor. It observes the characters and tries to discern their purpose. If it perceives that they are looking for the pseudodragon or if they show interest in the restoration circle, it engages the characters in conversation:  
A large, dark shadow lifts itself from the floor of one of the cages. The creature, resembling an oversized, floating manta ray, speaks in a hissing, sibilant voice: “You needs help, yes? Release me from this cage and I shall help you...”
  The cloaker’s offer is sincere enough – it has seen Awerna work the restoration circle and it also knows that the wizard took the pseudodragon upstairs. The cloaker demands to be released before divulging any of this information, however. It can explain how its release can be secured by placing “the drow’s white stone into the socket next to my cage.” If the characters release the cloaker, it carefully weighs its options; if it believes the characters are too powerful to fight and that they will keep their word and let it leave in peace, it upholds its end of the bargain before demanding that the characters take it down with the lift and let it leave. If it perceives the characters as weak, or assumes that they intend to kill it after it gives them the information they’re after, it attacks them instead.

Treasure.

The white orb next to Awerna’s petrified body is her transmuter’s stone, which functions as the key to open the forcecages and operate the restoration circle. If Awerna’s petrification is undone, her other magical items are also restored. The wizard wears a transmuter’s robe and carries a wand of binding at her belt.

W7. Restoration Circle

Awerna’s restoration circle consists of four metal pillars surrounding a 10-foot diameter obsidian platform. Awerna uses the circle to reverse her magic experiments and as a safety precaution, should one of her beasts afflict her with a harmful effect.

Activating the Circle.

When Awerna’s transmuter’s stone is placed in the indentation in the circle’s center, the four pillars surrounding the platforms begin humming loudly, building to a crescendo. When a creature touches a humming pillar, it begins glowing with a pulsating blue light. Once all four pillars glow this way, they emit a blinding flash of arcane light, and any creature on the platform is immediately restored to its original form as if affected by both lesser restoration and greater restoration. So powerful is the magic that it can even reverse magical transformations, such as those affecting the creatures Awerna has experimented on.

Malfunction.

With each consecutive use, the circle’s humming and pulsating lights become more frantic and erratic. If the restoration circle is used three times within 24 hours, it explodes in a blast of force, dealing 45 (10d8) force damage to all creatures within 60 feet (a successful DC 17 Dexterity saving throw halves this damage) and dispelling all magic within the blast radius as with the spell dispel magic (including all the forcecages). This explosion also restores all creatures on the platform to their original forms.

W8. Laboratory Level

This circular chamber is supported by eight pillars, some of which have been damaged or even toppled. The destroyed remains of what seems to be a weird, arcane apparatus lie scattered around the chamber’s floor. A table with alchemy equipment stands next to the debris at the southern end of the chamber and a big puddle of dark liquid fills the western end of the chamber.
  It was in this room Awerna attempted to create her most magnificent monster yet by combining a pseudodragon, a rust monster, and a gorgon into her own interpretation of the classic chimera.

Awerna’s Chimera.

When the characters arrive, Awerna’s chimera, which has been pacing hungrily since its creator escaped it, attacks almost immediately. Just before it does, the sliver of consciousness within it that belongs to the pseudodragon Yiggith reaches out to the characters with its Limited Telepathy. It starts by giving them a sensation of danger to warn them about the chimera’s impending attack, ensuring that they are not surprised. It then shows them one of the following images at the start of each of the chimera’s turns:

What Happened.

An image of Awerna casting a spell while the pseudodragon, a rust monster, and a metallic bull lie chained to an odd-looking apparatus. As the spell finishes, the three creatures coalesce into the chimera. The wizard’s triumphant grin turns to a panicked frown as the chimera rusts through its bindings and turns to attack her.

What You Must do.

An image of the characters dragging the unconscious chimera onto the restoration circle. It is accompanied by an intense sensation of hopefulness. Shown these images, the characters should be able to infer that they can reverse the chimera’s transformation with the restoration circle. To do so, they must bring the chimera’s unconscious or incapacitated form to the restoration circle (area W7) and use Awerna’s transmuter’s stone to power the circle.

Dark Puddle.

This 2-inch deep puddle of magical residue is a byproduct of Awerna’s experiment. A Humanoid who starts their turn in the puddle or enters it for the first time on their turn must succeed on a DC 15 Wisdom saving throw or be transformed into a bat, cat, rat, or similar tiny beast (GM’s choice) for 1 minute as with the spell polymorph.

Treasure.

Among Awerna’s alchemy equipment are 2 pints of dragon’s blood (500 gp), a cup of basilisk scales ($100), and a gold bar ($250).

Developments

Depending on the characters’ actions, the adventure can conclude in a few different ways.

Saving the Dragon

If the characters successfully use the restoration circle to reverse the chimera’s transformation, the three creatures composing its form are split into a gorgon, a rust monster, and an iridescent pseudodragon, except that each creature’s current hit points can’t be higher than the chimera’s was before the transformation was reversed.   The gorgon and rust monster (if conscious) may attack the characters once the transformation is reversed, while Yiggith (once it regains consciousness) is grateful for their aid. When the pseudodragon learns their plans to bring it to a new owner it can bond with, however, it is skeptical and lets them know with its Limited Telepathy that it would rather be free. If the characters can’t convince Yiggith to go along by explaining that Azân would be a good companion with a DC 15 Charisma (Deception or Persuasion) check, they may have to subdue the pseudodragon again.

Returning to Azân

If the characters have the key to anywhere, they can insert the key in the tower’s door after it has regained its magic and teleport to the wooden door in Azân’s stall. If the merchant didn’t give them the key, they will have to wait until 24 hours have passed and Azân uses the key to open a portal in the tower’s front door.   However they get back, the merchant is excited to see them. If they have the pseudodragon with them, he promptly takes it off their hands and gives them their reward. If they haven’t brought the pseudodragon or refuse to hand it over, the always-cheery Azân shrugs with poorly-veiled disappointment and says that “it was worth a shot, I suppose!” If the characters can convince the merchant that the dragon is better off either with them or with its freedom, Azân may still give them half of the $2,000 reward.

Comments

Author's Notes

This adventure has been taken from The Wanderer's Guide to Merchants and Magic and has been modified to be compatible with Ultra Modern 5 and Challenge Rating 20. The header image taken from the adventure imagery. The tokens on the right side bar are either ones provided by the adventure or created using images from the DnD 5e Monster Manual. The Drow character was designed with Hero Forge.


Please Login in order to comment!