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A fantasy adventure for first level characters suitable for any OGL ruleset.

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  • The Wizard's Towerby

    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

  • The Wizard's Tower

    Table of Contents

    Introduction......................................................................................................................................1Backstory.........................................................................................................................................2The Tower........................................................................................................................................2Ground Level...................................................................................................................................2The Main Hall..................................................................................................................................3

    The Wyrmling.............................................................................................................................3The Kitchen......................................................................................................................................4The Guest Room..............................................................................................................................4Basement..........................................................................................................................................4The Pantry........................................................................................................................................5The Alchemy Lab.............................................................................................................................5Storage Area.....................................................................................................................................5The Menagerie.................................................................................................................................6Second Floor Laboratories...............................................................................................................6Third Floor Study.............................................................................................................................7

    Pit Trap....................................................................................................................................8Fourth Floor Bedchamber................................................................................................................8The Roof........................................................................................................................................10Running The Wizard's Tower........................................................................................................10Expanding on the Wizard's Tower.................................................................................................10Ground Floor Map.........................................................................................................................12Basement Map...............................................................................................................................13Second Floor Laboratories Map.....................................................................................................14Third Floor Study Map..................................................................................................................15Fourth Floor Bedchamber Map......................................................................................................16

    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 soonat 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

    1

  • The Wizard's Tower

    introductory text and no consulted pre-game setup are required. The characters start out at the door of the tower, ready to charge in with spells and swords blazing.

    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 morebarred and shuttered windows, (Pick Locks DC: 20 due to precarious conditions.) Each floor also has a

    2

  • The Wizard's Tower

    single small iron smokestack jutting out from the wall. Near the top is a slight overhang just below a three foot balcony wall which is itself topped by 3 foot tall triangular crenelations. A narrow round cupola capped by a peaked black slate roof points to the sky.

    The bottom floor of the tower and the floor of the roof are constructed of wide fitted flagstones polished to a mirror shine. The three upper floors are made from wooden beams that, thought they squeak and groan loudly when trod upon, are in no danger of collapse.

    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 coatrack 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 Main Hall

    This large room is semicircular. Across from theentryway a wall spans the interior of the tower and ispierced to either side by doorways whose simple woodendoors hang open. In the center there are two moreportals; one is a plain wooden door (opening onto astraight set of stairs leading down to the cellars. Theother is a narrow arch, beyond which lies the base of astaircase spiraling upwards. To the left is a dining areawith a simple pitted wooden table and six battered chairs.To the right is a small sitting area with couch and twinoverstuffed chairs, they are all torn and stuffing spillsonto the floor. Against the right wall is a black pot-bellied stove whose chimney reaches up into the ceilingabove. The center of the room is dominated by a largepatterned area rug that is bunched into a small torus,almost like a nest.

    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.

    3

    Medium Animated Coat RackAC: 14 (+4 natural) touch 10, flat footed 14HP: 31HD: 2d10 +20Init: +0Spd: 40 ftAtt: Slam +2 meleeDmg: 1d6+1F/R/W: +0/+0/-5CR: 2

  • The Wizard's Tower

    The Wyrmling

    One of the wizard's prized possessions was a white dragon egg. He kept it chilled in the cellar and waited patiently for it to hatch, but succumbed to the wight's touch before that day occurred. Years passed and the small dragon hatched, alone, into a dangerous environment. But this was a dragon and so was up to the challenge. It has spent its few years surviving by scavenging the preserved food in the pantry and catching the many rats and monstrous insects that now infest the tower. It spends its time wandering the entire ground floor and cellar. After a bad encounter with the fire elemental in the study it now refuses to go higher than the second floor labs.

    The wyrmling will watch characters from the shadows and will try to attack from hiding. Possible ambush positions include the several pot belly stoves, kitchen cabinets (atop or inside of), and under beds, chairs and sofa. It is very young and unpredictable, it may make acritical mistake (crashing pots when trying to hide) or hit on a clever plan (luring the party into encounters with other denizens of the tower before attacking them himself.)

    The Kitchen

    This small kitchen contains a small potbelly stove and butcher's block to the left. Across from the door is a washbasin 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.

    The Guest Room

    This small room contains a simple cot, its blankets bunched similar to the rug in the main hall, with a closed chest at its foot. The chest is locked, but the key is in the lock. There is also an overturned table and chair in the far corner.

    4

    WyrmlingSize: Tiny AC: 14 (+2 size, +2 natural), touch

    12, flat-footed 14 Hit Dice: 3d12+3HP: 22 Init: +0 Attack: Bite+5/Claw-5Dmg: 1d4/1d3Move: 60 ft., burrow 30 ft.,fly 150 ft, swim 60 ft. F/R/W: +4/+3/+3CR: 2

    Breath Weapon: 1d6 (DC: 12) 15' Cone of ColdMust wait 1d4 rnds to reuse

    Immune to cold, vulnerable to fire, icewalking

  • The Wizard's Tower

    The key is a small animated object enchanted by the wizardand will attack anyone who does not take it from his hand. It has unusual teeth, shaped much like an arrowhead andattacks the first person to touch it until the wizard calls itoff or it is destroyed. Once destroyed it cannot be used toopen its lock. If repaired via magic means (mending spell)it works normally.Inside the chest are two sets of human sized travelingclothes in an outdated style and a pouch containing 4 smallsmooth black stones (onyx) worth 50gp each.

    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 thepantry. It is now a shambles, with crates and jarsbroken, their contents spilled and pawed through bysomething with clawed feet. From behind a tipped shelfand its scattered contents comes a dull red glow.Characters who investigate further are attacked by thethree large fire beetles that escaped from the labs furtherdown the hall. The burning two-foot long insects leapout from the debris at the nearest characters.

    The Alchemy Lab

    The further left hand door opens into a large stone room that has two long tables along opposite walls. The wall to the left is covered with large glass fronted storage cases filled with row after row of glass andceramic vials of all sorts. The tables are covered with a maze of glassware that reaches the ceiling in many places and racks of beakers and glass tubes.

    The single door in the right hand wall leads to a low storage area.

    Most of the contents of these vials are dried up, cracked, spilled, or worthless. However, a qualified expert (one with ranks in Knowledge: Alchemy) could salvage something. If an initial Knowledge: Alchemy (DC: 12) is passed, two potions are found: the one that tastes of cinnamon is cure light wounds and the one that tastes of jasmine is jump. After each full day of searching (5 days maximum), have the player make a Knowledge: Alchemy roll. This number times 10 is the value of chemicals recovered.

    5

    Giant Fire Beetles (3)AC: 16 (+1 Size, +5 natural) touch 11,

    flat footed 16HP: 7, 5, 3HD: 1d8Init: +0Spd: 30 ftAtt: Bite +1 meleeDmg: 2d4F/R/W: +2/+0/+0CR: 1Vermin (immune to mind affecting

    spells)

    Animated KeyAC: 14 (+2 size, +2 Dex)

    touch 14, flat footed 12HP: 2HD: d10Init: +2Spd: Fly 60 ftAtt: Slam +1 meleeDmg: 1d3 -1 (min 1)F/R/W: +0/+2/-5CR:

  • The Wizard's Tower

    For example, if the character rolls a 16 on his check he found 160 gp worth of value. The maximum totalvalue that can be obtained this way is 750gp.

    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 duringhis 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 stacksof cages. Along the far wall are the largest cages, mostthe size to hold a domesticated cat or dog, though a largecell could easily hold a man sized creature. A few ofthese cages contain the skeletal remains of cats, dogsand one a monkey. The right hand wall is hidden bylarge shelves holding numerous smaller cages andaquariums. A table, most likely for vivisections, rests inthe center of the room. At first light dozens of largeinsects scatter from the floor under the cages and table.All but one a huge scorpion as standing as high as aman's waist skitters forwards, its barbed tail dartingtoward the characters.

    Second Floor Laboratories

    The stairs stop at a small landing before continuingfurther up into the tower. Half-open doors to the leftand right open into two laboratories.

    The right laboratory is cluttered with academic bric-a-brac; two work tables covered by copious coded notes,arcane drawings, scrolls, and ink pots (some spilled).The contents of shelves litter the floor; rocks, bones,dried plants, more parchment and other bits of detritushide the wood of the floor. A preserved orc skeletonleans against a wall, his sagging skull forever leering atthe mess. A door on the opposite side of the stair shaftleads into the next lab.

    6

    Medium ScorpionAC: 14 (+4 natural)

    touch 10, flat footed 15HP: 13HD: 2d8+4Init: +0Spd: 40 ftAtt: Claw +2 meleeFull Att: 2 claws +2 melee, and

    sting -3 melee (1d4 +poison)Dmg: 1d4+1F/R/W: +5/+0/+0Skills: Climb +5, Hide +4, Spot +4CR: 1

    AbilitiesPoison DC:13, 1d3 Con Improved grabConstrict 1d4+1Darkvision 60ftTremorsenseVermin (immune to mind affecting

    spells)

  • The Wizard's Tower

    Lost among the notes (Search DC: 15) and forgotten bythe wizard is a single scroll of arcane lock.

    The left door leads into the second lab. Though theshutters are in place, several slats have fallen loose,allowing a few random shafts of light to stab into theroom and illuminate the second laboratory. It has along counter running the length of three walls whichare half covered by stacks of wire cages. Most areempty but a few still hold the remains of their formerinhabitants; the bones of small rodents, lizards andbirds. A bound book on taxonomy and one onphysiology (each worth 50gp to the right sage) lie openon the counter. Empty perches for birds and other lesssavory winged creatures reach from a brass stand in thecenter of the room. A door on the opposite side of thestair shaft leads into the next lab.

    Stretching across the center of the room is a nearinvisible (Spot DC:15) web the trap of a MonstrousSpider. The first character to blunder into it isentangled and the spider leaps to attack.

    There is nothing of value in this room.

    Third Floor Study

    The narrow spiral stairs pause at a narrow landing,where an oaken doorway stands to the left, thencontinue upwards into the tower. The door opens intothe wizard's study. Directly across from the door is alarge and badly charred desk. Behind it is a smallchimney, to either side of which are narrow windows,their scorched shutters still tightly closed. To eitherside of the windows and stretching around the outerwall of the tower are floor to ceiling bookshelves.They too are blackened and charred, holding onlylayers of ash and a few odd blobs of metal. The firstcharacter to enter the room kicks up a cloud of fine ashas the floor is covered by a thin layer of the material. The study is the home to a thoroughly bored andthoroughly trapped fire elemental. He was left burningin a brazier, now melted, when the wizard met hisdoom and has long since burned everything worthburning. When the characters enter he is on theopposite side of the room, hidden by the column ofstairs. But it soon sweeps around the curve of the roomsensing something new to burn - the PCs.

    7

    Small Fire ElementalAC: 15 (+1 Size, +1 Dex, +3 natural)

    touch 12, flat footed 14, dodgeHP: 9HD: 2d8Init: +5Spd: 50 ftAtt: Slam +3 melee Dmg: 1d4 plus 1d4 fireF/R/W: +1/+2/+5Skills: Listen +2, Spot +3CR: 1Special Abilities

    Darkvision 60 feetImmune to fireVulnerable to cold

    Special: Characters hit by the elemental, or hitting it with normal weapons or unarmed attacks must pass a reflex save (DC:11) or burn for 1d4 rnds.

    Monstrous Spider, SmallAC: 14 (+1 size, +3 Dex) touch 11,

    flat footed 11HP: 6HD: 1d8Init: +3Spd: 30 ft, climb 20 ftAtt: Bite +4 melee Full Att: Bite +4 melee Dmg: 1d4-2 poisonF/R/W: +2/+3/+0Skills: Climb +11, Hide +11, Jump -2,

    Spot +4CR: 1/2

    AbilitiesPoison DC: 10, 1d3 StrWeb

    Escape artist DC: 10Break DC: 14HP: 4

  • The Wizard's Tower

    Anything of value in this room has long since been burned to cinders by the elemental. This includes thewizard's correspondence, notes on his research and, yes, his spell books.

    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.

    Fourth Floor Bedchamber

    This uppermost floor of the tower is the final restingplace of the wizard. The door opens into a small sittingarea, a single large chair and end table face a smallfireplace. Around the curve of the enclosed stairway isa large fourposter bed its thick drapes closed. To oneside of the bed is a large wardrobe. At the foot of thebed is a small chest.

    Laying in the bed is the unliving corpse of the wizard,now a wight. He is laying under the covers when thecharacters enter the room, but quickly throws off thecovers and prepares for an ambush. When thecharacters stray too close to the bed, the wight tears theheavy drapes down onto the nearest character and leapsto drain the life of any character carrying a light source,to better take advantage of his blind fighting ability.

    The wardrobe contains only moth eaten robes, a fewpairs of comfortable boots, and several tall peaked caps.In the pocket of one of the robes is the key to the lockedchest at the foot of the bed.

    8

    Wight (Formerly the wizard)AC: 15 (+1 Dex, +4 natural) touch 11,

    flat footed 14HP: 26HD: 4d12Init: +1Spd: 30 ftAtt: Slam +3 melee Dmg: 1d4 plus energy drainF/R/W: +1/+2/+5Skills: Hide +8, Listen +10, Move

    Silently +16, Spot +10CR: 3Special Abilities

    Alertness Blind fight

    Energy Drain (Su) Living creatures hit by a wights slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

    Create Spawn (Su)Any humanoid slain by a wight becomesa wight in 1d4 rounds.

  • The Wizard's Tower

    The chest contains the bulk of the wizard's wealth, but is well protected. It has a heavy lock, the key to which is inside a pocket of a robe in the nearby wardrobe. The chest has a false lid, which contains a large swarm of spiders. In order to safely access the chest the key must be turned clockwise once and then counterclockwise once. (Traps DC: 15 to detect this special locking mechanism.) If this procedure is not followed, or the lock is unsuccessfully picked (DC: 12), instead of the chest opening, the false lid

    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 trapthe spiders in the lid. The false top of the chest can then be easily removed to get at the wizard's treasure.

    9

  • The Wizard's Tower

    Once the spider swarm has been bypassed ordestroyed the chest is found to contain thefollowing:

    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 usedto hold the spider swarm in place.)

    Hidden under a loose board, in a hollow in thesupporting beam below, are three diamonds worth150gp each and a magic (+1) dagger.

    The Roof

    The stairs finally end in the cupola at a solid woodendoor. The door swings out onto the balcony thatrings the tower. Aside from a nice view of thesurroundings, and a small bat colony nesting in thecupola, there is nothing of interest here.

    Running The Wizard's Tower

    There are many ways that adventurers can clear the tower of its inhabitants and treasures. The simplest involves kicking down the front door, clearing and the basement, and then moving up one floor at a time. However, it is possible the players may climb the outside of the tower and work their way down from thetop. If they do so their first encounter will likely be with the wight this would be a rough introduction to the life of an adventurer, but such risks are part of that life. However, a fresh and resourceful party may find a fight with a wight to be, while challenging, not impossible to win. The wight may pursue fleeing characters or retreat to his place of rest. It all depends on the mood of the individual GM.

    For a less linear adventure, or if played against particularly large or experienced parties, the wight can beplayed not as a mindless undead, but as a cunning predator who stalks his prey throughout the tower. In this case his high ranks in Hide and Move Silently and knowledge of the denizens of the tower make him a formidable foe, ambushing separated party members and fleeing to fight again.

    The wyrmling may be played as a more cunning opponent as well it knows about the scorpion in the basement and may duck into that room and past the scorpion. It may hide in the storage room and ambush the party there, breathing ice on them and hiding until enough time has passed that it can breathe again.

    10

    Spider SwarmAC: 15 (+1 Dex, +4 natural) touch 11, flat

    footed 14HP: 9HD: 2d8Init: +3Spd: 20 ft, climb 20 feetAtt: Swarm Dmg: 1d6 plus poisonF/R/W: +3/+3/+0Skills: Climb +10, Listen +4, Spot +4CR: 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 secondary damage 1d3 Str. The save DC is Constitution-based.

    Vermin Immune to mind affecting spells

  • The Wizard's Tower

    It is unlikely that a first level party will clear the tower in a single attempt. If the party takes a day or two of rest to heal up and recover spells most of the inhabitants will stay where they are; the vermin, insects, wight, elemental and animated objects are trapped or content where they are. However, if the party leaves the front door open behind them the white wyrmling is likely to escape into the countryside where it undoubtedly causes a commotion with the local populace. This possibility would provide an opportunity for rangers and druids to shine in an otherwise straight dungeon crawl. It is also possible that the wyrmling may sneak past the party while they are busy in the basement or upper floors. Fresh tracks leading out of the door would leave a clear sign for the party that they missed something important.

    This adventure is designed to follow the standard formula for encounters per advancement. A first level party of four who encounters all of the tricks, traps, and creatures in the tower should have enough experience to gain a level.

    Expanding on the Wizard's Tower

    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, issure to lead to adventure of one sort or another.

    11

  • The Wizard's Tower

    Ground Floor Map

    12

  • The Wizard's Tower

    Basement Map

    13

  • The Wizard's Tower

    14

    Giant Fire Beetles (3) in thePantry

    AC: 16 (+1 Size, +5 natural) touch 11, flat footed 16

    HP: 7, 5, 3HD: 1d8Init: +0Spd: 30 ftAtt: Bite +1 meleeDmg: 2d4F/R/W: +2/+0/+0CR: 1Vermin (immune to mind

    affecting spells)

    Medium Scorpion in MenagerieAC: 14 (+4 natural)

    touch 10, flat footed 15HP: 13HD: 2d8+4Init: +0Spd: 40 ftAtt: Claw +2 meleeFull Att: 2 claws +2 melee and sting

    -3 melee (1d4 +poison)Dmg: 1d4+1F/R/W: +5/+0/+0Skills: Climb +5, Hide +4, Spot +4CR: 1

    AbilitiesPoison DC:13, 1d3 Con Improved grabConstrict 1d4+1Darkvision 60ftTremorsenseVermin (immune to mind affecting

    spells)

    Wyrmling (Wandering)Size: Tiny AC: 14 (+2 size, +2 natural), touch 12, flat-

    footed 14 Hit Dice: 3d12+3HP: 22 Init: +0 Attack: Bite+5/Claw-5Dmg: 1d4/1d3Move: 60 ft., burrow 30 ft.,fly 150 ft, swim 60 ft. F/R/W: +4/+3/+3CR: 2

    Breath Weapon: 1d6 (DC: 12) 15' Cone of ColdMust wait 1d4 rnds to reuse

    Immune to cold, vulnerable to fire, icewalking

    Treasure

    Alchemy Up to 750gp worth of equipment (see text)

    Menagerie None

    Pantry None

    Storage Search check (DC: 15) to find chest with +1 Buckler Owlbear pelt worth 250gp.

  • The Wizard's Tower

    Second Floor Laboratories Map

    15

  • The Wizard's Tower

    Third Floor Study Map

    16

  • The Wizard's Tower

    Fourth Floor Bedchamber Map

    17

  • The Wizard's Tower

    18

    Wight (In Bed)AC: 15 (+1 Dex, +4 natural) touch 11, flat

    footed 14HP: 26HD: 4d12Init: +1Spd: 30 ftAtt: Slam +3 melee Dmg: 1d4 plus energy drainF/R/W: +1/+2/+5Skills: Hide +8, Listen +10, Move Silently

    +16, Spot +10CR: 3Special Abilities

    Alertness Blind fight

    Energy Drain (Su) Living creatures hit by a wights slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.

    Create Spawn (Su)Any humanoid slain by a wight becomes a wight in 1d4 rounds.

    Spider Swarm (In False Lid of Chest)

    AC: 15 (+1 Dex, +4 natural) touch 11, flat footed 14

    HP: 9HD: 2d8Init: +3Spd: 20 ft, climb 20 feetAtt: Swarm Dmg: 1d6 plus poisonF/R/W: +3/+3/+0Skills: Climb +10, Listen +4, Spot +4CR: 1

    Special: Any living creature that begins itsturn 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 secondary damage 1d3 Str. The save DC is Constitution-based.

    Vermin Immune to mind affecting spells

    Treasure 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.)

    Hidden under a loose board, in a hollowin the supporting beam below,

    3 diamonds worth 150gp each magic (+1) dagger.

  • The Wizard's TowerOPEN GAME LICENSE Version 1.0a

    The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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    15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    The Wizard's Tower Copyright 2006, Warren Abox

    OGL

  • 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. But enough detail is provided torun 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 nolong drawn out introductory text and no consulted pre-game setup are required. The characters start out at the door of the tower, or mouth of the cave and are ready to charge in spells and swords blazing.