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4th edition Dungeons & Dragons monsters, powers, magic items and more from the people who bring you Claw/Claw/Bite
| contemplating the entrence to the dungeon |
| Facing an owlbear skeleton |
| my wizard Kes at the end of 4 adventures |
Stepping into the thick fog at the top of the stairs you see the corpse of a long-dead man in worn leather armor. Patches of fog fill the room and partially conceal the tables and chairs scattered about. Corpses of men in ragged leather armor and light hand weapons surround a stand-up mirror near the center of the hall.A DC 10 Arcana check reveals that the mirror is magic. DC 16 Arcana reveals that is is useful for scrying, DC 21 Arcana to know that it is somehow broken. A DC 25 Arcana check reveals that the barrier between the worlds is thin in the city, and that the mirror is stuck showing scenes from the land of the dead - the Shadowfell.
These chambers feature two small apartments, each with a disheveled bed, and a chair and small table broken and knocked to the ground. Debris litter the floor, including a large illuminated tome lying open on the floor, its pages open to reveal some type of arcane diagram. Standing above the book is a ghostly apparition of a young mage wearing robes and wielding a runed dagger and a wand of oak.Encounter - xp 1200
The bottom ten feet of these stairs have collapsed, leaving a large hole that plunges down to the floor of the main hall twenty feet below.Hazard - Careful climbing or a great leap are needed to ascend these stairs. Failure results in a painful fall.
This chamber's walls and ruined furniture bear are cracked, scorched, and twisted. Above the door a curse still burns on the wall in letters of cold black magical flame - it reads "Alidol - you are cursed to languish here, un-helped within your tower until you have died here."
Overturned tables and broken alchemical equipment litter this chamber. A stone door leading to a side chamber on the north wall lies broken on the ground. A large humanoid made or stone, wood and metal stands still near the southwest corner for the room, and in the middle of the chamber stands a naked old man with a long beard that hangs to his knees and a mad gleam in his eyes. Catching sight of you, he screams wordlessly and lunges at your throat!A DC 16 Arcana check identifies the old man as some type of magical copy of Alidol. DC 21 Arcana reveals that it is a simulacrum - a copy made of snow - that is incomplete and therefore not controlled by its creator.
Opening the secret door reveals a small vault, with a table at the west end. Upon the table are a steel staff tipped with a pointed mason's plumb and a brass-bound tome.Traps - spectral tendrils - level 13 trap - xp 800 - (DMG p.91) will attack any entering the treasury, and a kinetic wave (level 19 trap - xp 2400) which wards the staff's display table and will also attack any who approach the table.
The stone door to this chamber lies broken on the floor outside in the laboratory. Within a large metal coffin covered with runes lies empty, and various labeled vials and boxes of reagents stand on some shelves and a table.A DC 16 Arcana check reveals that this coffin is the focus for a ritual used to make magical copies of oneself.
A large stone table is set in the middle of this solemn hall, surrounded by four stately chairs and flanked by stout pillars. Surrounding the table is an engraved magic circle.A DC 10 Arcana check reveals that the circle is some type of runes of protection or privacy, and a DC 16 Arcana check determines that the circle is inactive.
From the wide, flat platform that is the top of the mage's guild tower there is a magnificent view of the ruins of the city - the river, the trees, the ruined buildings, the walls and gates, and towards the sea, another stone tower. Near the south edge of the roof there are faintly glowing arcane runes in several overlapping circles.A DC 21 Arcana check reveals that these hastily summoned but very powerful runes ward the tower and permanently protect it from intrusion by demons.
Standing here among the ruins of the city is a tall square tower with smooth, windowless, slightly tapered sides. The once-fine facade is cracked and crumbling and vines crawl up the walls. A single wide doorway stands open, the door long gone. You see an old man in tattered clothes and with long, tangled beard and hair peering at you from the doorway.If the players apprach, the old man greets them cautiously. If not threatened, he will converse with them, telling them that his name is Alidol, and that he was the Master of the Mage's Guild of Soguer before the fall, and that he has lived in the tower since then. He is hesitant to reveal more detail then that, though he can be convinced to reveal some of his secrets with a skill challange (below).
A chair stands alone near the door in this large open room. The floor is littered with dirt and bits of wood and fallen masonry. Pillars support the ceiling twenty feet above, which shows cracks and some dark holes where pieces of stone are missing. A door leads to a hallway with smaller chambers - also with long-rotted chairs and tables. At the end of the hall is a spiral staircase leading up. Empty sconces and burned out torches line the walls.
A simple wooden spoon lies on the table, next to a worn wooden bowl. The spoon is magical - if it is placed in the bowl or any container it fills with plain-tasting but nutritious gruel (as Everlastng Provisions - it provides food and water for up to 5 people a day). If Alidol sees the players examining with the spoon - his only source of food - he becomes agitated and takes it away from them.
Two long tables with benches and a bookshelf fill this chamber. Scraps of paper and a set of quills sit on the tables. Some books stand on the shelves. A few small vials, bits of paper and a few books sit among the thick dust that coats the floor.This is where books and documents were copied and some scrolls were made - a search of the papers on the floor (easy perception check - DC 10) will turn up a complete scroll of water breathing. The books on the shelves that have survived the ages and vermin cover arcane and mundane topics, history "Wars of the Fridon", philosophy "Natural Science of the Rivers", "On Rulership", religion "Tracts of Truth and Guidance", fiction "There and Back Again", erotica "Ten Tales of Romance". There are 10 salvagable books all told.
These simple rooms hold a single bed, a footlocker, a small table and a chair in various stages of decay.The rooms are empty, the novices having taken their posessions with them as they left the city after the fall.
Small debris litter the dusty staircase here.Hazard - These crumbling stairs could collapse at any moment - plunging the unwary down to the hall below and leaving a pit that must be climbed or jumped over.