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The Wizard's 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

The Wizard's Tower


Table of Contents
Introduction......................................................................................................................................1
Backstory.........................................................................................................................................2
The Tower........................................................................................................................................2
Ground Level...................................................................................................................................2
The Main Hall..................................................................................................................................3
The Wyrmling.............................................................................................................................3
The Kitchen......................................................................................................................................4
The Guest Room..............................................................................................................................4
Basement..........................................................................................................................................4
The Pantry........................................................................................................................................5
The Alchemy Lab.............................................................................................................................5
Storage Area.....................................................................................................................................5
The Menagerie.................................................................................................................................6
Second Floor Laboratories...............................................................................................................6
Third Floor Study.............................................................................................................................7
Pit Trap....................................................................................................................................8
Fourth Floor Bedchamber................................................................................................................8
The Roof........................................................................................................................................10
Running The Wizard's Tower........................................................................................................10
Expanding on the Wizard's Tower.................................................................................................10
Ground Floor Map.........................................................................................................................12
Basement Map...............................................................................................................................13
Second Floor Laboratories Map.....................................................................................................14
Third Floor Study Map..................................................................................................................15
Fourth 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 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

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

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 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 Main Hall


This large room is semicircular. Across from the
entryway a wall spans the interior of the tower and is
pierced to either side by doorways whose simple wooden
doors hang open. In the center there are two more
portals; one is a plain wooden door (opening onto a
straight set of stairs leading down to the cellars. The
other is a narrow arch, beyond which lies the base of a
staircase spiraling upwards. To the left is a dining area
with a simple pitted wooden table and six battered chairs.
To the right is a small sitting area with couch and twin
overstuffed chairs, they are all torn and stuffing spills
onto the floor. Against the right wall is a black potbellied stove whose chimney reaches up into the ceiling
above. The center of the room is dominated by a large
patterned area rug that is bunched into a small torus,
almost like a nest.

Medium Animated Coat Rack


AC: 14 (+4 natural)
touch 10, flat footed 14
HP: 31
HD: 2d10 +20
Init: +0
Spd: 40 ft
Att: Slam +2 melee
Dmg: 1d6+1
F/R/W: +0/+0/-5
CR: 2

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 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.
Wyrmling
Size: Tiny
AC: 14 (+2 size, +2 natural), touch
12, flat-footed 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
Breath Weapon: 1d6 (DC: 12)
15' Cone of Cold
Must wait 1d4 rnds to reuse
Immune to cold, vulnerable to fire,
icewalking

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 a
critical 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 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.

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.

The Wizard's Tower


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

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.

Giant Fire Beetles (3)


AC: 16 (+1 Size, +5 natural) touch 11,
flat footed 16
HP: 7, 5, 3
HD: 1d8
Init: +0
Spd: 30 ft
Att: Bite +1 melee
Dmg: 2d4
F/R/W: +2/+0/+0
CR: 1
Vermin (immune to mind affecting
spells)

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 and
ceramic 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.

The Wizard's Tower


For example, if the character rolls a 16 on his check he found 160 gp worth of value. The maximum total
value 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 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.

Second Floor Laboratories


The stairs stop at a small landing before continuing
further up into the tower. Half-open doors to the left
and right open into two laboratories.
The right laboratory is cluttered with academic bric-abrac; 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 detritus
hide the wood of the floor. A preserved orc skeleton
leans against a wall, his sagging skull forever leering at
the mess. A door on the opposite side of the stair shaft
leads into the next lab.

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)

The Wizard's Tower


Lost among the notes (Search DC: 15) and forgotten by
the wizard is a single scroll of arcane lock.
The left door leads into the second lab. Though the
shutters are in place, several slats have fallen loose,
allowing a few random shafts of light to stab into the
room and illuminate the second laboratory. It has a
long counter running the length of three walls which
are half covered by stacks of wire cages. Most are
empty but a few still hold the remains of their former
inhabitants; the bones of small rodents, lizards and
birds. A bound book on taxonomy and one on
physiology (each worth 50gp to the right sage) lie open
on the counter. Empty perches for birds and other less
savory winged creatures reach from a brass stand in the
center of the room. A door on the opposite side of the
stair shaft leads into the next lab.
Stretching across the center of the room is a near
invisible (Spot DC:15) web the trap of a Monstrous
Spider. The first character to blunder into it is
entangled and the spider leaps to attack.

Monstrous Spider, Small


AC: 14 (+1 size, +3 Dex) touch 11,
flat footed 11
HP: 6
HD: 1d8
Init: +3
Spd: 30 ft, climb 20 ft
Att: Bite +4 melee
Full Att: Bite +4 melee
Dmg: 1d4-2 poison
F/R/W: +2/+3/+0
Skills: Climb +11, Hide +11, Jump -2,
Spot +4
CR: 1/2
Abilities
Poison DC: 10, 1d3 Str
Web
Escape artist DC: 10
Break DC: 14
HP: 4

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, then
continue upwards into the tower. The door opens into
the wizard's study. Directly across from the door is a
large and badly charred desk. Behind it is a small
chimney, to either side of which are narrow windows,
their scorched shutters still tightly closed. To either
side of the windows and stretching around the outer
wall of the tower are floor to ceiling bookshelves.
They too are blackened and charred, holding only
layers of ash and a few odd blobs of metal. The first
character to enter the room kicks up a cloud of fine ash
as the floor is covered by a thin layer of the material.
The study is the home to a thoroughly bored and
thoroughly trapped fire elemental. He was left burning
in a brazier, now melted, when the wizard met his
doom and has long since burned everything worth
burning. When the characters enter he is on the
opposite side of the room, hidden by the column of
stairs. But it soon sweeps around the curve of the room
sensing something new to burn - the PCs.

Small Fire Elemental


AC: 15 (+1 Size, +1 Dex, +3 natural)
touch 12, flat footed 14, dodge
HP: 9
HD: 2d8
Init: +5
Spd: 50 ft
Att: Slam +3 melee
Dmg: 1d4 plus 1d4 fire
F/R/W: +1/+2/+5
Skills: Listen +2, Spot +3
CR: 1
Special Abilities
Darkvision 60 feet
Immune to fire
Vulnerable 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.

The Wizard's Tower


Anything of value in this room has long since been burned to cinders by the elemental. This includes the
wizard'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 resting
place of the wizard. The door opens into a small sitting
area, a single large chair and end table face a small
fireplace. Around the curve of the enclosed stairway is
a large fourposter bed its thick drapes closed. To one
side of the bed is a large wardrobe. At the foot of the
bed 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 the
characters enter the room, but quickly throws off the
covers and prepares for an ambush. When the
characters stray too close to the bed, the wight tears the
heavy drapes down onto the nearest character and leaps
to 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 few
pairs of comfortable boots, and several tall peaked caps.
In the pocket of one of the robes is the key to the locked
chest at the foot of the bed.

Wight (Formerly the wizard)


AC: 15 (+1 Dex, +4 natural) touch 11,
flat footed 14
HP: 26
HD: 4d12
Init: +1
Spd: 30 ft
Att: Slam +3 melee
Dmg: 1d4 plus energy drain
F/R/W: +1/+2/+5
Skills: Hide +8, Listen +10, Move
Silently +16, Spot +10
CR: 3
Special 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.

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

The Wizard's Tower


Once the spider swarm has been bypassed or
destroyed the chest is found to contain the
following:

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.)

Hidden under a loose board, in a hollow in the


supporting beam below, are three diamonds worth
150gp each and a magic (+1) dagger.

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.

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 the
top. 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 be
played 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

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, is
sure 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


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

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

Owlbear pelt worth 250gp.

Breath Weapon: 1d6 (DC: 12)


15' Cone of Cold
Must wait 1d4 rnds to reuse
Immune to cold, vulnerable to fire, icewalking

Medium Scorpion in Menagerie


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

Giant Fire Beetles (3) in the


Pantry
AC: 16 (+1 Size, +5 natural)
touch 11, flat footed 16
HP: 7,
5,
3
HD: 1d8
Init: +0
Spd: 30 ft
Att: Bite +1 melee
Dmg: 2d4
F/R/W: +2/+0/+0
CR: 1
Vermin (immune to mind
affecting spells)

Abilities
Poison DC:13, 1d3 Con
Improved grab
Constrict 1d4+1
Darkvision 60ft
Tremorsense
Vermin (immune to mind affecting
spells)

14

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


Wight (In Bed)
AC: 15 (+1 Dex, +4 natural) touch 11, flat
footed 14
HP: 26
HD: 4d12
Init: +1
Spd: 30 ft
Att: Slam +3 melee
Dmg: 1d4 plus energy drain
F/R/W: +1/+2/+5
Skills: Hide +8, Listen +10, Move Silently
+16, Spot +10
CR: 3
Special 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 Charismabased. 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: 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

Treasure

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 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.)

Hidden under a loose board, in a hollow


in the supporting beam below,

3 diamonds worth 150gp each

magic (+1) dagger.

Vermin
Immune to mind affecting spells

18

The Wizard's Tower


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is
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15 COPYRIGHT NOTICE
Open 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 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 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.

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