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Expedition 4 - Arcanist Tower - Prep Notes

Authors

4 July 2011

DM Prep Notes

Arcanist Tower (6 players, 12 encounters)

Odanus (Barb 3) Ulthric (Monk 3) Ketham (Sor 3) Mal (Ran 3) Jeff (Rog 3) Neshira (Rog 2) Niles (Wiz 2)

This tower was formerly an academy for wizards. Kellen was the tower's priest.

Lobby Cafeteria Student Dormitories Teacher Dormitories Shrine Libraries (x2) Research Labs (x2)

Rector's Chamber Rector's Research Lab Rector's Library

1 Lobby 2 Library 3 Classrooms 4 Student Dormitories 5 Cafeteria 5 Shrine 6 Research Labs 7 Professor Dormitories 8 Rectory 9 Observatory

Before the Mountain After a few days of travel, the tower comes into view rising above the forest. A quick guess of the distance has you about a half a day's travel away. The journey up the mountain seems a bit rough but nothing too difficult.

Outside the Tower The large hewn stones that make up the tower are well-worn by the elements. A pair of iron-reinforced wooden doors stand closed before you. An unrecognizable runic script is chiseled out of the keystone of the doorway.

The doors are jammed shut. A strength check (DC 20) will break the doors down.

Each floor is 100ft by 100ft.

Lobby Entering the tower, the room opens up into what seems to be a large lobby. A large desk dominates the center of the room. Various other wooden furniture rest against the walls. Wooden double doors are slightly inset on the far wall.

The couches are large animated objects. The chairs are medium animated objects.

Animated chairs (Medium construct) [CR 2] x4 19 (23), 33 (39), 19 (19), 19 (23) Animated couch (Large construct) [CR 3] x2 30 (32), 36 (36) Animated desk (Large construct) [CR 3] x1 45 (45)

Objects: Init +0; Speed 50 ft. Hardness 5

Medium: AC 14; +2 slam (1d6+1) Large: AC 14; +5 slam (1d8+4)

Library Opening the door, before you lies a large book sitting open on a podium. Surrounding the podium are bookshelves that seem to go in every direction as far as you can see.

Turning a page of the book triggers a burning hands trap.

Burning Hands Trap (CR 3), Search DC 26, Disable DC 26, Reflex DC 11 (half). 5d4 fire damage.

Halfway through the maze, some ceiling stones will fall, hopefully splitting the party.

Stones from Ceiling (CR 2), Search DC 20, Disable DC 20, Atk +12 melee (2d6).

Student Dormitory After climbing the next set of stairs, a large hallway is lit by glowing stones lining the sides of the hallway. You can make out a door on either side of the hallway.

The remnants of four double bunks lie scattered across the stone floors.

12 Human zombies in the left dorm. (CR 1/2) 8 Human zombies in the right dorm. (CR 1/2)

Human zombie: Init -1; AC 11; 16 hp. DR 5/slashing. Slam +2 melee (1d6+1)

4 5 - 9

4 - 10 5 - cower

Deeper Pit Trap (CR 1), Spot DC 20, Reflex DC 15 avoids. 20 ft deep (2d6 fall).

Cafeteria/Shrine The stairs open up into a large room lit by lanterns. Three long tables lie to the right and a small altar is on the left.

Troglodyte Ftr1 (CR 2) x4 Init: -1; AC 15 (touch 9); hp 18 (18), 20 (20), 16 (17), 19 (19); longsword +3 melee (1d8), stench

Lizardfolk Clr2 (CR 3) of Othokentilsin Init +0; AC 17 (touch 10); hp 20; light mace +3 melee (1d6+1);

Dex 2

22

Stop

Research Labs Six doors line the hallway of this floor. Sturdy padlocks secure each of the wooden doors.

Lab 1 - Alchemy This room was once an alchemical research lab. Empty flasks and vials line the shelves. A large table is against the outer stone wall. Alchemy Lab (500gp - 40lbs)

If characters search the area, they must succeed at a DC 15 Reflex save to prevent the thunderstone trap.

Thunderstone trap (CR 2); Fort DC 15 or deafened. -4 to Init checks. 20% chance to lose verbal spells.

Lab 2 - Spell Research Spellbooks Scrolls Spell component pouch

Lab 3 - Summoning This seems to be a summoner's lab. A giant circle inscribed with runes is drawn on the floor. [MM 184]

A mob of steam mephits

Lab 4 - Summoning - Earth Elemental [MM98] Another summoning lab.

Lab 5 - Spell Research Empty

Lab 6 - Alchemy Alchemy Lab (500gp - 40lbs)

Acid Flask Trap (CR 1) - Searching the lab triggers this to explode. 1d6 damage to person search. 1 damage to each person in 5 foot radius. Alchemist's Fire Trap (CR 1) - 1d6 fire damage to person searching. 1 point of fire to each person in 5 foot radius. Full-round action to extinguish flames with Reflex DC 15 (+2 bonus for rolling on the ground) else 1d6 damage.

Professor Dormitory This floor seems very similar to the Student dormitory. After climbing the next set of stairs, a large hallway is lit by glowing stones lining the sides of the hallway. You can make out a door on either side of the hallway.

Left dorm: Chase, Teenage Human Barbarian 4 Init +2; AC 18; hp 43 [DMG 112]

Right dorm:

Rectory

Vampire Spawn

Observatory Doppelganger