Anherst University of Magic

by PantherophisNiger

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Anherst University of Magic

“A ruined and abandoned magical college that is now inhabited by bandits that have to be careful about the weird magical crap laying around.” - u/Caongladius

Reccomended levels: 7 - 12


As part of an ongoing challenge, I am comitting myself to making a high-quality dungeon, adventure or encounter once every two weeks, based off of prompts I am sent.


Credits

This adventure was designed and written by u/PantherophisNiger.

If you would like to give me your own prompts, or if you would like custom content for your games, hit me up on Patreon. I have several tiers, and I am always willing to work with you.


This GM Binder document was compiled and edited by u/PfenixArtwork

You can visiting her on Patreon too!

The Anherst University of Magic

Summary

This is a wide, sprawling bandit “lair” that was once a respected magical university. Unfortunately, after "The Incident," The Anherst University of Magic was forced to close. The wizards may have moved on, but the magic remains within the walls of the school. A group calling themselves “The Anherst Bandits,” led by Captain Gazima, have taken up residence in the abandoned school. They are undeterred by local superstitions about the place, and they have made themselves quite comfortable.

Plot Hooks

  • The local Lord has hired your players to clear the Anherst Bandits out of his lands once-and-for-all.
  • An aged, forgetful (former) professor of The University has asked your players to retrieve some vital, forgotten notes she left in her office during “the evacuation”.
  • Your players have heard of a fantastical artifact that was left behind at The University; they aim to claim it before The Anherst Bandits discover the item’s true purpose.
  • Your players stumble on these grounds during their journey. Locals tell them how the university is cursed to all, save The Anherst Bandits under Captain Gazima.
  • Your players lost a fight to some low-level bandits. They have been hauled back to the main bandit’s hideout.
  • Arcana, Goddess of Learning and Magic, has charged your players to bring her stray pupil back to the True Path of Learning.

Running this Adventure

Recommended level range for this adventure is level 5-12.

Most of the traps can be easily scaled to fit your party, but PCs below level 5 may find this adventure very difficult.

For maximum fun, don’t tell your players which tower they have entered/approached. Let them guess that on their own! The towers may be explored in any order, or they may be completely ignored as your players head straight for Captain Gazima and the bandits. The towers are listed here in a recommended order, but there's no requirement to proceeding as listed.

If at any point your players alert the bandits in the central tower, Gazima will make plans to attack when their guard is down to catch them unawares.

The bandits are superstitious, and somewhat afraid of the towers. This is quite justified, considering the formidable defenses on the Tower of Abjuration and the Tower of Evocation as well as the many horrifying contents of the Tower of Necromancy.

Should your players lose a combat at any point, they will be knocked out and brought to Gazima. Gazima will take any gold and magical items the party carries.

If your players are spell casters, rogues or fighters, he will offer them a place in his band. If they refuse to join his band, he will attempt to ransom them to anyone who might pay for their release.

If no one will pay their ransom, Gazima may eventually decide to feed them to Fred, or he may release them at the edge of his territory. Depending on how they have treated him, and if they have slain any of his men.

The Incident

Prior to the Blight Years, the Anherst University of Magic was the premier school for learning the Arcane Arts. The University considered themselves not only an academy of learning, but also an everlasting temple to Arcana: Goddess of Learning and Magic. One of the notable professors at Anherst was a golden dragon called Professor Tarish. He was a formidable expert in all eight schools of magic, and was rumored to be in the running fpr the next Deanship.

When His Excellency came to draft The Professor’s beloved students for what would be the first of three Draco-Elven wars, Tarish was incensed. For him, the use of magic in war was an apostasy to The Goddess who had granted The Art to mortals. Tarish felt that he must act; he threw himself into the development of a weapon that would sate The Emperor’s bloodlust, and halt all dreams of glorious conquest. Tarish poured his anger, his disgust and all 10,000 years of his collected knowledge into this weapon. At first, The Twelve Elven Kings refused to believe that this golden dragon; this teacher who had trained many of The Emperor’s most cunning war mages, would betray his own kind.

They didn’t trust this weapon, and hid it away for fear that it was some draconic trick. However, trapped inside of what is now called Fort Drakkenfall, the elven kings knew that they had nothing left to lose. They summoned forth the vial that Professor Tarish had left them. As he had suggested, they coated all their weapons in the viscous fluid. Bolstered by the rumour that this poison would save their people, the last stand of the Southern Kingdoms held firm.

Within days, the bulk of His Excellency’s army lay dying in the valley below. The Dracoblight did its work; causing vicious fevers, rotting sores and the eventual sloughing off of all the scales on an affected victim. The Empire’s army fled from the valley, to the great ruin of The Empire. Although few of the scholars there had the biology to even be affected by the ensuing plague, the name of Anherst was tainted by Professor Tarish’s actions. During the Blight Years, fewer and fewer mages came to Anherst to become initiates. Professors left one-by-one. By the time the dust settled from The Blight Years, Anherst stood totally abandoned.

Panther’s Note - “The Incident” can be whatever you like. For my games, “The Incident” is the outbreak of a horrific plague that was engineered by a misguided golden dragon/wizard. However, Dracoblight and the implications of it are pretty unique to my dragonborn-centric setting, so add whatever “incident” that you like.

NPC Profile: Captain Gazima pt 1.

Captain Gazima is the leader of the Anherst Bandits. A tiefling in his late 50’s, he has a wiry build, and many scars that show bright white against his copper-red skin. One of his long, curving horns is heavily cracked and split. A lifetime ago, he was an initiate of The University; a firstborn given in service to a god (in his case, Arcana). During the chaotic Blight Years, he faithfully stayed at the school, assisting the invalid Professor Morthan, and keeping the younger students safe until their parents could come collect them. At first, he justified his thievery because it was the only option he had to keep his invalid charge fed and safe.

However, as the years wore on, his vision of “The Purity of The Art” vanished; he no longer studied magic for the sake of it. He began to study magic, because it gave him an edge over the other bandits in the area. After a time, Gazima became a powerful bandit Lord. The Gazima that came out on the other side of The Blight Years was a hard man. He is extremely well-spoken, educated and coldly logical. He very fierce about destroying perceived challenges to his authority, but he is otherwise good to his band. Captain Gazima has resigned himself to the fact that he is likely to lose at least one in three new recruits to the various arcane defenses and fluxes around The University. He generally tries to warn new recruits about the dangers of their home, but he is unsurprised when someone who is too curious for their own good becomes a victim to a newly awakened flux, or a long-forgotten trap.

While Captain Gazima would be willing to forgive the players if they killed any of his men in the heat of combat, he will find it very difficult to forgive anyone who has slain one of his men in cold blood (killed someone who surrendered or never attacked them). If your players wish to bargain or reason with Gazima, he would be very interested in forcing your players to loot the other towers for him, and give him what they find. If your players unleash Professor Morthran, and Gazima knows about it, he will not show any mercy to them. If your players end up putting Professor Claudia to rest, Gazima will view them quite favorably; she was his favorite teacher.

Entrance

For the Players:

"In the distance, you see nine towers peeking out over a tall, mortared wall. As you approach the the large wall, you see two gatehouses on either side of the road. The road here was once paved with fine, red bricks from the mason’s guild in the capital. Over the years, many stones have worked their way loose. Grass and small brambles have grown up between the cobblestones; this road is not frequently traveled. As you approach the gatehouses, you can see that crude iron bars have been thrown up across the once-open huts. The only way inside of the each of the “guardhouses” is through the heavy metal door in the back of each guardhouse… You can see a heavy portcullis made of steel and stone that is totally different from the rest of the architecture."

For the DM

If your players do not know what is in store for them as they approach The University, they can make checks to glean information about the buildings that they can see. The large, grey stone wall that surrounds the university was certainly not intended to withstand a siege; the stones are uneven, and provide many hand holds up the side, should someone wish to climb in. The gate houses that flank the road were originally intended as information huts, but the bandits have modified them. The space between the information counter and the ceiling/canopy of the hut has been barred, and the doors in the back have been reinforced. The bandits have these guard posts manned 24/7. If your players intend to bypass them, they will need to sneak around one side of the posts, or they will need to take out each guard at the same time. If the guards suspect anything, they are supposed to engage the locks on their doors, and begin blowing on the whistles they each keep around their necks.

The portcullis that blocks the way into the university can only be lifted from the inside. There are two great wheels on top of the wall, near the stairs, that may be turned to raise the portcullis up. The portcullis is weighted so that it will be closed, unless someone is actively holding one of the wheels in place to keep it up. The bottom part of the portcullis is sharpened to a wicked edge; it is sure to hack off the limbs of anyone who becomes trapped beneath it.

The walls around the university grounds are easily climbed; they are made of decorative, natural stones fitted together with mortar. The wall itself is not terribly thick, or designed to withstand a siege; it is almost purely decorative. A few of your more athletic or dextrous players should have no great difficulty in scaling the walls.

The Courtyard

Note

The description you give here may vary, depending on the season and the time of day. Change this up as appropriate for your game.

For the Players

“A large courtyard of overgrown grasses, thorns and brambles greets your gaze as you reach the top of the wall. From your vantage point, you can see several paths that have been cut and trampled out of the overgrowth. Strage, colorful ivy creeps skyward along each of the nine towers. Though each of the eight “lesser” towers are covered in only a single color of plant, the central tower is overgrown in a rainbow of vines, leaves and flowers. You can also see a dizzying pair of ponds that seem to feed into each other; both of them seem to flow downstream into the other without an obvious source of water. At the southern end of the university grounds, you can see a wide, lopsided building that seems to have partially sunken into the ground. You can see smoke curling out from several windows in the central tower; evidence of where the bandits reside. Several unsaddled horses are grazing on the lawn northeast of the central tower.”

For the DM

There should be 2-4 bandits sitting on the top of the tower, with a commanding view of the entire complex. You players should not be able to see them from their (relatively) short vantage point at the top of the wall. However, there should be multiple “blind spots” where your players can approach the complex, without getting spotted by the lookout (such as behind one of the other towers). Use the map to figure out line-of-sight for how your guards should react.

East Pond

For the Players

“There is a comfortable babbling sound from the creek that simultaneously flows into this pond, and flows away to the western pond. Out in the center of the pond is a small, weather-worn shrine; the name and shape of the guardian deity has been worn away by the years. The water here is crystal clear; offering a view of the various treasures that students have tossed in; trinkets, coins and a few skeletons litter the bottom of the pond. There are several large stones around the pond with smooth depression in them; worn down by generations of students sitting upon them to contemplate the arcane mysteries of their professor’s grading rubrics. The stones are all slightly warm to the touch, and fill your minds with a sense of calm and ease.”

For the DM

The shrine out in the middle of the pond is a trap; something that older students would use to haze younger students. Ostensibly a shrine to Arcana: Goddess of Learning and Magic, the older students would prank younger students by telling them to offer some trinket to her and swim out to her shrine in search of a blessing. If a character dives under the water in this pond, they will be unable to surface while in the pond, unless someone pulls them out with a powerful feat of strength. Note that they CAN surface if they are in the creek part. Should anyone reach the shore of the small island, they should be able to plainly see that the statue is just a vaguely statue-shaped rock, and the “worn runes” on the “altar” say “NO SWIMMING!” Alternatively, someone could dispel magic at level 5 or higher to make the surface breachable for 30 seconds. There are never bandits lounging here (the skeletons at the bottom of the pond belong to bandits who foolishly tried swimming in this pond.)

West Pond

For the Players

“The babbling of the impossible creeks cannot be heard over the clamour of frogs that inhabit this pond. A thick blanket of pink and white lotus provides shelter to the frogs that hop away to hide at your approach. In the center of the pond is a well-maintained shrine. A glittering statue of a small woman is shaded below an old, but short apple tree.”

For the DM

The western pond holds a true shrine to Arcana. Players that dare to cross the pond, find a crystal statue of a gnome woman looking through a telescope. A rat sits on the end of the telescope, and a frog sits upon her shoulder.

Arcana honors the sacrifices that both of these creatures have made to the cause of learning; they are her sacred beasts. If your players dishonor or desecrate the shrine in any way, the lotus blossoms will gather up and defend the shrine. Should this occur, the bandits will surely be alerted to your players’ presence. Captain Gazima, though he is lapsed in his observance, will not kindly suffer dishonor to his former patroness. On hot days, there may be bandits lounging by this pond, and swimming about.

Note

Each of the eight lesser towers was a place where students of that particular school would study that facet of The Art. The Central tower is where the administration resided, as well as where the professors met to discuss curriculum with each other, and debate arcane philosophy. The Anherst University of Magic had a very laissez-faire attitude regarding student safety; it was the culture of the school that a clever student could get out of most situations armed with only their arcane focus. Therefore, professors were highly encouraged to hide all manner of arcane traps between students and their classrooms. Student deaths were rare, but (usually) fairly easy to rectify.

Mobius Creeks

For the Players

“The two creeks that connect the ponds are shallow and clear. Pebbles worn smooth by centuries of gentle flow pave the bottom of these creeks. Though you feel inclined to spend a great deal of time pondering these impossible bodies of water, you feel uneasy, because you begin to feel that you would never be able to say with certainty exactly which way the water is flowing.”

For the DM

The mobius creeks are the two bodies of water that flow into/out of the two ponds. They are fairly shallow and clear, with smooth pebbles on the bottom. The direction that they flow depends on the current perspective of the person viewing them. It cannot be said for certain which direction they are truly flowing. These are just here for fun and flavor. If your players try to float stuff down the creeks, it may flow one way or the other, depending on an even/odd die roll.

Sunken Building (“Fred”)

For the Players

“As you approach the large, wide building, you can feel the squish of soft earth beneath your feet. The western side of the building has sunk several feet into the earth, if the doorframe is anything to go by. Only a few feet of the top end of the door are visible above the soft ground here. At the eastern end of the building, the ground is somewhat firmer. A rotten wooden door hangs slightly open at an angle. A wave of mouldy, damp air assaults your senses as you approach and peer into the abandoned dormitory.”

For the DM

This half-sunken building is an extremely large, sedentary mimic. It may startle awake if the players attack the building in any way. The mimic’s mouth is the door at the eastern end of the “building,” it is the “mouldy wooden door”. If your players detect magic on this building, it should shimmer with varying amounts of abjuration, enchantment, illusion and transmutation magic (abjuration, to keep the mimic in place, enchantment to keep it sleepy, illusion and transmutation coming from the mimic itself). Should a player enter the building, the mimic will awaken and chomp down on the unlucky player. They may make a difficult dexterity save to avoid the mimic’s teeth, if you are feeling generous. This “gargantuan” mimic has a speed of 10 feet, 500hp, and deals dangerous amounts of damage (scaled to your players’ level) when it bites. The bandits will be incensed if the players injure the mimic; they affectionately refer to the mimic as “Fred”, though they’re pretty sure Fred is female. If you want to give your players some heads-up about “Fred”, they might see a horse wander too close to Fred’s mouth, or they might observe a bandit tossing some game (rabbits or doves) through Fred’s “doorway”. THey might overhear a bandit talking about “going to feed Fred.”

Transmutation Tower

For the Players

“You stand at the foot of an immense tower that reaches toward the sky. The grey stone of the building is hidden beneath a shining mat of golden ivy that clings to the stone with an uncanny tenacity. The leaves of the ivy are indistinguishable from the gold that you have seen exchanged at markets in the city. The roof of this tower seems to have crumbled away; you can see the open area of the room at the very top.”

For the DM

If any of your players pluck leaves from the tower, make a note of it, but do not say anything. The vine itself is thoroughly embedded in the stone, and extensive “cuttings” of this plant are difficult to make, without potentially threatening the structural integrity of the tower.

First Floor

For the Players

“The door creaks loudly on rusted hinges. If any bandits reside within, they have surely heard your approach. This first floor is a simple study room; several worm-eaten wooden desks are scattered about. A few of the desks still have bits of parchment on them; study notes from an exam long past. A set of stone stairs curve away, up to the next room.”

For the DM

The bandits steer well away from the Transmutation tower. The parchment on the desks is magical; if a player picks it up, the parchment will immediately fold itself into a small paper creature and attack. Use stats for a rat, bat or hawk, but give the paper creature vulnerability to fire.

Second Floor

For the Players

“As you ascend the stairs, you see a heavily barred oaken door. Whatever termites feasted upon the desks in the room below have left this door well alone…. Upon closer inspection, you see old, faded bloodstains on the door, and on the floor here… After dismantling the hasty bars that held the door firmly shut, and disabling the abjuration magic that kept it locked, you swing the door open, and you are confronted by the sight of hundreds of papercraft creatures. These beasts are much larger than the simple trinkets you found below; many of them are true-to-life sized, including a paper lion and a paper owlbear.”

For the DM

Only a very difficult perception check should reveal the decades-old bloodstains. The papercraft creatures should all move on the same initiative; populate this room as heavily as you like. All of the papercraft creatures should deal magical slashing damage, regardless of the damage types originally ascribed to their stat blocks. All of the papercraft creatures are vulnerable to fire damage. Though the creatures are hostile, they will not pursue your players out of the tower. This room was a basic classroom, with several small desks and lockers where students could keep their transmutation reagents.

Third Floor

For the Players

“After the papercraft beasts, you open the door to the third floor with some degree of trepidation. However, you do not find anything immediately threatening in this room. The march of time seems to have left this large transmutation laboratory untouched (possibly the influence of the papercraft beasts on the floor below). Alembics filled with the powdery remains of their substances hover over drip pans. Several pages of paper, covered in lecture notes written in Draconic, are hung on the wall by invisible means. There is a ladder that leads up to the next floor.”

For the DM

This is the main classroom for transmutation lessons. There are no truly dangerous substances here, as this is where young students could safely practice basic transmutations.

Fourth Floor

For the Players

“The top of the ladder ends in a heavy trap door. Try as you might, you cannot make the door budge one way or the other.”

For the DM

The trap door has powerful spells weaved into it. The first is a conjuration spell that makes the door incredibly heavy. Your players will need to pass a very high strength save in order to open the door, or else they will have to dispel the conjuration magic. They can either cast dispel magic at level 4 or succeed on a DC 14 spellcasting ability check.

If the conjuration magic on the door is dispelled, the ladder will turn into a gigantic serpent and wrap around any characters currently on the ladder. This serpent is an illusion that requires a moderate willpower save to see through. Any damage dealt by the serpent should be psychic damage. The third layer of defense on this door is a teleportation spell; anyone who climbs up through the trap door will be teleported outside, approximately 20-50 feet above the ground (depending on how much damage you wish to deal). The door will only teleport three characters before the last gasps of the magic that were woven into it are exhausted.

For the Players

“Now that you have overcome the defenses of the trap door, you are able to see what was so viciously guarded. A vast, complex laboratory that seems as though it should not fit inside a tower of this size. Shelves along the wall are lined with hundreds of jars, with labels written in tidy Draconic handwriting. A massive bookshelf on one wall sags underneath the weight of the ancient tomes that once belonged to the master Transmuter. At the far end of the laboratory is a stairway that leads up another floor.”

For the DM

This floor is a place where the Master Transmuter of The University did his work, alongside his top apprentices. In my setting, the Master Transmuter was Professor Tarish, so his laboratory was tailored to his secret work, and was quite suddenly abandoned when he died. Most of the alchemical ingredients in the jars should have been rendered inert by the march of time. However, fi you are so inclined, you may reward a curious player with some rare ingredient that has remained fresh and viable. The bookshelf should contain draconic translations of many famous magical books. Invent titles as needed, but they are classic tomes that belong to a variety of magical schools. “On the Nature of Febrile Sickness”, “Skin Diseases of Scaled Creatures”, “The Properties of The Axe of Shadows” and “Health and Strategy: How Flux Ended the Campaigns of Eredall the Great” are appropriate tomes for Professor Tarish’s collection.

Fifth Floor

For the Players

“No traps or tricks guard the doorway to this final room at the top of the tower. You can hear the faint whistle of wind against the open face of the room beyond… Inside the room is a large bowl-like depression in the stones. Sprawled across the depression are the faintly glimmering bones of a moderately sized golden dragon. At the far end of this room is an open ‘launching pad’ where Professor Tarish could land/take off from; you realize that the roof did not crumble away; this was the intended design.”

For the DM

In my setting, Professor Tarish’s ghost does not linger here; he is serving out his punishment before Bahamut. However, it may be more interesting for your players to encounter his ghost, and gain some insight into what happened here. Professor Tarish is aware that he has died; he will be neutral-friendly to your players, unless they attempt to desecrate his bones.

NPC Profile: Professor Tarish

Professor Tarish’s final weeks, when he saw The Blight spreading to this region, were spent feverishly trying to manufacture a cure for it. He ultimately failed, and succumbed to the Blight after a brief, but agonizing illness. In his final hours, Professor Tarish send copies of his journals, which detailed how he created The Blight, and his later efforts to counteract it, to every house of healing that could be reached. Tarish’s deathbed confession spelled the end of The University, and began the school’s decline. Professor Tarish’s ghost is extremely sorry for what he has brought into the world, and seeks redemption before The Dragon Gods, and before his personal Goddess, Arcana. If the players seek to redeem him, he will send them on a quest to find (and destroy) all the live samples of Dracoblight that The Elves are keeping (as a safeguard against future Draconic invasions). You may choose to make this quest more convoluted, requiring sacrifice and penance from each of the offended Gods.

Leaving the Tower

Any players that plucked leaves from the vine on the outside of the tower will find all gold on their person has been permanently transmuted into copper.

Illusion Tower

For the Players

“As you approach the tower covered in tangled, pink vines, you hear a dull buzzing in the back of your mind. The vines around the base of this tower grow in a thick, twisting mat. As you dig further through the vines, seeking the doorway hidden beneath the thick growth, you uncover a nest of brightly colored vipers!”

For the DM

Have a small encounter here where the players fight some illusory, pink vipers. Treat the vipers as though they are the products of phantasmal force. This should be a small precursor of the illusions that the players will find within the tower. Note that the Tower of Illusions is inhabited by bandits. SHould the players make too much of a ruckus fighting the vipers, the bandits within the tower will be alerted to the players’ presence.

For the Players

“After defeating the illusory vipers, you are now free to explore the outside of the tower. Unlike the other towers, the stones here are fitted tightly together, forming a smooth, even surface all around.”

For the DM

The door on this tower is hidden by heavy illusion magic. Detect magic will not be terribly useful here, as the entire tower will radiate a sense of illusion magic. A decently high perception or investigation check should allow a player to notice a section of the tower where the pink vines are not clinging so tightly to the tower; indicating that they are hanging down in front of a hidden doorway.

The door is located several feet up in the air, so that “tapping” along the side of the tower does not reveal the entrance. Alternatively, your players might use dispel magic to temporarily weaken the illusion, or use something like thaumaturgy to force the door open, and listen for the creaking of the old hinges (Though thaumaturgy should almost certainly alert the bandits within).

First Floor

For the Players

“After scrambling your way up into the tower, you find yourself several feet up on the ‘first floor’. The air inside this tower is stale and musty; it is clear that nobody has been inside this room in a very long time. Several bats hang from a rafter, chirping to themselves, watching you and increasing the size of the large guano pile below them.”

For the DM

If your players alerted the bandits during their entrance into the tower, they will be assaulted here. The tower itself radiates a heavy illusion that this first room is abandoned, musty and full of bats. Unless one of your players happens to be using truesight or something with a similar magical effect, that is all they will be able to sense. The reality is that this tower is clean, airy and well maintained. There are several cots in this room, where the bandits retire at night. Each of the bandits that reside in this tower are equipped with a vial of true seeing ointment that allows them to bypass the tower’s defenses. Your players should have disadvantage to hit the bandits, unless they bypass the tower’s illusions. Depending on how generous you’re feeling, you may allow your players to loot small amounts of true seeing ointment from the bandits. There is a hidden ladder that leads up to the next floor, and a trap door (located directly underneath the “guano”) that leads to a basement.

Basement

For the Players

“You peer down into the darkness, and feel as though you are gazing into the night sky itself. Hundreds of small, twinkling lights shine back at you. As you climb down the ladder, your torchlight sends the twinkling stars scattering away into the darkness, towards a pair of reflective disks the size of dinner plates. With a sinking feeling, you realize that there are three more pairs of glowing dinner plates. You lean forward with your torch to gain a better comprehension of this strange object before you, and find yourself face-to-face with a spider the size of a horse!”

For the DM

Your players may be inclined to think that this spider is fake. It is not. Stat the spider, and the smaller spiderlings to be appropriate for your party.

For the Players

“With the giant arachnid dead, you begin burning away the thick next of webbing that covers almost every inch of this basement. A large, wide tunnel stretches off into the darkness. This room is fairly bare; you note that while there are the remains of a desk, and several bookshelves, there is no bed here.”

For the DM

The Illusionist Master was a drow woman named Istarra. As an elf, she had no need of a bed; she merely needed a comfortable space to trance (such as a plush floor rug, or an easy chair). Istarra was one of the last to leave The University; she has not been heard from since her departure. Presumably, she has returned to her homeland in The Underdark. Any books that the players find here are disguised with illusory script. The true text of the books should be highly inflammatory, or even heretical, texts that discuss The Seldarine favorably while highlighting the evil nature of Lolth. These books, which are highly illegal in most Drow societies, are rare works of anti-Lolth Drow philosophy that may be worth quite a lot to the right person. Should your players choose to follow the underground tunnel, it will eventually lead to a series of caves several miles away. Populate the tunnel with all manner of creepy crawlies, if your players are inclined to explore it.

Second Floor

For the Players

“You push open the trap door above you to find yourself on a sort of bare, open room where one of the walls seems to have crumbled away. The wind whips across the naked stones, creating a howling noise in your ears. The only items of note are a few broken chairs; the rest of the items in this ¾ ‘room’ probably blew away at some point… As you creep towards the edge, where the wall has crumbled away, you spy a ladder going up the side of the intact wall. Luckily the masonry has held firm here. However, the wall is just beyond your reach; you will have to make a DC-15 dexterity save to grasp the first rung of the ladder, and a DC-15 strength save to pull yourself up by your arms… Your sweaty palm grips the first rung, and for a moment, you make the fatal mistake of looking down. Your stomach churns with the thought of how far the grass is below you. You heave your weight up towards the next rung of the ladder, desperately trying to gain purchase under your feet. However, your arms are not quite strong enough; your grip slips, and you plummet to the ground below. Your last thoughts are of your friends above in the tower as the ground rushes towards you at an impossible rate.”

For the DM

This room is another heavy illusion. Your players are actually inside of the tower the entire time. Should one of your players fall, use something similar to the above narration, and have that character take a moderate-dangerous amount of psychic damage. They might scream on their way “down”; use your judgement or have that character make a wisdom save. A character that has “fallen to their death” should be considered unconscious until everyone else has ascended the ladder, or failed the attempt. Characters that have made the ascent should be able to see the illusion for what it is, and assist the other characters in doing the same. You may or may not choose to play this up as another layer of illusion, to sow paranoia among your party.

Third Floor

For the Players

“After making the nerve-wracking climb up the ladder, you reach the next floor and discover to your relief that you were never in any danger to begin with. You have just made a simple climb up a 12-foot ladder into the room above… Once the entire party has overcome the gripping fear of climbing up the ladder, you all find yourselves in a cozy room. There are several lounge couches, and a wide fireplace here. One of the walls is made entirely of black slate; presumably it was a chalkboard once upon a time.”

For the DM

This room has no active illusions covering it. The room is exactly what you see. Transmutation spells of preservation hover over the couches, to prevent moths and other insects from tearing into the fabric. This room was once used to practice illusory spells in relative security, comfort and safety. The slate wall was once used to chalk out the lecturer’s notes, or project illusory writings upon. Your players might investigate this room, and discover a few scrolls, such as invisibility, dream or illusory script.

Necromancy Tower

For the Players

“The tower covered in oily, black leaves is the shortest of the eight towers. To be honest, it can barely be called a tower at all. There is no mistaking which school this building was dedicated to; heavy boarding and extensive wards prevent your ingress… As you work to unbind the charms that prevent the opening of this door, you begin to hear a faint ‘THUMP! THUMP! THUMP!’ on the sturdy wood.”

For the DM

There are heavy iron brackets holding this outward-swinging door shut. Additionally, a spell of forbiddance cast at level 7 prevents the door from being opened, and prevents anyone from traveling across the threshold via magical means. There are dozens of undead trapped in the maze of crypts beneath this tower; the sounds of your players tinkering with the door may agitate them and drive them to pound on the door with increasing vigor. Should your players leave the door alone, the zombies will eventually calm down. Your players may decide to unleash these zombies as part of an assault plan on the bandits. Should they find some way to actually get inside of the tower, and clear out the zombies, they will find the dessicated remains of Professor Morthran reclined in a bed on the second floor. The zombies will attempt to kill and dismember any living humanoid they come across, and deliver those remains to Professor Morthran. Should the zombies be successful, Professor Morthran will awaken and take command of his army.

NPC Profile: Professor Morthran

In life, Professor Morthran was a half-elf who dabbled in multiple schools of magic. Raised among elves, Morthran did not put much thought to his own mortality until well into his sixtieth year of life. Frantic to purge himself of what he saw as his “human weaknesses,” Morthran turned to necromancy for answers.

He succeeded, to a degree, at a great personal cost. He slowed his aging and metabolism to a crawl, but the toxic potions that preserved his youth left him crippled and weak. For Morthran, the Tower of Necromancy became his entire world. His unsavory servants “donated” by individuals who “wished to further the cause of learning”, tunneled their way into the earth; providing the professor with ample space to continue his experiments far from the prying eyes of his colleagues. The professor’s apprentices were few, so he rarely had cause to emerge from his underground lair. When The Blight swept through The University, he took the opportunity to “respectfully dispose” of the affected students, and gleefully pitched in to assist Professor Tarish in his analysis of how The Blight had mutated from Tarish’s original design.

For a time after The University was abandoned, Gazima faithfully visited the increasingly withdrawn half-elf, and brought him food. However, one day, Professor Morthran’s ghouls attacked Gazima (scarring him, and cracking one of his horns). After that, Gazima barred the door to the tower; he assumed that Professor Morthran had gotten lost in his crypts and died, or was devoured by some undead. However, Professor Morthran persists, in an extremely weakened state, waiting patiently for his ghouls to bring him the proper kind of sustenance.

Divination Tower

For the Players

“The tower covered in dark blue ivy stands almost as tall as the big, central tower. As you approach, faint silvery speckles on the inky-blue leaves become apparent. The longer you look at the leaves, the more they seem to sparkle and shimmer, like the stars at night. Try as you might, you cannot seem to find a door to this tower.”

For the DM

The door to the divination tower is magically sealed, and it will only open at night time. Not even knock can compel the door to reveal itself and open. At night, the silvery speckles on the dark blue leaves will give off small amounts of light, as though faerie fire were cast upon them.

First Floor

For the Players

“You cross the threshold, and find, to your surprise, that the divination tower is hollow. It is merely a winding stone stairway that leads up towards a stargazing platform on the roof. Warded alcoves along the walls contain astrology charts, discarded notes and several collapsible telescopes… Near the top of this tall staircase, near the door to the viewing platform, is a locked chest. At the top of this very tall staircase is a very flat, level platform for viewing the celestial bodies. A silver basin, etched with runes sacred to Arcana, is filled with clear rainwater. ”

For the DM

The alcoves are essentially lockers and shelves where divination students could leave their texts and charts during the day. The chest at the top of the stairs is heavily locked and waterproof. Inside is a bag of expensive incense, three jars of dried divination herbs, a very expensive and detailed astronomy chart and an intricate diviner’s telescope.

Should the PCs linger too long at the top of the divination tower, the bandits in the central tower may notice them and wait for them at the bottom of the stairs. If a spellcaster consume the dried herbs, they may have advantage on all spell saves to concentrate on divination spells for 12 hours. At the end of those 12 hours, they will take a point of exhaustion.

Conjuration Tower

For the Players

“As you approach the tower coated in thick, purple ivy, your vision seems to blur. You screw your eyes shut, and force them to focus upon opening. With some minor strain, you affix the sight of a singular tower before you. However, the longer you stare at the tower, the more it seems to shift and change. In one moment, you see an alabaster spire in a green glade, and in another moment, you see a decayed ruin and hear the call of some distant carrion bird.”

For the DM

The Conjuration tower’s glass door is sealed along three different ley lines. One cannot enter the tower unless they also unlock the door’s leyline copies in the Shadowfell and the Feywild. Alternatively, a teleportation spell should allow ingress into the tower. Depending upon the method used, they might encounter the Feywild version, the Material version or the Shadowfell version of the tower. For example, misty step would almost certainly lead to the Feywild tower, while an assassin rogue’s shadow teleportation ability would bring them in alignment with The Shadowfell tower. To unlock the other leyline copies of the tower without spells, a player character might need to meditate and focus upon one version of the tower or another. Adjust the difficulty of this feat depending upon the character performing the act, using your own judgement for that character’s alignment. Alternatively, a “fey-aligned” character (such as a Pact of Fey Warlock, or an Eladrin) might have an easier time understanding the Feywild version of the tower, while a character who is attuned to aspects of The Shadowfell (such as a Long Death Monk, or a Shadar-Kai) might only be able to comprehend the Shadowfell version of the tower. Some characters may only be able to interact with the material tower, depending upon your cosmology, their character’s personality and their character’s alignment towards other planes of existence.

Shadowfell Tower

For the Players

“You breathe deep and focus your senses on the decayed ruin that shifts in and out of phase with your own existence. The sights and sounds of The Material Plane fade and decay. You no longer find yourself sitting on the overgrown lawn of Anherst Academy; you are slowly sinking into the thick mire of an endless swamp. The crumbling ruin of a once-proud tower stands before you. It is a simple matter to stand up, and walk over to the tower. There is a thick ‘shluck! Shluck!’ sound as you pull your feet up from the mud. The cracked glass door of the tower swings open before you, and you hear the ‘shluck! shluck!’ of something approaching from the other side of the ruin!”

For the DM

Run a brief combat encounter between all of your players that traveled to The Shadowfell and an equal number of zombies. Any player that falls unconscious during this combat will immediately phase back into the prime material plane.

Feywild Tower

For the Players

“Like a comforting dream you once had as a child, the sparkling alabaster tower draws you in and makes you forget the cares of The Material Plane. Birds with a dozen different colors in their plumage flit between emerald boughs and sing a song so sweet as to make The Gods cry. The air of this land is heavy with the smell of plumeria and strawberries. You look up at the dazzling white of the tower, and struggle to remember why you care at all. The bushes beyond the tower rustle; you catch a glimpse of the fairest youth you have ever had the good fortune to meet.”

For the DM

Actually unlocking the Feywild door is a trivial matter. Returning from The Feywild is not. Feel free to personalize this vision for the players who have dared to travel to The Feywild. In my games, The Feywild is the realm of Eternal Summer. It is a paradise where the Gods of Life walk freely among the idealized versions of their creations. Any mortal who strays here should find it very difficult to return to The Material Plane. In my game, this “fair youth” is Orpheus, the Elven God of Music. He is a benevolent trickster who would likely persuade your players to stay a while in The Feywild, and forget the cares of mortal life. The easy way to do this encounter would be to impose some wisdom saves, or have a dialogue boss. A more difficult way to do this encounter would be for Orpheus demand that the characters offer him tribute (wine, a poem, unique forms of art) before he will allow them to leave his realm. Important to note that, in my games, The Feywild operates on a different time scale than The Material Plane; an hour spent in The Feywild is actually thirty hours out in The Material Plane.

Material Tower

For the Players

“You appear just inside the glass doorway, in a room heavy with dust. This room has furnishings typical for a well-to-do wizard's study, however, the shelves are completely devoid of books, and any personal effects have been removed. There are no stairs or obvious ways to ascend to the higher stories of the tower. A wastebin next to the desk contains several dried, crumpled pieces of parchment. The handwriting on the parchment is unmistakably that of an elf writing in common. The flowing script could belong to no other.”

“To Whom it May Concern,

Given the egregious scandal that has recently rocked this school, and the unfavorable political situation I now find myself in, I must regretfully resign from my post as Master Conjurer. I shall be glad to hand over all port items necessary for accessing the higher levels of my tower at once. Additionally, you will find my script for the telepotation pads on the following pages.

-Calanthoë”

For the DM

The spelling error in that letter is intentional. This was a draft of the letter that Professor Calanthoë discarded. Captain Gazima is in possession of the portkey items that make for easy teleportation to the higher levels of the tower. However, if your players are careful with the discarded letter drafts (they are old and fragile), and if they have a spellcaster who is capable of casting teleportation circle, then they should be able to piece together the runes required to reach the upper levels of the tower. The upper levels of the conjuration tower have all been cleared out; the school was still functioning when Calanthoë left. However, if your players are in need of a safe, hidden place to take a long rest, the upper levels of the conjuration tower are an ideal location (provided they don’t turn on any lights/start any camp fires).

NPC Profile: Professor Calanthoë

Professor Calanthoë (cal-ann-tho-ey) is an Eladrin conjurer who enjoyed the status of being a School Master at a prestigious university. Professor Calanthoë spent most of their formative years ranging across dimensions with their free-spirited ranger parents. Magic, and conjuration in particular, came quite easily to them. Professor Calanthoë was not always the best teacher; they had very little patience for students who did not immediately grasp the difficult concepts of 4th-dimensional travel. Professor Calanthoë was the first teacher to resign from their post after The Incident; they resigned almost immediately once the news of Professor Tarish’s deeds came to light. After The Dracoblight ceased ravaging this sector of The Material Plane, Calanthoë returned to this dimension to become court wizard for a powerful nobleman. Calanthoe avoids all mention of their time as as Master Conjurer at Anherst University (These letters written in their handwriting could prove to be good blackmail material, should the players ever encounter Calanthoëin your games). Like many elves in my own setting, Calanthoë has no preferred gender presentation, though you may change this to suit your own elven ideals.

Abjuration Tower

For the Players

“A pale, iridescent ivy winds its way up the side of this stone tower. Upon close inspection, the leaves of the ivy appear to be each of the six primary colors at once, depending upon how they turn in the light. The door to this tower is plain to see; it shines bright red against the dull, grey stone.”

For the DM

This door is warded with magic similar to prismatic wall. Each layer of warding on the door must be dispelled or bypassed in order to proceed through into the tower. The prismatic ward will reset after 1 hour. If you are feeling generous, you may put a six-colored wand in the Divination tower’s chest that will completely dispel the prismatic wall, and imply that the Master Diviner left the wand there for your players.

Red - Upon touching the red door, the flesh of your hand is seared and burned. You must make a DC 16 dexterity save to withdraw your hand before serious damage occurs. You take a dangerous amount of fire damage on a failed save, or half as much on a success. To dispel the red layer, you must deal at least 30 cold damage to it.

Orange - Upon touching the orange door, your flesh begins to bubble and melt away as though you just reached into a vat of strong acid. You must make a DC 16 dexterity save to withdraw your hand before serious damage occurs. You will take a dangerous amount of acid damage on a failed save, or half as much on a success. To dispel the orange layer, you must subject it to a strong wind.

Yellow - A white-hot pain seizes your muscles as you make contact with the door. You must make a DC-16 constitution save to have the force of will to loose your grip. You will take a dangerous amount of electrical damage on a failed save, or half as much on a success. To dispel the yellow layer, you must deal 60 force damage to it.

Green - A sickly miasma hangs about this door. Anyone who must breathe, and stands within within 10 feet of the door must make a DC-16 constitution saving throw. On a failed save you take a moderate amount of poison damage and suffer the poisoned condition. On a success, you take half damage. To dispel the green layer, you must use transmutation to change the door into some other material.

Blue - The searing cold of this door chills you to your bones. You must make a DC 16 dexterity save to withdraw your hand before serious damage occurs. You will take a dangerous amount of cold damage on a failed save, or half as much on a success. To dispel the red layer, you must deal at least 30 fire damage to it.

Indigo - As soon as you touch the door, you feel queasy. Your feet suddenly ache, and feel incredibly heavy. Over the next minute, you must make 3 DC-16 constitution saves. On a success, nothing happens, on a failure, ⅓ of your body turns to stone. On 3 failures, you are turned to stone. Nat-1 counts as 2 failures, nat-20 counts as 2 successes. If you are partially turned to stone, you will be restored to flesh once the indigo door is dispelled. The indigo layer is dispelled by shining a bright light at it (such as daylight, or using mirrors to focus natural daylight at the door). If a player character is completely turned to stone, prayers offered at the shrine of Arcana in the western pond will restore the character.

First Floor

For the Players

“Now that you have breached the formidable defences of this tower, you find that the inside area of the tower is impossibly larger than the outside. This room is a wide, open gymnasium where students once dueled to practice their defensive magic. THere is a large, wide staircase on one side of the room, with a shining door at the top. You can see several large alcoves, littered with forgotten equipment.”

For the DM

Depending upon your generosity, your players might find a discarded magical +1 shield in here. Or, they might find a wand of mage armor with 1d4 charges that regains 1 charge every morning at dawn, for a maximum of 4 charges. Also, depending upon your generosity, your players may be able to disengage the prismatic door from inside.

Second Floor

For the Players

“As you approach the door, your gaze is drawn to a well-worn entry mat. You can just make out the phrase ‘mind your manners’ on the welcome mat.”

For the DM

The door to the second story gymnasium is warded with conjuration magic. Anyone who attempts to open this door without asking permission (from the door) will find themselves teleported outside of the tower. A DC-13 perception check should reveal the phrase “Mind your manners” written in common on the welcome mat.

For the Players

“As you enter the second story gymnasium, your ears begin to pound with a deafening silence. You strain to catch any kind of noise, but all you hear are your own thoughts and the pulsing of blood through your ears. You have no time to contemplate this, as a small swarm of abominable creatures attacks you!”

For the DM

Populate this floor with whatever weak-ish creatures seem appropriate to challenge your players. The room is completely silenced; any spells that require verbal components cannot be cast while in this room. Additionally, because they cannot ask permission from the door, any character that crosses the door’s threshold (to go out in the hallway and cast spells) will be teleported outside. Once the creatures are dealt with, you may make your players aware of the stairway leading up to the top floor of the tower.

Third Floor

For the Players

“This room was clearly intended for a professor who was short of stature. Whoever was the previous resident of this room clearly left with the intention of returning. A trail of small nightclothes leads from the unkempt child-sized bed over to a diminutive dresser. Several richly embroidered robes hang haphazardly from the drawers. An array of delicate, tiny rings are laid out in a neat row across the top of the dresser… The air of this room absolutely shimmers with an aura of transmutation magic.”

For the DM

If your players decide to sleep in this room, they will be assaulted by the furniture. Treat the pillows, blankets, rug and dresser as small-sized mimics. The mimics will not attack anyone who is a gnome.

Evocation Tower

First Floor

For the Players

“This tower is covered in a coarse, thorny red ivy. The door to enter this tower sits at an awkward angle, as though one or more of the hinges have come loose… You notice that the edges of the door are blackened, as though this door has been subjected to an extreme amount of heat.”

For the DM

As soon as the first player enters the evocation tower, force them to make a DC-17 dexterity save. If they have a passive perception score greater than 15, they will notice the burn marks on the door, and they may have advantage on the dexterity save to jump back behind the door before the fireball hits. If the player succeeds, they duck behind the door in time. If they fail, then they take damage as though a fireball spell had been cast, centered on their location (anyone immediately behind them might also take damage, if the door was not closed). After the damage has been dealt, have your players roll initiative. At the beginning of each round, another fireball will be cast, centered on a random player inside the tower. Players may use their actions to make perception (DC-26), investigation (DC-26) or arcana (DC-20) checks to find the source of the fire. This difficulty of these checks decreases by 5 each time a fireball is cast. The source of the fireball is a runed candle in the far corner of the room (about 40 feet away from the door). To stop the fireballs, a character must use their action to snuff out the candle with their thumb and forefinger (or some other means that would normally stop a candle from burning).

For the Players

“You frantically scan the room, looking for the source of your firey pain… Your eyes fall upon a strange, tall candle in the far corner of the room… Thinking quickly, you lick your thumb and forefinger, and smash the little fire between them.”

Panther’s Note - If you do not wish for your players to own this candle, I strongly suggest that you have the candle melt away as soon as the fire on it is snuffed out.

For the Players

“Now that you are no longer in danger of the noble and painful death by immolation that has been shared by saints and witches alike, you take a moment to consider this room. Despite the numerous fireballs that assaulted you, none of the furnishings here (save the door) seem to have been affected by the fire. Surely, this professor worked closely with the abjuration teacher to ward their possessions. A traditional spiral stone staircase leads upwards to the next room.”

Second Floor

For the Players

“A chill creeps into your body as you approach the door to the second floor. The final steps are just a bit slick under your feet. However, you grit your teeth, and carefully make your way to the door. As you turn the door knob, small flakes of ice crack apart and float away. The light crackling of the ice disguises the sound of the mechanical trap cleverly hidden within the door.”

For the DM

The cold radiating off of the door to the next room has frozen the moisture in the air, and made the top few stairs really slippery. If your players try to walk on the ice, they must pass a DC14 dexterity save, or else they will fall down the steps and take a moderate amount of bludgeoning damage. The door contains a daggerlock trap that will deal 2d4+2 slashing damage, the DC to unlock the door and disengage the trap is 17. As soon as your players open the door, roll a secret perception check for each of them. If any of them have above a 16, they will notice the runes carved into the doorframe.

Panther’s Note - A “daggerlock” is a dwarven-made mechanical booby trap that I like to put on many doors in my games. When the doorknob is turned, a dagger will spring out of the keyhole, and slice into the wrist/arm of whomever just tried to open the door. When the character releases their grip on the doorknob, the spring will contract, and pull the dagger back inside. If a lockpicker attempts to disengage this trap, and fails the lockpicking save by more than 5 points, then they will also feel the sting of Dag Daggerlock’s invention. Daggerlocks are meant to be more of a nuisance than an actual threat. It is important to note that a daggerlock is 100% mechanical in nature, and will not show up when detect magic is used. Also, daggerlocked door knobs are somewhat heavier and thicker than normal door knobs; they are apparent if a character is familiar with the trap, and they are specifically watching for it.

For the Players

“A cold gust of wind pushed you back slightly as the door flies open. The chill that you felt approaching the door penetrates your skin and seeps into your bones. The very act of breathing is difficult as you struggle to see into the frozen room… You finally find the source of this localized tempest; a translucent, white sphere roughly the size of a melon… Your fire spells seem to be cracking the sphere, but the fissures in the sphere seem to be slowly healing.”

For the DM

This room is roughly 40 x 40 feet, with a pedestal at the center that holds a white sphere about the size of a basketball. Once the door is opened, roll initiative for your players. Until the sphere is destroyed, the terrain in this room is difficult, and any character attempting to approach the sphere will take 2d6 cold damage for every round they spend in the room. Unless your players have some ability, spell or item that shields their eyes from blowing snow and ice, their vision should be limited to about 5 feet in front of them. The wind blows in a clockwise motion swirling around the sphere; this should aid a perceptive player in figuring out the location of the sphere. This room is so cold that mundane sources of fire are extinguished; destroying the sphere requires dealing at least 50 points of fire damage to it in one round. Once the sphere is broken, the ice and snow in this room will melt, and a staircase leading to the third floor will be revealed.

Third Floor

For the Players

“You try the doorknob, but find that the handle will not budge. The steel of the doorknob is still extremely cold to your touch… After melting the lingering shards of ice away, the door opens with an obnoxiously loud creaking. This room is a study, with many books on evocation, and a wide array of scrolls. A pair of comfortable chairs are arranged on either side of a raised sternhalma table, with a glass lid covering the marbles. Several of the marbles glow with a soft, orange light.”

For the DM

This is a study where the evocation professor would relax and meet with students. There are several easychairs, a wide fireplace, and many books. “Sternhalma” is better known as “Chinese Checkers”. The three glowing, orange marbles are delayed blast fireballs that will explode 6 seconds, 18 seconds and 30 seconds (respectively) after the glass lid is lifted off of the sternhalma table. If your players trigger the sternhalma table, the three delayed blast fireballs are likely to blow a wide hole in the side of the tower, and potentially kill a few of your players. If a player casts detect magic on the sternhalma table, they should be able to see the abjuration magic of the glass covering alongside the evocation magic of the marbles. There is a ladder between two of the bookshelves that leads up to the final floor.

Fourth Floor

For the Players

“This room is exceedingly bare and simple, for a wizard’s bedchamber. A plain wooden wardrobe sits against one wall, with a long, dust-covered mirror next to it. The bed is quite large, unsurprising when you note the occupant. Several thick blankets are piled high on top of the heavy skeleton of a dragonborn. The blankets and bedding are stained the foul brown color of old, dried blood… Inside of the wardrobe, you find an exquisite set of enchanted chainmail, and a shining necklace made of red beads.”

For the DM

The final floor of the evocation tower is a simplistic bedchamber where Professor Claudia lived. Unfortunately, the evocation professor was a red dragonborn, and succumbed fairly quickly to the effects of Dracoblight; her heavy skeleton is still lying in the bed where she died. A player trained in medicine and/or familiar with Dragonborn biology should be able to determine the gender of the skeleton, with a moderate skill check. The armor is +1 enchanted chainmail that never rusts or corrodes, and it bears the colors of the Holy Dragonborn Empire. Someone wearing this armor might be recognized as a captain of the Sixth Arcane Legion (a captain is an officer that commands a unit of 10 soldiers). The necklace is a complete necklace of fireball.

Panther’s Note - My setting is dominated by a Dragonborn Empire that reveres sorcerors, and generally favors female inheritance. I prefer the idea that female dragons are significantly larger than males, because female birds of prey are so much larger than their male counterparts, so female dragonborn are similarly weighted. Adjust Professor Claudia’s story and motivations as you see fit. Regardless of how you change her, Captain Gazima thought very highly of the Evocation Master. Though, they thought that Gazima was a bit too gentle to be much of an evoker; they had more of an abjurer's heart and mindset.

NPC Profile: Professor Claudia

In her youth, Drusilla Claudia was a war wizard of the Imperial Legion. Her mother, Aurelia Claudia, was a sorceress of distinction who had been a centurion before retiring due to injuries sustained in battle. Unfortunately, Centurion Claudia’s offspring did not inherit her innate talent for sorcery. What Drusilla lacked in raw talent, she made up for in skill; she threw herself wholeheartedly into mastery of the arcane, and eventually fought The Emperor’s legions as a war-wizard. Drusilla rose to the rank of captain before she retired, and accepted her position as Master Evoker at The University of Anherst.

Professor Claudia was a popular teacher at The University, not only because of the subject, but because she was always happy to regale her students with rose-tinted stores of her time in His Excellency’s sixth legion. Claudia was a strong, fit dragonborn woman who, despite her advanced age, still fit into her captain’s armor. Should your characters interact with her ghost, she is incredibly hostile towards Professor Tarish (she survived him by only a few hours). She is sorry that the players had such trouble entering her tower; she set those traps to keep her students from visiting her while she was ill, and potentially catching her illness. Professor Claudia will ask the players to return her bones to her family in the capital, so that her remains can be cremated and joined with those of her ancestors. If your players do not have the means to transport her bones, they might find some means of immolating the bones here, and transporting the ashes.

Enchantment Tower

For the Players

“You feel a sense of familiarity as you approach the tower covered in a curtain of bright yellow-green leaves. Though the door is hidden behind a thick curtain of ivy stems, it is not difficult to find. As you reach for the doorknob, you notice a stain on your hand that you had not noticed before… You wipe the sweat from your brow, and walk back out into the sunlight. You breathe deeply of the fresh air, glad to have the thick scent of incense free from your nostrils.”

For the DM

The theme of this tower is memory loss/modification. There is an enchanted incense burner inside the room of the first floor that clouds the mind, and causes memory loss. Any creature that must breathe is affected by this incense, including Elves that would normally have advantage to save against charm effects. Chewing on the bitter leaves of the ivy on the outside of the tower is a prophylactic against this effect (which is why the door is only hidden by ‘ivy stems’ and not ‘ivy leaves’).

If your players go inside of the tower without chewing on any leaves, they will “immediately” walk back out of the tower, 2d6 hours later. Each time they emerge from the tower, change something about their appearance (Blue stain on someone’s hand. A fresh dent in somebody’s shield. A small amount of rust, or blood left on a sword; a minor loss of hitpoints and small wounds all around). A particularly perceptive or investigative player might notice on the approach to the tower that there are tracks leading out of the tower that belong to the party.

If your players get stuck, have a few low-level bandits stumble across them as they emerge from the tower a third or fourth time. The bandits will easily spill the beans, if they are captured alive. If your players rack up more than 18 hours inside the tower, they will run the risk of getting caught by Captain Gazima. If or when they eventually figure out the secret of the tower, allow them to proceed to the second floor, where they will find several freshly killed monsters (that they slew). Run the second floor combat encounter as though they are ascending the tower for the first time, and recalling their memories.

First Floor

For the Players

“A fragrant haze hangs over this rom. The bitter taste of the enchanted herbs helps to keep your mind grounded. A large, smouldering brazier sits in the center of this room, surrounded by pillows and rugs. Whatever this room may have been in the past, it is clear that the bandits do not use this room for practicing enchantment any more. A tall, winding staircase leads up to the second floor, and a large cellar door leads down to a basement.”

For the DM

Only describe this room, if your players have found a way to prevent their memory loss, or if you have a player that does not breathe. If this is the first time your players have opened the cellar door, they will have to pick the heavy lock and remove a chain that holds it shut.

Basement

For the Players (first time)

“You work at the lock until you hear the faint ‘click’ of success! You pull the chains free, and throw the cellar door open! The shrieking roar coming from within the cellar is almost deafening! Down in the darkness, you find a sleeping pair of the largest [insert beasts] that you’ve ever seen! Roll initiative!”

For the Players (second time, potentially)

“You find the bloodied remains of a pair of [beasts]. Suddenly, those wounds, and dents on your shield make a lot more sense to you.”

For the DM

After your players crack the secret of the tower, run the encounter in the basement as though they have encountered the creatures for the first time. The beasts do not necessarily need to wake up; they are in an enchanted sleep. Anyone ‘killed’ by this encounter is presumably knocked out, and not eaten since the monster had recently been fed (or something like that. handwave as you will). Alternatively, your players could have freed these beasts and set them upon some unlucky bandits.

Second Floor

The second floor of the enchantment tower is located far above the first floor, to avoid the vapors produced by the enchanted brazier. This bedchamber has been looted and it is occasionally used by the bandits. There is little of interest to your players here; empty wine bottles, and miscellaneous trash litter the once-opulent chambers of the Master Enchanter. If one of your players stained their hands, or gained a minor injury, be sure to point out a spilled vial of ink, or an offending pile of broken glass.

Central Tower

For the Players

“The imposing central tower of The University is easily 3-4 times the size of the next tallest tower on the university grounds. It is covered by a single, tangled growth of ivy that shows all the colors of the ivy around the lesser towers. At the top of the tower is a series of rooms that appears to have completely glass walls. The grass around the tower is cut very short, no doubt an intentional safeguard to ensure that anyone is seen on approach.”

For the DM

The first floor of the tower is a wide, open room where students could congregate, study together and discuss their lessons. A very large, spiral staircase runs up the length of the tower, to the “glass story”. To reach the roof, one must either teleport or fly up; there is no stair access. The bottom 4 floors of the central tower were originally classrooms for the novices who had yet to declare for one school or another. The 5th floor was a dormitory. The 6th floor was a library with many common reference books (rare and important books were hoarded by the Master Wizards). The 7th and 8th floors were offices for non-master level teachers, advanced students and university administrators. Above the offices were several floors of spartan living spaces for non-master level teachers, advanced students and University administrators. The very top floors of the tower were restricted, enchanted vaults, where dangerous items and materials were kept away from the student population. Rather noticeably, there is no set cafeteria or eating space; it was expected that the conjuration students would provide meals for fellows as part of their training. The “glass story”, which is the very top, was a massive greenhouse where the wizards grew many of their rare alchemical ingredients.

Captain Gazima has completely gutted the central tower, and turned it over to his purposes. Anything of value has long since been sold off to fences, or used for the bandits’ work. Most of the central tower lies completely empty, as the Anherst Bandits do not have the numbers to fully inhabit the tower. The plants in the glass story have been left to rot; nothing of value grows there, as it has been many years since a skilled gardener set foot in the greenhouse.

Captain Gazima pt. 2

Captain Gazima himself lives in an opulent bedchamber made from one of the enchanted vaults in the central tower. The door to his room is enchanted with a 7th level forbiddance spell, and locked with a daggerlock that causes 3d6 sslashing damage. Captain Gazima has a personal teleportation circle into his room that he will teleport to, if he is gravely injured or in fear of his life. Fighting Captain Gazima should be very tough; he is a powerful wizard and a cunning warrior. Scale him how you like, but remember that he is not a punk Captain Gazima’s arcane focus appears to be an amulet of Arcana that he keeps on his person at all times. However, his true arcane focus is a signet ring that once belonged to Professor Claudia. Captain Gazima is an Eldritch Knight, of appropriate level to challenge your players. His chief stat is intelligence, followed by equal Charisma and Dexterity. He wields a +2 silver scimitar.

Maps

No Markings

With Markings

 

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