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  DUNGEONS  &  DRAGONS,  D&D,  Wizards  of  the  Coast, 
   
   
   
   
   
   
   
   
  Forgotten  Realms,  the  dragon  ampersand,  Player’s  Handbook, 
   
   
   
   
   
   
   
  Monster  Manual,  Dungeon  Master’s  Guide,  D&D  Adventurers 
   
   
   
   
   
   
   
  League,  all  other  Wizards  of  the  Coast  product  names,  and  their 
   
   
   
   
   
   
   
   
   
   
   
  respective  logos  are  trademarks  of  Wizards  of  the  Coast  in  the  USA 
   
   
   
   
   
   
   
   
   
   
   
   
  and  other  countries.  All  characters  and  their  distinctive  likenesses  are 
   
   
   
   
   
   
   
   
   
   
  property  of  Wizards  of  the  Coast.  This  material  is  protected  under  the 
   
   
   
   
   
   
   
    
   
   
   
  copyright  laws  of  the  United  States  of  America.  Any  reproduction  or 
   
   
   
   
   
   
   
   
   
   
   
  unauthorized  use  of  the  material  or  artwork  contained  herein  is 
   
   
   
   
   
   
   
   
   
   
  prohibited  without  the  express  written  permission  of  Wizards  of  the 
   
   
   
   
   
   
   
   
   
   
  Coast.  
  ©2016  Wizards  of  the  Coast  LLC,  PO  Box  707,  Renton,  WA 
   
   
   
   
   
   
   
   
   
   
   
  98057-0707,  USA.  Manufactured  by  Hasbro  SA,  Rue  Emile-Boéchat 
   
   
   
   
   
   
   
   
  31,  2800  Delémont,  CH.  Represented  by  Hasbro  Europe,  4  The 
   
   
   
   
   
   
   
    
   
  Square,  Stockley  Park,  Uxbridge,  Middlesex,  UB11  1ET,  UK.  
  Credits  
  Designer:   Nathan  Doyle.  
  Editor:   Nathan  Doyle.  
  Cover   Art:   Nathan  Doyle  and   the  DMsGuild  Creator  Resources.  
  Interior  Art  Elements  in  no  particular  order:   Arthur  Rackham,  
  Meshon  Cantrill,  Annie  Klingensmith,  Rob  Hoagland,  Gus  diZerega,  
  Venita   Oberholster,  Gottfried  Wilhelm  von  Leibniz.  Additional  art  
  assets  provided  by  clker-free-vectors  and  open-clipart-vectors   found  
  with  pixabay,  as  well  as  the   DMsGuild  Creator  Resources   and  the  
  public  domain.  
  Cartography  Elements  in  no  particular  order:    Nathan  Doyle,  
  made  with  Dungeon   Painter  Studio  by  pyromancers.com  with  the  
  Dungeon  Delving  tileset  made  by  John  Fallara  and  inspired  by   Dyson  
  Logos,  additional  cartography  by  Oleg  Dolya  at  watabou.itch.io.  
  Playtesting  by:   Matthew  Martinez  and  the  Cortland  Misfits.  
  Special  Thanks  To:   Ashley  Warren,  and  everyone  else  on  the  RPG  
  writer  workshop  discord  for  helping  me  with  my  problems  and  
  putting  up  with  me.  
  1  -  The  Tower  of  the  Elementalist  -   
  
  The  Tower  of  the  Elementalist  
  Adventure  by   Nathan  Doyle  
  An  adventure  for  4-5  characters  of  10th-12th  levels.  
  The  Tower  of  the  Elementalist  is  the  first  Attention  Deficit 
   
   
   
   
    
   
   
   
   
  and  Dragons  adventure  made  for  Dungeon  Masters  Guild  with  the 
   
   
   
   
   
   
   
   
   
   
  curriculum  provided  by  the  fall/winter  2019  RPG  Writer  Workshop.  
  This  adventure  contains  a  three-leveled  wizard’s  tower  for 
   
   
    
   
   
   
   
  your  players  to  explore  and  ultimately  confront  and  thwart  its 
   
   
   
   
   
   
   
   
   
   
  occupant,  additionally  there  is  an  optional  city  for  your  players  to  rest 
   
   
    
   
   
   
   
   
    
   
  in  or  obtain  the  story  hooks  in  if  you  haven’t  a  place  to  deposit  the 
   
   
   
   
   
   
    
   
    
   
   
   
   
  Tower  of  the  Elementalist  in  a  world   of  your  own  design.  
  A  miscreant  wizard  seeks  to  control  the  forces  of  nature  and 
   
   
   
    
   
   
   
   
   
   
  has  already  begun  to  negatively  affect  those  that  live  and  work  in  the 
   
   
   
   
   
   
   
   
   
   
    
   
  area  around  the  city  of  Silverglen.  There  are  many  in  Silverglen  who 
   
   
   
   
   
   
   
   
    
   
   
  would  like  to  see  the  wizard's  tower  toppled.  But  there  are  also  others 
   
    
   
   
   
   
   
   
   
   
   
   
  who  would  like  the  wizard's  power  and  treasures  for  themselves  and 
   
   
   
   
   
   
   
   
   
   
   
  would  pay  handsomely  for  them.  Whatever  the  reasoning  to  come 
   
   
   
   
   
   
   
   
   
   
  stop  the  wizard,  this  adventure  awaits  the  brash  and  the  brave  alike. 
   
   
   
   
   
   
   
   
   
   
   
   
  Those  who  dare  to  enter  the  domain  of  the  master  elementalist 
   
   
   
   
   
   
   
   
   
   
   
  wizard  must  be  prepared  to  test  the  limits  of  their  brains  as  well  as 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  their  brawn,  their  wits  as  well  as  their  weapons.  The  wizard  has  gone 
   
   
   
   
   
   
   
   
   
   
   
   
   
  unchecked  for  far  too  long  and  the  denizens  of  Silverglen  fear  that 
   
   
   
   
   
   
   
   
   
   
   
   
  the  time  to  strike  is  now,  lest  the  wizard's  foul  machinations  be 
   
   
   
   
   
   
   
   
   
   
   
   
  realized.  
  -  The  Tower  of  the   Elementalist  -  2  
  
  Table  of   contents  
  Map  of  Silverglen  …………………………………………………….  
  The  City  of  Silverglen  ………………………………………...……...  
  Plot  Hooks  for  Silverglen  ………………………………………..…...  
  Travel  to  the  Tower  ……………………………………………….......  
  The  Tower  of  the  Elementalist  ………………………………………..  
  Map  I  -  Top  Level  …………………………………………………….  
  Map  II  -  Middle  Level  ………………………………………………..  
  Map  III  -  Bottom  Level  ……………………………………………....  
  Prismatic  Elemental  Statblock  ………………………………………..  
  Elementalist  Statblock  ………………………..………………………  
  Staff  of  the  Elementalist  ……………………………………………...  
  Aftermath  ....…………………………………………………………..  
  Exotic  Booze  ………………………………………………………....  
  Player  Maps  …………………………………………………………..  
  Table  of   contents  
  …………………..……………………………………………..……  4  
  ……………………….………………………………………...……  5  
  ……………………….…………………………………………...…  7  
  ……………………..……………………………………………......  8  
  …………………………………………………………………....…  9  
  …………………………………………………………………....…  9  
  …………………………………………………………………..…  10  
  …………………………………………………………………..…  12  
  …………………………………………………………………..…  15  
  ………………………………………………………………….  …  16  
  …………………………………………………………………..…  16  
  …………………………………………………………………..…  17  
  ……………………………………………………………………..  17  
  ……………………………………………………………………..  18  
  3  -  The  Tower  of  the  Elementalist  -   
  
  -  The  Tower  of  the   Elementalist  -  4  
  
      The  City  of  Silverglen 
   
  If  the  players  are  so  inclined  to  hear  the  history  of  the  city...  
  In  ages  past  the  city  of  Silverglen  was  nothing  more  than  a 
   
   
   
   
   
   
   
   
   
   
     
  small  failed  mining  prospect.  Initially  hundreds  of  settlers  had 
   
   
   
   
   
   
   
   
   
  come  to  the  area  having  heard  that  there  was  silver 
   
   
   
   
   
   
   
   
   
   
  discovered  in  the  hills  surrounding  the  small  valley  at  the 
   
   
   
   
   
   
   
   
   
   
  southwestern  tip  of  the  Bay  of  Horns.  After  a  while  of  many 
   
   
   
   
   
   
   
     
   
   
   
  failed  prospecting  attempts  that  yielded  only  ever  a  silvery 
   
   
   
   
   
   
     
   
  stone  that  crumbled  easily  under  pressure  and  that  was 
   
   
   
   
   
   
   
   
   
  deﬁnitely  not  silver,  most  of  the  settlers  became  destitute 
   
   
   
   
   
   
   
   
   
  having  spent  their  life’s  savings  to  move  to  the  site  of  the  big 
   
   
   
   
   
   
   
   
   
   
   
   
   
  silver  rush.  Eventually  it  was  discovered  that  grinding  the 
   
   
   
   
   
   
   
   
   
  silvery  stone  into  a  ﬁne  silvery  powder  and  adding  it  to  clay 
   
   
     
   
   
   
   
     
   
   
  produced  a  ceramic  clay  that  was  stronger  than  ordinary  clay 
     
   
   
   
   
   
   
   
   
  and  the  city  has  managed  to  eke  out  a  decent  existence  as  an 
   
   
   
   
   
   
   
     
   
   
   
   
  industrial  leader  in  strong  ceramics  and  pottery.  They  even 
   
   
   
   
   
   
   
   
   
  export  the  silver  stone  to  other  cities.  So  while  the  stone 
   
   
   
   
   
   
   
   
   
   
   
  mined  wasn’t  silver,  it  was  still  enough  to  sustain  a 
   
   
   
   
   
   
   
   
   
   
  community  and  produce  a  wealthy  middle  class  under  the 
   
   
     
   
   
   
   
   
  various  nobles  who  curse  having  sold  interests  in  the  mines.  
   
   
  Amenities  and  Special  Rules  
   
  The  city  of  Silverglen,  like  most  other  cities  of  an  appreciable  size, 
   
   
   
   
   
   
   
   
   
   
   
   
  offers  nearly  everything  that  an  ordinary  traveller  or  citizen  could 
   
   
   
   
   
   
   
   
   
   
  need.  Shops  and  traders  offer  mundane  goods  valued  up  to  a  cost  of 
   
   
   
   
   
   
   
   
   
    
   
   
  50gp  on  a  regular  basis  without  having  to  look  around  too  far.  Items 
   
    
   
   
   
   
   
   
   
   
   
   
  worth  more  than  50gp  up  to  100gp  can  be  found,  but  they  are  usually 
   
   
   
   
    
   
   
   
   
   
   
   
   
  not  prevalent  or  would  require  a  waiting  period  for  an  artisan  to  craft 
   
   
   
   
    
   
   
   
   
    
   
  it  for  an  interested  party.  Anything  valued  at  a  cost  higher  than  100gp 
   
   
   
   
   
   
     
   
   
   
   
  would  require  a  good  deal  of  asking  around  to  find  it  on  hand  or 
   
    
   
   
   
   
   
   
    
   
   
   
  would  need  to  be  special  ordered  and  could  easily  take  a  workweek 
   
   
   
   
   
   
   
   
   
    
   
  or  more  to  obtain.  Also  selling  items  of  high  value  is  definitely 
   
   
   
   
   
   
   
   
   
   
   
   
  something  that  can  be  done,  although  exceptionally  high  value  item 
   
   
   
   
   
   
   
   
   
   
  will  often  take  time  to  sell  at  full  price  as  even  the  nobles  that  live  in 
   
   
   
   
   
    
   
   
   
   
   
   
   
    
  the  city  don’t  just  sit  on  hoards  of  gold  like  the  dragons  of  poetic 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  eddas.  Exceptions  to  these  rules  are  found  in  some  of  the  places  of 
   
   
   
   
   
   
   
   
   
   
   
   
   
  interest  in  Silverglen.  
   
  Places  of  Interest  in  Silverglen  
   
  1.  Assay   office.  
  This  assay  office  is  run  by  Ranjin  Winnbyrt  (LE  male  gnome noble ), 
   
   
    
   
   
   
   
   
   
   
   
  a  shrewd  businessman  who  demands  punctuality  from  his  employees 
   
   
   
   
   
   
   
   
   
  and  predominantly  hires  short  races  so  that  he  doesn’t  have  to  spend 
   
   
   
   
   
   
   
   
   
    
   
  money  to  accommodate  a  human  or  elf  worker.  In  addition  to  testing 
   
   
    
   
   
   
   
   
    
   
  the  purity  of  metals,  for  a  fee,  the  assay  office  also  acts  as  a 
   
   
   
   
    
   
   
   
   
   
   
    
  moneychanger,  also  for  a  fee,  and  Ranjin  himself  offers  appraisal 
   
   
    
   
   
   
   
   
   
  services  for  gemstones,  jewelry,  and  art  objects  made  from  metals  or 
   
   
   
   
   
   
   
   
   
   
   
  gems,  also  also  for  a  fee.  The  fee  ranges  from  4-10%  of  the  value  of 
   
   
   
    
   
   
   
   
   
   
   
   
   
   
  the  item(s)  being  tested  or  appraised,  as  the  employees  work  on 
   
   
   
   
   
   
   
   
   
   
   
  commission,  there  is  some  haggling  usually.  Money  changing  is  done 
   
    
   
   
   
   
    
   
  at  a  flat  fee  of  5%  and  the  employees  commission  is  justified  on  time 
    
   
   
   
   
   
   
   
    
   
   
   
  spent  counting  instead  of  negotiations.  
   
  2.  Adventurer’s   Outfitters.  
  Minto  Hornblower  (CG  female  halfling scout ),  a  retired  adventurer 
   
   
   
   
   
    
   
   
  set  up  this  shop  after  the  silver  mines  initially  failed  so  that  fellow 
   
   
   
   
   
   
   
   
   
   
   
   
   
  adventurers  could  get  the  supplies  they  need  in  a  single  stop  instead 
   
   
   
   
   
   
   
    
   
   
   
  of  having  to  galavant  all  around  the  inner  and  outer  city  looking  for 
   
   
   
   
   
   
   
   
   
   
   
   
   
  things.  Technically  speaking  she  doesn’t  carry  everything,  as 
   
   
   
   
   
   
   
   
  occasionally  adventurers  will  need  things  so  obscure  that  no  one 
   
   
   
   
   
   
   
   
   
   
  would  have  considered  it  as  a  need  for  an  adventurer,  but  if  you  need 
   
   
    
    
   
   
   
   
    
   
   
  standard  adventuring  gear  then  Minto  probably  has  it.  Maybe.  
   
  3.  Exquisite   Elven   Metalcraft.  
  The  pair  of  husbands  who  together  run  this  artisan 
   
   
   
   
   
   
   
   
   
  metalsmith,  Dammion  (NG  male  wood  elf veteran ) 
   
   
   
   
   
   
   
  and  Merilinion  (LG  male  high  elf mage )  Camaeor  are 
   
   
   
   
   
   
   
   
   
  both  former  soldiers  of  one  of  the  elven  kingdoms  in 
   
   
   
   
   
   
   
   
   
   
  another  land  who  arrived  in  Silverglen  after  the  mines 
   
   
   
   
   
   
   
   
   
  were  discovered  to  not  be  silver  mines  and  thus  hadn’t 
   
   
   
   
   
   
   
   
   
   
  sunk  their  funds  into  prospecting  and  opened  up  this 
   
   
   
   
   
   
   
   
   
  smithy  instead.  They  are  capable  of  producing  weapons 
   
   
   
   
   
   
   
   
  of  exceptional  quality  using  the  combination  of 
   
   
   
   
   
   
   
  Dammion’s  experience  and  Merilinion’s  arcane  skill.  In 
   
   
   
   
   
   
   
  addition  to  producing  mundane  weapons  and  armor  as 
   
   
   
   
   
   
   
   
  well  as  equipment  made  from  mithril  and  adamant, 
   
   
   
   
   
   
   
   
  their  shop  will  usually  stock:  20-30  +1  arrows  (80% 
   
   
   
   
   
   
   
   
   
  chance),  two  random  +1  weapons  (must  have  some 
   
   
   
   
   
   
   
   
  metal,  50%  chance),  +1  metal  armor  (30%  chance),  and 
   
   
   
   
   
   
   
   
   
  elven  chain  (10%  chance).  Reroll  every  two  weeks  of 
   
   
   
   
   
   
   
   
   
  in  game  time.  Any  plate  armors  (breast,  half,  full)  for  a 
   
   
   
   
   
   
   
   
   
    
  medium  sized  humanoid  need  to  be  fitted  and  tooled 
   
   
   
   
   
   
   
   
   
  for  an  hour  before  they  will  fit  properly,  except  for  dwarves  which 
   
   
   
   
   
   
   
   
   
   
   
   
  takes  two  hours;  as  dwarves  aren’t  widely  known  for  shopping  for 
   
   
   
   
   
   
   
   
   
   
   
  armor  from  elves  the  couple  never  have  armor  sized  closely  to  a 
   
   
   
   
   
   
   
   
   
   
    
  dwarfs  on  hand.  They  will  make  it  if  asked  however,  as  well  as  armor 
   
   
   
   
   
     
   
   
   
   
   
   
  for  small  sized  creatures.  Usually  the  only  armor  readily  available  for 
   
   
   
   
   
   
   
   
   
   
   
  small  creatures  is  chain  shirts  and  chain  mail.  
   
  4.  Market   Square.  
  The  market  square  is  just  that,  a  market  in  the  town  square,  it 
   
   
   
   
   
    
   
   
   
   
    
  operates  from  sunup  to  long  after  sunset.  Nothing  out  of  the  ordinary 
   
   
   
   
   
   
   
   
   
   
   
   
  happens  here.  It  is  definitely  not  the  place  to  go  when  you  need  a 
   
    
   
   
   
   
   
   
   
   
   
    
  clandestine  meeting  place  or  want  to  find  a  fence  to  buy  or  sell  stolen 
   
   
   
   
    
    
    
   
   
   
   
  goods  because  of  the  prevalence  of  hawkers  shouting  and  animal 
   
   
   
   
   
   
   
   
   
   
  noises.  Aside  from  being  the  place  where  one  would  acquire  most  of 
   
   
   
   
   
   
   
   
   
   
   
   
  the  mundane  goods  that  an  ordinary  person  would  buy,  from  trinkets 
   
   
   
   
   
   
   
   
   
   
   
  to  tools,  from  live  animals  to  cooked  ones.  The  market  has  a  series  of 
   
   
   
   
    
   
   
   
   
    
   
   
  posts  that  are  erected  that  have  strings  connecting  them  and  lanterns 
   
   
   
   
   
   
   
   
   
   
   
  and  banners  hanging  from  the  lines,  and  even  tarps  strung  about  in 
   
   
   
   
   
   
   
   
   
   
   
   
  foul  weather  to  shelter  shoppers  from  the  elements,  but  additionally 
   
   
   
   
   
   
   
   
   
   
  to  that  the  posts  have  thieves  cant  carved  into  them  to  direct  them  to 
   
   
   
   
   
   
   
   
   
    
   
    
  the  stalls  one  would  need  to  find  fences  for  various  styles  of  goods.  A 
   
   
   
   
    
   
   
   
   
   
   
    
  character  with  thieves  cant  will  spot  them  with  a  passive  Wisdom 
   
   
   
   
   
   
   
    
   
   
  (perception)  check  of  DC  12  if  they  aren’t  looking  for  them,  if  they 
   
   
   
   
    
   
   
   
   
    
   
  are  looking  for  them  then  a  character  with  thieves  cant  succeeds 
   
   
   
   
    
   
   
   
   
   
  automatically;  a  character  without  thieves  cant  only  notices  the 
   
   
   
   
   
   
   
   
   
  strange  unintelligible  markings  with  a  passive  Wisdom  (perception) 
   
   
   
    
   
   
   
  check  of  DC  17.  If  anyone  in  the  market  is  asked  about  the  markings 
   
   
   
    
    
   
    
   
   
   
   
  they  will  respond  “kids  carve  that  graffiti  all  the  time,”  which  is 
   
   
   
   
   
   
   
   
   
   
   
   
  technically  not  a  lie,  but  if  the  person  asked  is  a  rogue  (5%  chance)  a 
   
    
   
    
   
   
     
   
   
    
  DC  18  Wisdom  (insight)  check  will  indicate  that  while  truthful,  there 
   
   
   
   
   
   
   
   
   
   
   
  is  more  to  it.  If  the  characters  persist  in  asking  about  it  someone  in 
   
   
   
   
   
   
   
   
   
   
    
   
   
  the  know  might  ask  the  characters  if  they  need  “something  special.”  
  5  -  The  Tower  of  the  Elementalist  -   
  
  5.  Dockside   Tavern.  
  This  rough-and-tumble  drinking  establishment  primarily  services 
   
   
   
   
   
   
  marines,  fishers,  smugglers  and  other  sailors.  “But  anyone  is 
   
   
   
   
   
   
   
   
   
  welcome  here,”  often  says  Taliya  Redfort  (CN  female  human 
   
   
   
   
   
   
   
   
   
  commoner ),  the  proprietor  of  the  public  house.  As  most  sailors  have 
   
   
   
   
   
   
   
   
   
   
   
  a  place  to  stay  aboard  their  ships  if  they  want  to  and  a  plethora  of 
   
   
   
   
   
   
    
   
   
   
    
   
   
  brothels  and  flophouses  if  they  don’t  wish  to  sleep  aboard  their  ship, 
   
   
    
   
   
   
   
   
   
   
   
  the  Dockside  doesn’t  offer  rooms  for  lodging  and  instead  converted 
   
   
   
   
   
   
   
   
   
   
  the  rooms  that  could  have  made  the  Dockside  an  inn  into  private 
   
   
   
   
   
   
   
   
   
   
   
   
  gambling  dens  that  are  rented  at  a  rate  of  a  single  silver  coin  per 
   
   
   
   
   
    
   
    
   
   
   
   
  hour.  There  are  seven  such  rooms  on  the  second  story.  The  dockside 
   
   
   
   
   
   
   
   
   
   
   
   
  doesn’t  offer  much  food,  only  providing  squalid  and  poor  fare  in 
   
   
   
   
   
   
   
   
   
   
   
  addition  to  loaves  of  bread.  The  main  reason  people  come  to  Taliya’s 
   
   
   
   
   
   
   
   
   
    
   
  place  is  the  alcohol,  being  near  the  docks,  the  Dockside  gets  a  lot  of 
    
   
   
   
   
   
   
   
   
    
   
   
  quality  liquors  and  wines  from  all  over  the  world  as  many  sailors  and 
   
   
   
   
   
   
   
   
   
   
   
   
   
  captains  owe  her  favors  which  she  redeems  in  the  form  of  discounts 
   
   
   
   
   
   
   
   
   
   
   
   
  on  exotic  drinks.  
   
  6.  Wands   and   Things.  
  This  establishment  is  your  quintessential  magic  shop,  it  carries 
   
   
   
   
   
   
   
   
   
  everything  that  a  magic  shop  would  carry.  Be  it  blank  spellbooks  to 
   
    
   
   
   
   
    
   
   
   
  fine  inks,  be  it  paper  and  parchment  to  wands  and  staves,  Wands  and 
   
   
    
   
   
    
   
   
   
   
   
  Things  has  the  things  a  spellcaster  needs  to  cast  spells.  Guin  Keller 
   
   
   
    
   
   
   
   
   
   
   
  (CG  female  halfling acolyte )  runs  the  shop  while  her  numerous  adult 
   
   
   
   
   
   
   
   
   
   
   
  children  forage  the  herbs  and  gather  the  other  components  as  well  as 
   
   
   
   
   
   
   
   
   
   
   
   
  craft  the  wands  and  polish  the  semiprecious  stones  to  use  as  foci. 
   
   
   
   
   
   
   
   
   
   
   
   
  Generally  speaking,  Guin  is  not  going  to  have  expensive  spell 
   
   
   
   
   
   
   
   
   
   
  components  for  spells  above  3rd  level  but  she  does  know  whom  to 
   
   
   
   
   
   
   
   
   
   
   
   
  ask  and  given  adequate  time,  amd  half  the  money  up  front,  can  have 
   
   
   
   
   
   
   
   
   
   
   
   
   
  them  ordered  and  delivered.  As  far  as  magic  items  the  shop  doesn’t 
   
   
   
   
   
   
   
   
   
   
   
   
  stock  anything  with  a  rarity  higher  than  common.  Plus  they  are  able 
   
   
    
   
   
   
   
   
   
   
   
  to  purchase  unwanted  spell  components  and  are  always  interested  in 
   
   
   
   
   
   
   
   
    
  things  that  could  be  used  for  spellcasting.  
   
  7.  Trot   and   Tack.  
  The  stables  on  the  east  side  of  the  Silver  River  is  one  of  the  finest  in 
   
   
   
   
   
   
   
   
   
    
   
   
   
    
  the  region.  Lukan  Falkenschild  (LN  male  human knight ),  the 
   
   
   
   
   
   
   
   
   
  thirteenth  son  of  an  already  poor  line  of  nobles,  used  his  cavalry 
   
   
   
   
   
   
   
   
   
   
   
   
  knowledge  to  train  the  animals  used  by  the  town’s  standing  army  and 
   
   
   
   
   
   
   
   
   
   
   
   
  militia;  of  the  militia  he  is  the  de  facto  captain  in  all  but  title.  He  has 
   
   
   
   
    
   
   
   
    
   
   
   
   
   
  managed  to  build  a  small  fortune  of  his  own  which  he  doesn’t  share 
   
   
    
   
   
   
   
   
   
   
   
   
  with  his  estranged  family  for  reasons  of  which  Lukan  is  unwilling  to 
   
   
   
   
   
   
   
   
    
    
  discuss  while  sober.  Using  this  fortune  he  acquired  land  suitable  for 
   
   
   
   
   
   
   
   
   
   
   
  grazing  and  raising  horses  and  then  trains  and  sells  them.  Despite  the 
   
   
   
   
   
   
   
   
   
   
   
   
  high  cost  of  steeds,  the  Trot  and  Tack  is  able  to  sell  horses  and 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  accessories  for  riding  even  if  the  cost  is  higher  than  100gp.  In  fact, 
   
   
   
    
   
    
   
   
   
   
   
  it's  one  of  the  only  places  one  can  find  a  trained  warhorse  in  the 
   
   
   
   
   
   
   
   
    
   
   
   
   
  region.  At  the  GM’s  discretion,  staff  members  at  the  Trot  and  Tack 
   
   
   
   
   
   
    
   
   
   
   
  can  train  a  character  to  be  proficient  in  the  Wisdom  (animal 
   
   
   
   
   
   
   
   
   
   
   
  handling)  skill,  and  Lukan  himself  can  train  a  character  to  be 
   
   
   
   
   
   
   
   
   
   
   
  proficient  with  the  martial  weapon  (lance)  or  can  train  a  character  to 
   
   
   
   
   
   
   
   
    
    
  have  the  mounted  combatant  feat  (without  using  an  ASI);  even 
   
   
   
   
   
   
   
   
   
   
  though  these  cannot  normally  be  trained.  The  cost  for  such  training  is 
   
   
   
   
   
   
   
   
   
   
    
  25gp  per  workweek  and  the  amount  of  time  required  is  10 
   
   
   
   
   
   
   
   
   
   
   
  workweeks  plus  or  minus  a  number  of  workweeks  dependant  on  your 
   
   
   
    
   
   
   
   
   
   
  Intelligence  modifier  (positive  modifiers  take  less  time,  and  negative 
   
   
   
   
   
   
   
   
   
  takes  more  time).  
   
  8.  Upshot   Range.  
  This  archery  range  is  also  the  primary  drill  field  for  militia  members 
   
   
    
   
   
   
   
   
   
   
   
  as  well  as  the  standing  army.  Walword  Treespeaker  (LE  male  half-elf 
   
   
   
   
   
   
   
   
   
   
   
  scout )  is  the  formal  leader  of  the  city  militia  and  resents  Lukan 
   
   
   
   
   
   
   
   
   
   
   
   
  because  the  militia  members  like  and  respect  Lukan  more  than  he. 
   
   
   
   
   
   
   
   
   
   
   
  People  are  welcome  to  practice  their  marksmanship  at  the  range  at  a 
   
   
   
   
   
   
    
   
     
  rate  of  1cp  an  hour,  militia  and  army  members  get  five  free  hours  a 
   
   
   
   
   
   
   
   
   
   
   
   
    
  week.  However  the  bulk  of 
   
   
   
   
   
  the  business  is  in  making  and 
   
     
   
   
  selling  bows  and  crossbows, 
   
   
   
   
  as  well  as  accoutrements  and 
   
   
   
   
   
  accessories  and  repairs  as 
   
   
   
   
  well.  At  any  given  time,  the 
   
   
   
   
   
   
  range  probable  has  on  hand 
   
   
   
   
   
  over  two  dozen  bows  and 
   
   
   
   
   
  crossbows 
   of 
   all 
   kinds 
   
   
   
   
  available 
   for 
   sale. 
   
   
   
  Additionally 
   there 
   is 
   a 
   
   
   
   
  chance  (30%)  for  each  type 
   
   
   
   
   
  that  one  might  be  a  +1 
   
   
   
   
   
   
  weapon.  The  range  and  its 
   
   
   
   
   
  staff 
   doesn’t 
   offer 
   any 
   
   
   
   
  training  and  spends  most  of 
   
   
   
   
   
  their  free  time  building  bows 
   
   
   
   
   
  or  drilling.  
   
   
  -  The  Tower  of  the  Elementalist  -  6  
  
  Plot  Hooks  for  Silverglen  
   
  And  other  side  quests...  
   
  Assuming  the  characters  won’t  just  go  for  the  “there’s  an  evil  wizard 
   
   
   
   
   
   
   
   
   
   
   
   
  that  threatens  the  world”  argument,  these  are  a  few  other  hooks  that 
   
   
   
   
   
   
    
   
   
   
   
  you  could  use  to  bring  the  characters  to  challenge  the  elementalist.  
   
  The  mad  wizard’s  experimentation  with  the  elements  has  been 
   
   
   
   
   
   
   
   
   
  wreaking  havoc  with  various  industries  in  an  around  Silverglen. 
   
   
   
   
   
   
   
   
   
  Water  that  no  longer  flows  naturally  and  thus  disrupts  mills,  mines 
   
   
   
   
   
   
   
   
   
   
   
  and  other  water  based  energy  sources.  Water  that  no  longer  has  air  in 
   
   
   
   
   
   
   
   
   
   
   
    
  it  or  randomly  boiling  and  thus  causing  a  massive  fish  die-off  and 
   
   
   
   
   
   
    
   
   
   
   
  putting  pressure  on  the  cities  poor  who  depend  on  the  fishing  trade 
   
   
   
   
   
   
   
   
   
   
   
   
  for  food.  The  Silverglen  city  council  has  put  a  bounty  on  the  wizard 
   
   
   
   
   
   
   
    
   
   
   
   
  of  both  1000gp  and  an  item  that  no  one  in  the  council  knows  how  it 
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  came  to  be  in  the  city’s  vault,  a rod  of  wonder  supposedly  carved 
   
   
   
   
   
   
    
   
   
   
   
   
  from  the  horn  of  an  oni  that  still  yet  lives.  Several  bounty  hunters 
   
   
   
   
   
   
   
   
   
   
   
   
   
  have  already  tried  to  collect  and  not  all  of  them  have  returned.  The 
   
   
   
   
   
   
   
   
   
   
   
   
   
  city  council  will  not  relinquish  the  bounty  to  any  bounty  hunters  until 
   
   
   
   
   
   
    
   
   
   
   
  they  show  the  council  the  elementalist’s  staff,  although  whomever 
   
   
   
   
   
   
   
   
   
  collects  the  bounty  gets  to  keep  the  staff  or  whatever  other  treasures 
   
   
   
   
   
   
   
   
   
   
   
   
  they  glean  from  the  wizard’s  demesne.  
   
  Guin  Keller  (6.  Wands  and  Things)  and  Minto  Hornblower  (2. 
   
   
   
   
   
   
   
   
   
   
  Adventurer’s  Outfitters)  want  to  build  a  repository  of  spells  so  that 
   
   
   
   
    
   
   
   
   
   
  travelling  wizards  and  other  adventurers  can  learn  spells  from  them 
   
   
   
   
   
   
   
   
   
   
  in  a  joint  business  venture.  But  first  they  need  access  to  some  really 
    
   
   
   
   
   
   
   
   
   
   
   
  good  spells  to  elicit  customers  of  the  like.  They  are  willing  to  pay 
   
   
   
   
   
   
   
   
   
   
   
   
   
  3000gp  worth  of  collected  gemstones  to  keep  the  spellbook  of  the 
   
   
   
   
   
   
   
   
   
   
   
  elementalist  or  1500gp  worth  of  gemstones  to  copy  the  spells  within 
   
   
   
   
   
   
   
   
   
   
   
  it,  putting  the  characters  up  in  a  nice  inn  with  wealthy  accomodations 
   
   
   
   
     
   
   
   
   
   
  for  the  time  it  takes  to  copy  all  the  spells,  which  will  be  28  days.  
   
  Ranjin  Winnbyrt  (1.  Assay  Office)  is  himself  an  avid  collector  of 
   
   
   
   
   
   
   
   
   
   
   
  coins.  While  he  has  no  genuine  confirmation,  he  has  heard  a  rumor 
   
   
   
   
   
   
   
   
   
    
   
  that  the  elementalist  has  come  into  possession  of  some  coins  from  a 
   
   
   
   
   
   
   
   
   
   
    
  lost  aboleth  empire  and  he 
   
   
   
   
   
  desperately  wants  them  for  his 
   
   
   
   
   
  own  personal  collection.  The 
   
   
   
   
  coins  in  question  are  100sp  of 
   
   
   
   
   
   
  the  treasure  found  in  the  top 
   
   
   
   
   
   
  level  secret  room  (area  2  left). 
   
   
   
    
   
  Ranjin  will  give  anyone  1pp 
   
   
   
   
   
  for  each  of  the  rare  silver  coins 
   
   
   
   
   
   
   
  they  are  willing  to  part  with, 
   
   
   
   
   
   
  additionally  if  they  trade  in  all 
    
   
   
   
   
  100  of  them  then  Ranjin  will 
   
   
   
   
   
   
  also  include  a  sack  of  10  pieces 
   
    
   
   
   
   
  of  uncarved  jade  in  various 
   
   
   
   
   
  colors  he  kept  as  collateral  after 
   
   
   
   
   
   
  someone  defaulted  on  a  loan; 
   
   
    
   
  the  jade  pieces  are  worth  50gp 
   
   
   
   
   
   
  each,  but  would  be  worth  a  lot 
   
   
   
   
    
   
  more  if  they  were  carved. 
   
   
   
   
   
  (Requires  jeweler’s  tools  to 
   
   
   
   
  carve  and  possibly  proficiency 
   
   
   
   
  as  well.)  
   
  Merilinion  desires  greatly  to  surprise  his  husband  Dammion  (both  3. 
   
   
   
   
   
   
   
   
    
  Exquisite  Elven  Metalcraft)  with  a  new  pair  of  matched  long  and 
   
   
   
    
   
   
   
   
   
   
  short  swords  for  their  100th  wedding  anniversary,  but  he  needs  some 
   
   
   
   
   
   
   
   
   
   
   
  gemstones  to  inset  into  the  pommels  which  are  both  to  be  carved 
   
   
   
   
   
   
   
   
   
   
   
   
  from  ivory  in  the  shape  of  serpentine  dragons.  He  wants  the  gems  to 
   
   
   
   
   
   
   
   
   
   
   
    
  be  the  eyes  of  said  dragons.  If  anyone  should  come  across  any  he 
   
   
   
   
   
   
   
   
   
   
   
   
   
  would  be  a  for  sure  buyer  for  them,  as  jewelers  in  Silverglen  are  a 
   
    
   
   
   
   
   
   
   
   
   
    
  fickle  lot  when  it  comes  to  purchasing  any  old  gemstones  from  just 
   
   
    
   
   
   
   
   
   
   
   
  anyone.  As  the  dragons  have  two  eyes  each,  any  set  of  the  four 
   
   
   
   
   
   
   
   
   
   
   
   
   
  gemstones  from  the  final  treasure  will  do.  While  Merilinion  isn’t 
   
   
   
   
   
   
   
   
   
   
  willing  to  offer  more  than  the  market  rate  for  them  in  coin,  he  is 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  willing  to  trade  a  shirt  of elven  chain  for  suitable  gemstones  (four 
   
   
    
   
   
   
   
   
   
   
   
  matching  worth  at  least  500gp  each).  Hypothetically,  if  you  use  this 
   
    
   
   
   
    
   
   
   
  adventure  in  your  own  game  and  not  as  a  one-shot,  the  characters 
   
   
   
   
   
   
   
    
   
   
   
  might  already  have  gemstones  and  this  could  be  a  way  for  them  to 
   
   
   
   
   
   
   
    
   
   
   
   
  outfit  themselves  prior  to  entering  the  tower.  
   
  Taliya  Redfort  (5.  Dockside  Tavern)  is  always  interested  in  fancy  and 
   
   
   
   
    
   
    
   
   
  exotic  spirits  and,  if  she  is  talked  to  by  anyone  who  mentions  the 
   
   
    
   
   
   
   
   
   
   
   
   
  prospect  of  them  heading  to  the  tower  to  challenge  the  wizard,  she 
   
   
   
   
   
   
   
   
   
   
   
   
  will  suggest  that  they  keep  an  eye  out  for  any  fancy  or  magical 
   
   
   
   
   
   
   
   
   
   
   
   
   
  booze.  If  they  obtain  more  than  they  plan  to  drink  themselves  she 
   
   
   
   
   
   
   
   
   
   
   
   
  might  be  willing  to  buy  it  off  of  them  if  it  is  sufficiently  exotic.  
   
  Walword  Treespeaker  (8.  Upshot  Range)  recently  made  a  drunken 
   
   
   
   
   
   
    
   
  bet  with  Lukan  Falkenschild  (7.  Trot  and  Tack)  that  he  could  train  his 
   
   
   
   
   
   
   
   
   
   
   
   
   
  horse  to  walk  on  water  and  ride  gloriously  across  the  bay.  Lukan  took 
    
   
   
   
   
   
   
   
   
   
   
   
  that  bet  and  now  Walword  is  running  out  of  time  to  do  so,  not  one  to 
   
   
   
   
    
   
   
   
    
   
   
   
    
  swallow  his  pride,  and  needs  to  obtain  something  to  make  his  horse 
   
   
   
   
   
   
   
   
   
   
   
   
  able  to  do  so.  He  has  already  tried  to  get  the  horse  to  drink  a  potion 
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  to  no  avail,  apparently  you  can  lead  a  horse  to  a  potion  but  you  can’t 
   
   
   
   
   
   
    
     
   
   
   
   
  make  it  drink.  He  has  heard  that  the  elementalist  has horseshoes  of  a 
    
   
   
   
   
   
   
   
   
     
  zephyr  and  wants  them  to  win  the  bet.  He  is  willing  to  give  anyone 
   
   
   
   
   
   
   
   
    
   
   
   
   
  who  lets  him  borrow  the  horseshoes  10%  of  the  bet  (100gp). 
   
   
   
   
   
   
   
   
   
   
   
  Alternatively  if  someone  were  to  tell  Lukan  about  the  plan  Lukan 
   
   
   
   
   
   
   
   
   
   
   
  will  offer  the  players  the  full  bet  (1000gp)  plus  a  riding  horse  for 
   
   
   
   
   
   
   
   
    
   
   
   
  each  person  involved  in  the  retrieval  of  the  horseshoes  just  to  see 
   
   
   
   
   
   
   
   
   
   
   
   
  Walword  fail.  
   
  If  word  gets  out  that  someone  is  planning  to  go  to  the  elementalist 
   
   
   
   
   
   
   
   
   
   
   
   
   
  and  that  someone  or  someones  spends  enough  time  in  the  market 
   
   
   
   
   
   
   
   
   
   
   
  square  (POI  4)  then  they  will  be  confronted  by  a  man  claiming  to  be 
   
   
   
   
   
   
   
   
    
   
    
   
  a  rug  merchant.  That  person  will  explain  that  they  have  been  wanting 
   
   
   
   
   
   
   
   
   
   
   
   
  to  move  into  the  tapestry  market  as  well  to  push  out  a  rival.  A 
   
   
   
   
   
   
   
   
   
   
    
   
   
  Wisdom  (insight)  check  of  15  will  indicate  that  there  is  more  to  the 
   
   
   
   
   
   
   
   
    
   
   
   
  story  than  the  “merchant”  is  letting  on.  However  if  asked  about  it  and 
   
   
   
    
   
   
    
   
    
   
  failing  to  succeed  on  a  DC  17  Charisma  (persuasion)  check  then  he 
   
   
   
    
   
   
   
   
   
   
   
  will  decide  to  ask  someone  else  to  help  him.  If  successful  on  the 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Charisma  (persuasion)  check  he  will  explain  that  the  rival  is  actually 
   
   
   
   
   
   
   
   
    
   
  a  merchant  who  has  refused  to  pay  their  dues  (thieves’  cant  will 
   
   
   
   
   
   
   
   
   
   
   
   
  translate  this  as  “protection  money”)  and  they  are  going  out  of 
   
   
   
   
   
   
   
   
   
   
   
  business  in  a  non-violent  manner.  The  “rug  merchant”  wishes  to 
   
    
   
   
   
   
   
   
   
  acquire  as  many  tapestries  as  possible  so  they  can  begin  to  undercut 
   
   
   
   
   
   
   
   
   
   
   
   
  the  so  called  rival.  And  will  pay  10%  more  than  the  going  rate  for 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  any  tapestries  appropriated  from  the  elementalists  tower.  If  someone 
   
   
   
   
   
   
    
   
  wishes  to  get  more  they  can  either  intimidate  or  persuade  the  man  to 
   
   
   
   
   
   
   
   
   
   
   
    
  pay  as  high  as  20%  higher,  but  only  when  the  actual  exchange  takes 
   
   
   
   
   
   
   
   
   
   
   
   
   
  place.  If  intimidation  is  chosen,  it  is  possible  that  whomever  was  so 
    
    
     
   
   
   
   
   
  bold  as  to  intimidate  a  leader  of  the  local  “merchants”  guild  might 
   
   
   
    
   
   
   
   
   
   
   
  wind  up  with  assassins  targeting  them  at  worst  or  thieves  at  best, 
   
   
   
   
   
   
   
   
   
   
   
   
  depending  on  how  brazen  the  threat.  
   
  7  -  The  Tower  of  the  Elementalist  -   
  
   
   
  Travel  to  the  tower  
   
  The  tower  of  the  elementalist  is  intended  to  be  just  under  a  full  days 
   
   
   
   
    
   
   
   
   
    
   
   
  march  from  Silverglen,  giving  the  characters  opportunities  to  have 
   
   
   
   
   
   
   
   
   
  some  random  encounters  if  that  is  your  preference.  But  most  random 
   
   
    
    
   
   
   
   
   
  wilderness  encounters  at  the  level  needed  for  this  adventure  are  easy 
   
    
   
   
   
   
   
   
   
   
  unless  it  winds  up  being  something  almost  as  dangerous  as  the 
   
   
   
   
   
   
   
   
   
   
   
  elementalist  themself.  The  area  is  forested  hills  and  there  are  no 
   
   
   
   
   
   
   
   
   
   
   
  roads  or  other  settlements  between  the  tower  and  the  city.  A  peaceful 
   
   
   
   
   
   
   
   
   
    
   
  trip  could  give  the  characters  an  opportunity  to  discuss  what  they 
   
   
   
   
   
   
   
   
   
   
   
  think  they  may  encounter  within  the  tower  and  even  formulate  a  plan 
   
   
   
   
   
   
   
   
   
    
   
  blind.  
   
  One  possibility  for  a  type  of  random  encounter  is  weather  and 
   
   
    
   
   
   
   
   
   
   
  environmental.  The  wizard  the  characters  seek  to  confront  is  capable 
   
   
   
   
   
    
    
   
  of  scrying  magic  and  could  know  they  are  coming  and  thus  bending 
   
   
   
   
   
   
   
   
   
   
   
   
  the  elements  to  slow  their  progress  could  make  for  an  interesting 
   
   
   
   
   
   
   
   
   
   
   
  survival  aspect.  Torrential  rains,  a  forest  fire,  a  sudden  coldsnap,  or 
   
   
   
    
   
    
   
   
   
  even  a  massive  earthquake  could  be  something  they  would  throw  at 
    
   
   
   
   
   
   
   
    
  interlopers  and  it  could  make  for  a  fun  and  challenging  non-  combat 
   
    
   
   
    
   
   
   
   
   
  encounter.  However,  they  could  involve  combat  as  the  elementalist 
   
   
   
   
   
   
   
   
   
  summons  and  enslaves  elementals  to  do  his  bidding.  And  thus  a 
   
   
   
   
   
   
   
   
   
    
  forest  fire  while  fighting  a  couple  of fire  elementals  or  perhaps  a 
   
   
   
    
   
   
   
   
   
    
  salamander  leading  some azers .  Or  possibly  some elemental 
   
   
   
   
   
   
   
   
  myrmidons  might  be  what  the  elementalist  would  use  to  impede 
   
   
   
   
   
   
   
   
   
   
  those  who  wish  to  thwart  their  plans.  
   
  Once  arriving  at  the  tower,  it 
   
    
   
    
  doesn’t  seem  too  out  of  the 
   
   
   
   
   
   
  ordinary,  but  once  they  get 
   
   
   
   
   
  inside  the  characters  will 
   
   
   
   
  discover  that  the  tower  is 
   
   
   
   
   
  quite  differently  shaped  that 
   
   
   
   
  it  looks  on  the  outside 
   
   
   
   
   
  because  the  interior  is  a 
   
   
   
   
   
  demiplane  that  the  wizard 
   
   
   
   
  uses  as  his  lab  and  also  uses 
   
   
   
   
   
   
   
  it  to  trap  would-be  attackers 
   
   
   
   
   
  so  that  his  minions  can 
   
   
   
   
   
  defeat  them.  Because  it  is  a 
   
   
    
    
  demiplane,  some  spells  ought 
   
   
   
   
  not  to  function  normally. 
   
   
   
   
  Some  of  these  spells  are  any 
   
   
   
   
   
   
  that  allow  teleportation,  but 
   
   
   
   
  only  if  the  character  in 
   
   
   
   
   
  question  aims  to  teleport  out 
   
   
   
   
   
  of  the  tower.  Also  spells  that 
   
   
   
   
   
   
  would  allow  passage  through 
   
   
   
   
  walls;  including  blink,  as  the 
   
   
   
   
   
  walls,  floors  and  doors  of  the 
   
   
   
   
   
   
  tower  do  reach  the  ethereal.  
   
  -  The  Tower  of  the  Elementalist  -  8  
  
  The  Tower  of  the  Elementalist  
   
  Dungeon  Features  
   
  Rooms.  The  rooms  all  have  a  height  of  12  feet,  plenty  of  room  for  a 
   
   
   
   
    
   
   
   
   
   
   
   
    
  medium  sized  creature  and  manageable  for  a  large  sized  creature. 
   
   
   
   
   
    
   
   
   
  While  there  is  no  penalty  for  being  large  sized,  if  a  character 
   
   
   
   
   
   
   
   
   
    
   
  becomes  large  sized  it  will  feel  a  bit  claustrophobic.  
  Corridors.  The  corridors  are  usually  5  feet  wide  and  only  8  feet 
   
   
   
   
    
   
   
   
    
   
  high,  find  for  medium  sized  creatures  but  a  bit  cramped  for  large 
   
   
   
   
   
   
    
   
   
   
   
  weapons.  Any  medium  sized  creature  making  a  melee  attack  with  a 
   
   
   
   
   
    
   
   
    
  weapon  with  the  heavy  property  has  disadvantage.  A  large  sized 
   
   
   
   
   
   
   
   
   
   
  creature  has  disadvantage  on  any  attack  and  treats  the  corridors  as 
   
   
   
   
   
   
   
   
   
   
   
  difficult  terrain.  
  Doors. The  doors  appear  to  be  wood  but  as  the  interior  is  a 
   
   
   
   
   
   
   
   
   
   
   
    
  demiplane  they  are  actually  magical  force.  Only  a  few  of  the  doors 
   
   
   
   
   
   
    
   
   
   
   
  are  locked  though  (indicated  in  the  text).  
  Light.  All  rooms  and  corridors  of  the  dungeon  are  lit  with  permanent 
   
   
   
   
   
   
   
   
   
   
   
   
  dancing  lights  that  gently  float  at  a  height  of  about  7  feet  up.  Every 
   
   
   
   
     
   
   
    
   
   
   
  room  has  enough  bright  light  to  illuminate  the  whole  place.  
  Tapestries.  The  many  tapestries  in  here  are  quite  valuable,  some  are 
   
   
   
   
   
   
   
   
   
   
   
  10  feet  wide  and  some  are  15  feet  wide.  The  10  foot  wide  tapestries 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  are  10  pounds  and  are  worth  200gp  and  the  15  foot  wide  tapestries 
   
   
   
   
   
   
   
   
   
   
   
   
   
  are  15  pounds  and  are  worth  300gp.  
  Quadrants.  Each  quarter  of  the  tower  is  themed.  The  lower-left 
   
   
   
   
   
   
   
   
   
   
  quadrant  is  water  themed,  upper-left  is  fire  themed,  upper-right  is  air 
    
   
   
    
   
   
    
   
  themed,  and  lower-right  is  earth  themed.  Any  tapestry  found  in  those 
   
   
    
   
   
   
   
    
   
  sections  have  a  motif  of  the  element  for  those  quarters  and  in  the 
   
    
   
   
   
   
   
   
   
   
   
   
  places  with  riddles  and  statues  they  are  the  appropriate  element  there 
   
   
   
   
   
   
   
   
   
   
   
  as  well  (also  indicated  in  adventure  text).  
   
   
  Map  I  -  Top  level  
   
   
  Area   1-   Entryway,  top   level,   inside.  
   
  After  walking  for  what  seems  like  hours,  far  longer  than  it 
   
   
   
   
   
   
   
   
   
     
  should  have  been,  down  a  dark  and  poorly  lit  corridor  you 
   
   
   
     
   
   
   
   
   
   
  emerge  into  a  well  lit  room.  The  room  is  forty  feet  long  and 
   
     
   
   
   
   
     
   
   
   
   
  twenty  feet  across  to  a  door,  and  there  is  also  a  door  on  each 
   
   
   
     
   
   
     
     
   
   
   
  of  the  two  sides  at  the  same  relative  point  on  the  respective 
   
   
   
   
   
   
   
   
   
   
   
   
  walls.  Turning  to  look  back  into  the  corridor  you  see  that  it 
   
   
   
   
   
   
   
   
   
   
     
  appears  to  be  only  as  long  as  it  should  have  been  when  you 
   
   
   
   
   
   
     
   
   
   
   
   
  ﬁrst  entered  the  tower,  but  then  suddenly,  the  corridor 
   
   
   
   
   
   
   
   
   
  vanishes  leaving  behind  stone  masonry  like  the  rest  of  the 
   
   
   
   
   
   
   
   
   
   
  walls  in  this  room.  
   
  If  your  players  interrupt  during  the  description,  or  explain  that  they 
   
   
   
   
   
   
   
   
   
   
   
  would  have  turned  around  to  experiment  with  the  seemingly  distorted 
   
   
   
    
   
   
   
   
   
  length  of  the  hallway,  let  them.  Doing  so  has  no  bearing  on  the 
   
   
   
   
   
   
   
   
   
   
   
   
   
  adventure,  however,  so  if  you  decide  to,  you  could  just  decide  that 
   
   
    
   
   
   
   
   
   
   
   
  turning  around  and  going  back  as  a  group  will  still  deposit  them  into 
   
   
   
   
   
    
   
   
   
   
   
   
  the  bottom  area  two.  Only  after  the  elementalist  is  defeated  will  the 
   
   
   
   
   
   
   
    
   
   
   
  entryway  reappear.  
   
  Subsections   A   through   D-   top   level,   inside.  
   
  Each  quadrant  of  this  map  and  all  lower  levels  are  divided  by  which 
   
   
   
   
   
   
   
   
   
   
   
   
   
  element  the  correlate  to.  All  tapestries  hanging  on  the  walls  in  a 
   
   
   
   
   
   
   
   
   
   
    
  particular  section  will  have  a  motif  of  a  particular  element.  Each 
   
   
   
    
   
    
   
   
   
  small  hallway  with  the  wall  alcove  should  be  described  as  such.  
   
  Beyond  the  door  is  a  small  hexagon  shaped  hallway,  with  a 
   
   
   
     
   
   
   
   
     
  small  alcove  on  the  longer  section.  Within  the  alcove  is  a 
   
   
   
   
   
   
   
   
   
     
  small  bowl  carved  into  the  stone,  and  above  the  alcove  is  a 
   
   
   
   
   
   
   
   
   
       
  riddle  written  on  the  wall.  
   
  A  character  saying  the  correct  answer  will  cause  a  silver 
   
   
   
   
   
   
   
   
   
   
  medallion-like  holy  symbol  (worth  50  gp)  depicting  the  appropriate 
   
   
   
   
   
   
   
   
   
  element  to  appear  in  the  bowl.  
   
  Subsection  B  is  the  Fire  Element  
   
  Always  hungry  and  must  be  fed;  
  The  finger  I  lick  will  soon  turn  red.  
  Subsection  C  is  the  Air  Element  
   
  Voiceless  I  cry  and  wingless  I  flutter;  
  Toothless  I  bite  and  mouthless  I  mutter.  
  Subsection  A  is  the  Water  Element  
   
  I  lift  the  kraken,  and  fall  from  the  sky;  
  Without  me  for  long,  surely  you’ll  die.  
  Subsection  D  is  the  Earth  Element  
   
  I  have  hair  of  green,  tears  of  red;  
  The  mother  who  consumes  the  dead.  
   
  Areas   2-   Elemental   Narthex,   top   level,   inside.  
   
  This  room  is  forty  feet  long  and  twenty  feet  wide,  there  is  a 
   
     
   
   
   
   
   
   
   
       
  door  leading  to  a  presumed  central  area  and  a  pair  of  doors  on 
   
   
     
   
   
   
     
   
   
   
   
  opposite  ends  of  the  chamber.  Flanking  the  center  door  are  a 
   
   
   
   
   
   
   
   
   
     
  pair  of  ﬁfteen  foot  wide  tapestries  each  depicting  a  different 
   
   
   
   
   
   
   
     
   
  element.  Small  elemental  creatures  ﬂit  and  ﬂy  about  and  turn 
   
   
   
   
   
   
   
   
   
   
  aggressively  towards  you  all.  
   
  Enemies.  Each  room  has  a  handful  of  mephits  that  will  attack  the 
   
   
   
    
   
   
   
   
   
   
   
  party  as  soon  as  they  notice  the  characters.  Initially  the  rooms  only 
   
   
   
   
   
   
   
   
   
   
   
   
  9  -  The  Tower  of  the  Elementalist  -   
  
  have  one  mephit  for  each  player,  but  these  mephits  have  the variant: 
   
   
   
   
   
   
   
   
   
   
   
   
  mephit  summoning   ability.  
   
  The  bottom  room  has mud  mephits ,  the  left  room  has steam 
   
   
   
   
   
   
   
   
   
   
   
  mephits ,  the  top  room  has smoke  mephits ,  and  finally  the  right 
   
   
   
   
   
   
   
   
   
   
   
  room  has  dust  mephits .  
   
  Each  of  the  side  doors  on  the  opposite  sides  of  the  chamber  leads  to 
   
   
   
   
   
   
   
   
   
   
   
   
    
  the  riddle  alcoves.  
   
  Secret  door.  Behind  the  water  tapestry  on  the  wall  in  the  left  area 
   
   
   
   
   
   
   
   
   
   
   
   
   
  two  is  a  doorway.  If  the  characters  aren’t  looking  for  anything  it  can 
     
    
   
   
   
   
   
    
   
  be  spotted  with  a  passive  Wisdom  (perception)  of  21,  and  if  anyone 
   
   
    
   
   
   
   
   
    
   
  is  actively  looking  for  something  the  Wisdom  (perception)  DC  is  16. 
   
   
   
   
   
   
   
   
    
   
  However,  the  door  is  only  hidden  by  the  tapestry,  moving  or 
   
   
   
   
   
   
   
   
   
   
   
  removing  it  will  reveal  the  door.  
   
  Secret   Room-   top   level,   inside.  
   
  This  small,  nearly  triangular  room  is  small  and  bare.  With  an 
   
   
   
   
     
   
   
   
   
   
  iron-bound  wooden  chest  six  feet  from  the  door  and  a  wooden 
   
   
   
   
   
   
   
   
     
   
  barrel  a  few  feet  from  the  left  side  of  the  doorway.  
   
   
   
  Treasure.  The  chest  contains  5158  sp,  768  gp,  a spell  scroll 
   
   
   
   
   
   
   
   
   
   
   
  (expeditious  retreat),  two spell  scrolls  (dispel  magic),  and  two 
   
   
   
   
   
   
   
   
   
  potions  of  healing .  
   
  The  barrel  contains  an invisible  stalker  and  as  such  appears  to  be 
   
   
   
   
   
   
   
   
   
   
   
   
  empty,  it  will  wait  to  attack  the  players  when  they  are  gathering  the 
    
   
   
   
   
   
   
   
   
   
   
   
  treasure  or  when  they  are  leaving  the  secret  room.  But  only  if  the  lid 
   
   
   
   
   
   
   
   
   
   
    
   
   
  is  removed,  otherwise  it  will  remain  in  the  barrel.  Also  it  will  attack 
   
   
    
   
   
   
   
   
    
   
   
  anyone  who  reaches  around  in  the  supposed  empty  barrel.  
   
  Area   3-   Stairwell,   top   level,   inside,   leads   down.  
   
  This  square  room  has  a  vaulted  ceiling  and  in  the  center  is  a 
   
   
   
     
   
   
   
   
   
       
  stone  spiral  staircase  heading  downwards,  despite  what  it  may 
   
   
   
   
   
   
     
   
  have  seemed  on  the  outside  of  the  tower.  The  four  corners  of 
   
   
   
   
   
   
   
   
   
   
   
   
  this  room  have  short  halls  with  doors  at  their  ends  leading 
   
   
   
   
   
   
   
   
   
   
   
  into  the  various  elemental  narthices  and  each  of  the  four 
   
   
   
   
   
   
   
   
   
   
  walls  has  a  tapestry,  one  for  each  of  the  four  elements.  
   
  The  stairwell  leads  down,  nothing  prevents  the  players  from  heading 
   
   
   
   
   
   
   
   
   
   
  down  the  stairs  even  if  they  haven’t  gathered  the  four  holy  symbols 
   
   
   
    
   
   
   
   
   
   
   
  from  the  riddle  alcoves.  
  Map  II  -  Middle  level 
   
  Area   4-   Landing,   middle   level,   inside,   leads   up  and   down.  
   
  When  the  players  first  come  down  from  the  top  floor,  read  this.  
   
  After  heading  down  the  stairs  for  about  ﬁfteen  feet  of 
   
   
   
   
   
   
   
   
   
   
  descent  you  come  to  a  landing.  You  are  now  in  an  octagonal 
   
   
   
     
   
   
   
   
   
   
   
  room  with  four  doors  at  the  end  of  very  short  niches  set  into 
   
   
   
   
   
   
   
   
   
   
   
   
   
  the  walls.  The  stairs  look  as  though  they  continue  downwards, 
   
   
   
   
   
   
   
   
   
   
  however,  a  glowing  barrier  blocks  your  way  down.  Perhaps  the 
     
   
   
   
   
   
   
   
   
  key  to  lowering  the  barrier  is  found  beyond  the  four  doors.  
   
  After  the  players  have  defeated  the  elementals  in  the  four  throne 
   
   
   
   
   
   
   
   
   
   
   
  rooms,  read  this.  
   
  As  you  return  to  the  landing  room  you  can  see  that  the 
   
   
   
   
   
   
   
   
   
   
   
   
  barrier  is  now  blocking  the  way  back  up,  and  the  stairs  rotate 
     
   
   
   
   
   
   
   
   
   
   
  forebodingly  off  lower  into  this  tower.  
   
  Foyer,  outside  of  the  landing.  
   
  You  ﬁnd  yourself  in  a  nearly-square  room  that  is  ﬁfty  feet  by 
   
   
   
     
   
   
     
   
   
   
  ﬁfty  feet  with  the  walls  of  the  octagonal  landing  in  the 
   
   
   
   
   
   
   
   
   
   
   
  center.  In  the  four  corners  of  the  room  are  cages,  and  within 
   
   
   
   
   
   
   
   
   
   
   
   
  each  cage  is  a  statue  of  a  genasi.  The  statues  are  far  enough 
   
       
   
     
   
   
   
   
   
   
  inside  that  a  human  arm  can’t  quite  reach  them  and  they  are 
   
     
   
   
   
   
   
   
   
   
   
  ten  feet  tall.  Other  than  the  caged  statues  you  also  see  a  pair 
   
   
   
   
   
   
   
   
   
   
     
   
  of  tapestries  on  the  sides  of  each  statue.  Carved  in  the  stone 
   
   
   
   
   
   
   
   
     
   
   
  on  the  base  of  each  statue  is  the  phrase…  
  If  the  priests  you  must  bedeck;  
  Hang  the  medallion  about  the  neck.  
   
  The  four  doors  leading  out  of  the  foyer  into  rooms  5  through  8  are 
   
   
   
   
   
   
   
   
   
    
    
   
  locked,  and  they  have  no  visible  means  of  unlocking  them. 
   
   
   
   
   
   
   
   
   
   
  Attempting  to  force  the  locked  doors  open  has  a  random  effect  that 
   
   
   
   
   
   
   
    
   
   
   
  -  The  Tower  of  the  Elementalist  -  10  
  
  might  affect  the  character  making  the  attempt,  as  well  as  summoning 
   
   
   
   
   
   
   
   
   
   
   
  mephits  with  the variant:  mephit  summoning  ability.  The  first  time 
   
   
   
   
   
   
   
   
   
   
  this  happens  the  characters  will  be  surprised,  unless  it  is  clear  that 
   
   
   
   
   
   
   
    
   
   
   
  they  prepare  for  an  attack  before  someone  attempts  it.  
   
  If  a  player  does  so,  roll  a  d4.  
   
  1  -  A  large  splash  of  water  douses  the  character,  there  is  no  save  to  avoid  it.  That 
    
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  player  has  disadvantage  when  making  saves  against  spells  and  abilities  that  deal 
   
   
   
   
   
   
   
   
   
   
   
   
  cold  damage  until  they  dry  off.  
  2  -  Flames  erupt  from  the  door,  the  character  must  succeed  at  a  DC  15  Dexterity 
    
   
   
   
   
   
   
   
   
   
    
   
   
   
  saving  throw  or  take  7  (2d6)  fire  damage.  
  3  -  A  gust  of  wind  buffets  the  character,  they  must  succeed  at  a  DC  17  Strength 
    
   
   
   
   
   
   
   
   
   
   
    
   
   
   
  saving  throw  or  be  pushed  back  15  feet  and  knocked  prone.  
  4  -  Lots  of  dirt  and  dust  flies  from  the  door  onto  the  character,  they  must  succeed  at 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  a  DC  14  Constitution  saving  throw  or  be  blinded  for  1d4  rounds.  
   
  Enemies. The  mephits  that  appear  are  based  on  which  door  is 
   
   
   
   
   
   
   
   
   
   
   
  attempted  to  be  forced  open:  
     5;  one  steam  mephit ,  one  magma  mephit ,  and  one  ice  mephit .  
     6;  one  smoke  mephit ,  one  magma  mephit ,  and  one  ice  mephit .  
     7;  one  dust  mephit ,  one  magma  mephit ,  and  one  ice  mephit .  
     8;  one  mud  mephit ,  one  magma  mephit ,  and  one  ice  mephit .  
   
  The  tapestries  in  each  quadrant  of  the  map  (within  the  foyer  and  in 
   
   
   
   
   
   
   
   
   
   
   
   
   
  rooms  5  through  9)  depict  the  same  element  as  the  statue  in  the 
    
   
   
   
   
   
   
   
   
   
   
   
  correlating  corner  of  the  foyer.  The  statue  at  the  place  marked  A  on 
   
   
   
   
   
   
    
   
   
    
   
  the  map  is  a  water  genasi,  B  is  a  fire  genasi,  C  is  an  air  genasi,  and  D 
   
     
   
      
   
     
   
   
   
    
  is  an  earth  genasi.  The  characters  must  somehow  manage  to  place  the 
   
   
   
   
   
   
   
   
    
   
   
  correct  silver  holy  symbols  around  the  necks  of  the  appropriate 
   
   
   
   
   
   
   
   
   
   
  statues.  The  spell mage  hand  is  probably  the  easiest  solution,  but 
   
   
   
   
   
   
   
   
   
   
   
  they  could  probably  also  use  a  polearm  or  a  ten-foot-pole,  or  even  try 
   
   
   
   
    
   
    
   
   
   
   
  throwing  it  up  there  like  a  carnival  game.  Once  all  four  have  been 
    
   
   
    
   
   
   
   
   
   
   
  placed  upon  the  statues  the  four  doors  to  areas  5  through  8  will 
   
   
   
   
   
   
   
   
    
    
   
  unlock.  At  this  point  if  the  characters  wish  to  they  can  reacquire  the 
   
   
   
    
   
   
   
   
   
   
   
   
  holy  symbols  if  they  want  to  and  the  doors  will  not  relock.  
   
  Areas   5  through   8-   Throne   Rooms  
   
  If  a  character,  who  hasn’t  already  sat  in  a  throne  for  a  whole  battle 
    
   
   
   
   
   
    
   
    
   
   
  (unless  there  are  fewer  than  four  party  members  or  NPCs),  sits  upon 
   
   
   
   
   
   
   
   
   
   
   
   
  a  throne  in  one  of  these  rooms  then  a  battle  activates.  The  party 
   
   
   
   
   
   
   
    
   
   
   
   
  member 
   must 
   remain 
   
   
   
  seated  upon  the  throne 
   
   
   
   
  (treat  as  though  prone 
   
   
   
   
  unless 
   circumstances 
   
   
  dictate  otherwise)  until 
   
   
   
  the  battle  is  over.  The 
   
   
   
   
   
  summoned 
   elementals 
   
   
  will  not  directly  target 
   
   
   
   
  the  one  in  the  throne,  but 
   
   
   
   
   
   
  anything  that  affects  a 
   
   
   
   
  wide  area  might  affect 
   
   
   
   
  the  one  seated.  If  the 
   
   
   
   
   
  person  gets  out  of  the 
   
   
   
   
   
  throne 
   then 
   the 
   
   
   
  summoned 
   elementals 
   
   
  will  vanish  and  someone 
   
   
   
   
  must  sit  upon  the  throne  again.  
   
  Area   5-   Steam   Throne,   middle   level,   inside.  
   
  This  square  room  twenty-ﬁve  feet  to  a  side  is  mostly  bare 
   
   
   
   
   
     
   
   
   
   
  and  spartanly  decorated.  A  single  throne  sits  near  the  wall  far 
   
   
     
   
   
   
   
   
   
   
  from  the  door  to  the  foyer  and  a  pair  of  tapestries,  each  one 
   
   
   
   
   
   
     
   
   
   
   
   
  depicting  a  different  element,  ﬁre  and  water,  ﬂank  the  walls 
     
   
   
   
   
   
   
   
   
  on  the  foyer  door’s  side.  
   
  Enemies.  The  person  who  sits  upon  the  throne  will  see  an  illusion  of 
   
   
   
   
   
   
   
   
   
   
   
   
   
  the  room  filling  with  fire  and  water  and  steam  billows  up  all  over. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Every  character  in  the  room  sees  a fire  elemental  and  a water 
   
   
   
   
   
    
   
   
    
   
  elemental  appear  and  must  do  battle  with  it  while  someone  stays 
   
   
   
   
   
   
    
   
   
   
  seated.  
   
  Area   6-   Smoke   Throne,   middle   level,   inside.  
   
  This  square  room  twenty-ﬁve  feet  to  a  side  is  mostly  bare 
   
   
   
   
   
     
   
   
   
   
  and  spartanly  decorated.  A  single  throne  sits  near  the  wall  far 
   
   
     
   
   
   
   
   
   
   
  from  the  door  to  the  foyer  and  a  pair  of  tapestries,  each  one 
   
   
   
   
   
   
     
   
   
   
   
   
  depicting  a  different  element,  ﬁre  and  air,  ﬂank  the  walls  on 
     
   
   
   
   
   
   
   
   
   
  the  foyer  door’s  side.  
   
  Enemies.  The  person  who  sits  upon  the  throne  will  see  an  illusion  of 
   
   
   
   
   
   
   
   
   
   
   
   
   
  the  room  filling  with  fire  and  a  wind  picks  up  getting  smoke 
   
   
   
   
   
   
   
   
   
   
   
   
  everywhere.  Every  character  in  the  room  sees  a fire  elemental  and 
   
   
   
   
   
   
    
   
   
   
  an air  elemental  appear  and  must  do  battle  with  it  while  someone 
   
   
   
   
   
   
   
   
    
   
   
  stays  seated.  
   
  Area   7-   Dust   Throne,   middle   level,   inside.  
   
  This  square  room  twenty-ﬁve  feet  to  a  side  is  mostly  bare 
   
   
   
   
   
     
   
   
   
   
  and  spartanly  decorated.  A  single  throne  sits  near  the  wall  far 
   
   
     
   
   
   
   
   
   
   
  from  the  door  to  the  foyer  and  a  pair  of  tapestries,  each  one 
   
   
   
   
   
   
     
   
   
   
   
   
  depicting  a  different  element,  earth  and  air,  ﬂank  the  walls  on 
     
   
   
   
   
   
   
   
   
   
  the  foyer  door’s  side.  
   
  Enemies.  The  person  who  sits  upon  the  throne  will  see  an  illusion  of 
   
   
   
   
   
   
   
   
   
   
   
   
   
  the  room  filling  with  soil  and  a  wind  picks  up  getting  dust 
   
   
   
   
   
   
   
   
   
   
   
   
  everywhere.  Every  character  in  the  room  sees  an earth  elemental 
   
   
   
   
   
   
   
   
   
   
  and  an air  elemental  appear  and  must  do  battle  with  it  while 
   
   
   
   
   
   
   
   
   
   
   
   
  someone  stays  seated.  
   
  Area   8-   Mud   Throne,   middle   level,   inside.  
   
  This  square  room  twenty-ﬁve  feet  to  a  side  is  mostly  bare 
   
   
   
   
   
     
   
   
   
   
  and  spartanly  decorated.  A  single  throne  sits  near  the  wall  far 
   
   
     
   
   
   
   
   
   
   
  from  the  door  to  the  foyer  and  a  pair  of  tapestries,  each  one 
   
   
   
   
   
   
     
   
   
   
   
   
  depicting  a  different  element,  earth  and  water,  ﬂank  the  walls 
     
   
   
   
   
   
   
   
   
  on  the  foyer  door’s  side.  
   
  Enemies.  The  person  who  sits  upon  the  throne  will  see  an  illusion  of 
   
   
   
   
   
   
   
   
   
   
   
   
   
  the  room  filling  with  soil  and  water  and  mud  rivers  flooding.  Every 
   
   
   
   
   
   
   
   
   
   
   
   
  character  in  the  room  sees  an earth  elemental  and  a water 
   
   
   
   
   
   
   
   
   
   
   
  elemental  appear  and  must  do  battle  with  it  while  someone  stays 
   
   
   
   
   
   
    
   
   
   
  seated.  
  11  -  The  Tower  of  the  Elementalist  -   
  
  Map  III  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Top  level  
   
  -  The  Tower  of  the  Elementalist  -  12  
  
  Areas   9-   Elemental   rooms,  middle   level,   inside.  
   
  This  room  is  shaped  like  a  quarter  of  a  ring  with  a  pair  of 
   
   
   
   
     
   
     
   
     
   
   
  tapestries  on  the  inside  side  of  the  ring,  also  in  the  room  is 
   
   
   
   
   
   
   
   
   
   
   
     
  an  elemental  of  the  same  element  depicted  on  the 
   
   
   
   
   
   
   
   
   
  decorations.  
   
  Enemies.  Each  room  has  an  elemental  that  will  attack  the  characters 
   
   
   
   
   
   
   
   
   
   
   
  on  sight:  
  Top  left;  a  fire  elemental .  Top  right;  an  air  elemental .  
  Bottom  left;  a  water  elemental .  Bottom  right;  an  earth  elemental .  
   
  Area   10-   The   Four   Statues,   lower   level,   inside,   leads   up.  
   
  At  the  base  of  the  stairs  you  can  see  that  you  enter  a  square 
   
   
   
   
   
   
   
   
   
   
   
     
   
  room  forty  feet  to  a  side  with  the  spiral  stair  in  the  middle  of 
   
   
   
     
   
   
   
   
     
   
   
   
  the  room.  In  each  corner  stands  a  statue  of  a  different  kind 
   
   
   
   
   
     
   
     
   
   
  of  genie,  each  statue  is  ﬂanked  by  a  pair  of  tapestries 
   
   
   
   
   
   
   
   
   
   
   
  depicting  an  opulent  palace  that  that  kind  of  genie  would 
   
   
   
   
   
   
   
   
   
   
  reside  in  on  their  native  elemental  plane.  Each  statue  appears 
   
   
   
   
   
   
   
   
   
   
  to  be  facing  the  central  staircase.  On  the  four  walls  of  the 
   
   
   
   
   
   
   
   
   
   
   
   
  room  between  the  respective  statues  is  a  ten  foot  wide 
   
   
   
   
   
   
   
   
   
   
  staircase  going  down  to  a  pair  of  corridors  on  opposite  ends  of 
   
   
   
     
   
   
   
   
   
   
   
  the  landing  and  then  to  a  large  room  beyond  the  stairs.  
   
  The  corridors  at  the  base  of  each  set  of  stairs  leads  to  a  ring-like 
   
   
   
   
   
   
   
   
   
   
   
    
   
  hallway  that  heads  around  to  another  staircase,  each  one  has  a  large 
   
   
   
   
   
   
   
   
   
    
   
  tapestry  in  it  that  correlates  to  the  appropriate  elemental  plane  for 
   
    
   
   
   
   
   
   
   
   
  that  quadrant  of  the  map.  
   
  This  room  is  the  site  for  the  final  confrontation  with  the  elementalist, 
   
    
   
   
   
   
   
   
   
   
   
  however,  when  the  characters  are  ready  to  face  them  the  relevant  info 
   
   
   
   
   
    
   
   
   
   
   
  will  be  in  Area  10  redux,  located  at  the  end  of  this  section.  The 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  elementalist  will  not  show  himself  until  the  characters  have  collected 
   
   
   
   
   
   
   
   
   
   
  the  four  elemental  gems  from  areas  12  through  15.  
   
  Areas   11-   Elemental   Gates,   lower   level,   inside.  
   
  Twenty-ﬁve  feet  to  the  opposite  wall  and  forty  feet  wide  with 
   
   
   
   
   
   
   
   
   
   
   
  openings  in  the  middle  of  the  short  ends,  this  room  is  devoid 
   
   
   
   
   
   
   
   
   
     
   
  of  enemies.  Like  everywhere  else  in  this  tower,  tapestries 
   
   
   
   
   
   
   
   
   
  decorate  the  walls  to  the  sides  of  the  passage,  and  like 
   
   
   
   
   
   
   
   
   
   
   
  before,  the  element  depicted  upon  them  share  a  hint  of  what 
   
   
   
   
   
   
     
   
   
   
  lies  beyond  them.  Additionally,  here  at  each  opening  is 
   
   
   
   
   
   
   
   
   
  something  blocking  the  way  through  it.  
   
  The  stairs  leading  up  into  area  12  are  completely  blocked  with  ice, 
   
   
   
   
   
   
   
   
   
   
   
   
  barring  the  path.  Characters  will  need  to  chip  and  chisel  their  way 
   
   
   
   
   
   
   
   
   
   
   
   
  through  or  melt  the  ice  to  proceed.  Characters  cannot  see  past  the  ice.  
  The  stairs  leading  up  into  area  13  are  completely  blocked  with  a 
   
   
   
   
   
   
   
   
   
   
    
  roaring  inferno.  Characters  will  need  to  douse  the  flames  or  take  21 
   
   
   
   
   
   
   
   
   
   
   
   
  (6d6)  fire  damage  for  each  5  feet  of  travel  through  the  stairs. 
   
   
   
   
   
   
   
   
   
   
   
   
  Characters  cannot  see  past  the  flames.  
   
  The  stairs  leading  up  into  area  14  are  completely  blocked  with  gale 
   
   
   
   
   
   
   
   
   
   
   
   
  force  winds  blowing  outwards.  Characters  can  force  their  way 
   
   
   
   
   
   
   
   
   
  through  if  they  succeed  on  a  DC  15  Strength  saving  throw,  if  they  fail 
    
   
   
    
   
   
   
   
    
   
   
  they  are  pushed  back  15  feet,  knocked  prone,  and  take  9  (2d8) 
   
   
   
   
   
   
   
   
   
    
   
  bludgeoning  damage;  or  they  can  disable  the  wind  by  temporarily 
   
   
   
   
   
   
   
   
   
   
  blocking  the  opening  for  a  round  or  casting  a  spell  that  produced 
   
   
   
    
   
   
    
   
   
   
  wind  going  the  other  direction.  Characters  can  see  through  the  wind 
   
   
   
   
   
   
   
   
   
   
   
  to  the  room  within.  
   
  The  stairs  leading  up  into  area  15  are  completely  blocked  with  dirt 
   
   
   
   
   
   
   
   
   
   
   
   
  and  soil.  Characters  will  need  to  dig  their  way  through  the  dirt  or 
   
   
   
   
   
   
   
   
   
   
   
   
   
  create  enough  water  to  turn  it  to  mud  and  erode  a  passage  through. 
   
   
   
   
    
   
   
   
    
   
   
  Characters  definitely  cannot  see  past  the  dirt.  
   
  Area   12-   Water   Shrine,   lower   level,   inside.  
   
  A  pair  of  statues  depicting  a  marid,  the  same  one  depicted  in 
   
   
   
   
     
   
   
   
   
     
  the  landing,  stand  in  opposite  corners  of  this  oddly-shaped 
   
   
   
   
   
   
   
   
   
  room.  An  altar  stands  near  the  shortest  wall  between  the  two 
   
   
   
   
   
   
   
   
   
   
   
  stairs  that  allowed  entry  into  this  shrine.  Blue  tiles  and  sea 
   
   
   
   
   
   
   
   
   
   
   
  shells  make  a  mosaic  of  a  crashing  tsunami  wave  in  the 
   
     
   
     
   
   
   
   
   
  center  of  the  room.  Upon  the  altar  is  an  amphora,  beads  of 
   
   
   
   
   
   
   
   
   
   
   
   
  condensation  are  formed  on  the  outside  of  it.  Above  the  altar 
   
   
   
   
   
   
   
   
   
   
   
  on  the  wall  is  writing  in  a  primordial  elemental  language.  
   
  If  a  player  can  read  Aquan  or  casts comprehend  languages  they  will 
    
   
   
   
   
   
   
   
   
   
   
  learn  that  the  writing  says  “freedom.”  
   
  If  a  character  is  using detect  magic  or  similar  magic,  the  amphora 
    
   
   
   
   
   
   
   
   
   
   
  gives  off  an  aura  of  conjuration  magic.  Handling  the  amphora  in  any 
   
   
   
   
   
   
   
   
   
    
   
  way  other  than  a  simple  touch  will  summon  a  marid  from  the  water 
   
   
    
   
   
   
    
   
   
   
   
  within  it,  if  they  cast identify  on  it  they  will  only  learn  that  it  can 
   
    
   
   
   
    
   
   
   
   
    
   
  summon  a  water  genie.  
   
  Casting 
  dispel  magic 
   
   
   
  can 
   disrupt 
   the 
   
   
   
  elementalists 
   control 
   
   
  over  the  marid,  if  cast  at 
   
   
    
    
  5th  level  or  higher  it 
   
   
   
   
   
  will 
   succeed 
   
   
  automatically,  otherwise 
   
   
  the  DC  is  15  for  the 
   
   
   
   
   
   
  spellcaster’s  spellcasting 
   
   
  ability  check.  If  this 
   
   
   
   
  succeeds  the  two  statues 
   
   
   
   
  in  this  room  (as  well  as 
   
   
   
   
   
   
  in  area  10)  will  shatter, 
   
   
   
   
   
  releasing  the  marid  to 
   
   
   
   
  their  home  plane.  
   
  Enemies. Rubbing  the 
   
   
   
  amphora,  or  breaking  it, 
   
   
   
   
  pouring  it  out,  or  any 
   
   
   
   
   
  physical  contact  more 
   
   
   
  than  a  simple  touch  will  summon  a  marid   that  will  attack  the  party.  
   
  Treasure.  If  the  characters  defeat  the  marid  in  combat  it  will 
   
   
   
   
   
   
   
   
   
   
   
  disappear  and  leave  behind  an elemental  gem  (emerald) .  Dispelling 
   
   
   
   
   
   
   
   
   
  the  amphora  successfully  will  summon  the  marid  who  will  give  the 
   
   
   
   
   
   
   
   
   
   
   
  players  the  elemental  gem  and  will  thank  them  for  granting  it 
   
   
   
   
   
   
   
   
   
   
   
  freedom.  It  will  also  tell  them  that  the  elemental  summoning  magic 
    
   
   
   
   
   
   
   
   
   
  of  the  elemental  gem  will  not  function  until  the  players  have  defeated 
   
   
   
   
   
   
   
   
   
   
   
   
  the  elementalist,  but  that  the  gem  will  weaken  its  guardian  if  thrown 
   
   
   
   
   
   
   
   
   
    
   
  at  the  same  element.  
  13  -  The  Tower  of  the  Elementalist  -   
  
  Area   13-   Fire   Shrine,   lower   level,   inside.  
   
  A  pair  of  statues  depicting  an  efreeti,  the  same  one  depicted 
   
   
   
   
   
   
   
   
   
   
   
  in  the  landing,  stand  in  opposite  corners  of  this  oddly-shaped 
   
   
   
   
   
   
   
   
   
   
  room.  An  altar  stands  near  the  shortest  wall  between  the  two 
   
   
   
   
   
   
   
   
   
   
   
  stairs  that  allowed  entry  into  this  shrine.  Orange  tiles  and 
   
   
   
   
   
   
   
   
   
   
  black  stones  make  a  mosaic  of  a  roaring  ﬂame  in  the  center 
   
   
     
   
     
   
   
   
   
   
  of  the  room.  Upon  the  altar  is  an  oil,  smoking  despite  there 
   
   
   
   
   
   
   
   
   
   
   
   
  being  no  ﬂame  burning  in  it.  Above  the  altar  on  the  wall  is 
   
   
   
   
   
   
   
   
   
   
   
     
  writing  in  a  primordial  elemental  language.  
   
  If  a  player  can  read  Ignan  or  casts comprehend  languages  they  will 
    
   
   
   
   
   
   
   
   
   
   
  learn  that  the  writing  says  “freedom.”  
   
  If  a  character  is  using detect  magic  or  similar  magic,  the  lamp  gives 
    
    
   
   
   
   
   
   
   
   
   
  off  an  aura  of  conjuration  magic.  Handling  the  lamp  in  any  way  other 
   
   
   
   
   
   
   
   
    
   
   
   
  than  a  simple  touch  will  summon  an  efreeti  from  within  it,  if  they 
    
   
   
   
   
   
   
   
   
    
   
  cast  identify   on  it  they  will  only  learn  that  it  can  summon  a  fire  genie.  
   
  Casting dispel  magic  can  disrupt  the  elementalists  control  over  the 
   
   
   
   
   
   
   
   
   
   
  efreeti,  if  cast  at  5th  level  or  higher  it  will  succeed  automatically, 
   
   
   
   
   
   
   
    
   
   
   
  otherwise  the  DC  is  15  for  the  spellcaster’s  spellcasting  ability  check. 
   
   
    
   
   
   
   
   
   
   
  If  this  succeeds  the  two  statues  in  this  room  (as  well  as  in  area  10) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  will  shatter,  releasing  the  efreeti  to  their  home  plane.  
   
  Enemies. Rubbing  the  lamp,  breaking  it,  attempting  to  pour  it  out,  or 
   
   
   
   
   
   
    
    
   
   
  any  physical  contact  more  than  a  simple  touch  will  summon  a efreeti 
   
   
   
   
    
   
   
   
    
   
  that  will  attack  the  party.  
   
  Treasure.  If  the  characters  defeat  the  efreeti  in  combat  it  will 
   
   
   
   
   
   
   
   
   
   
   
  disappear  and  leave  behind  an elemental  gem  (red  corundum) . 
   
   
   
   
   
   
   
   
   
  Dispelling  the  lamp  successfully  will  summon  the  efreeti  who  will 
   
   
   
   
   
   
   
   
   
   
  give  the  players  the  elemental  gem  and  will  thank  them  for  granting 
   
   
   
   
   
   
   
   
   
   
   
   
  it  freedom.  It  will  also  tell  them  that  the  elemental  summoning  magic 
   
    
   
   
   
   
   
   
   
   
   
  of  the  elemental  gem  will  not  function  until  the  players  have  defeated 
   
   
   
   
   
   
   
   
   
   
   
   
  the  elementalist,  but  that  the  gem  will  weaken  its  guardian  if  thrown 
   
   
   
   
   
   
   
   
   
    
   
  at  the  same  element.  
   
  Area   14-   Air   Shrine,   lower   level,   inside.  
   
  A  pair  of  statues  depicting  a  djinni,  the  same  one  depicted  in 
   
   
   
   
     
   
   
   
   
     
  the  landing,  stand  in  opposite  corners  of  this  oddly-shaped 
   
   
   
   
   
   
   
   
   
  room.  An  altar  stands  near  the  shortest  wall  between  the  two 
   
   
   
   
   
   
   
   
   
   
   
  stairs  that  allowed  entry  into  this  shrine.  White  tiles  and 
   
   
   
   
   
   
   
   
   
   
  soapstones  make  a  mosaic  of  a  cloud  with  a  face  blowing  a 
   
     
   
     
   
     
   
     
  gust  in  the  center  of  the  room.  Upon  the  altar  is  a  vase,  a 
   
   
   
   
   
   
   
   
   
       
     
  slight  breeze  around  the  outside  of  it.  Above  the  altar  on  the 
   
   
   
   
   
   
   
   
   
   
   
   
  wall  is  writing  in  a  primordial  elemental  language.  
   
  If  a  player  can  read  Auran  or  casts comprehend  languages  they  will 
    
   
   
   
   
   
   
   
   
   
   
  learn  that  the  writing  says  “freedom.”  
   
  If  a  character  is  using detect  magic  or  similar  magic,  the  vase  gives 
    
    
   
   
   
   
   
   
   
   
   
  off  an  aura  of  conjuration  magic.  Handling  the  vase  in  any  way  other 
   
   
   
   
   
   
   
   
    
   
   
   
  than  a  simple  touch  will  summon  a  djinn  from  within  it,  if  they  cast 
    
   
   
   
    
   
   
   
    
   
   
  identify   on  it  they  will  only  learn  that  it  can  summon  an  air  genie.  
   
  Casting dispel  magic  can  disrupt  the 
   
   
   
   
   
   
  elementalists  control  over  the  djinni, 
   
   
   
   
   
  if  cast  at  5th  level  or  higher  it  will 
   
   
   
   
   
   
    
   
  succeed  automatically,  otherwise  the 
   
   
   
   
  DC  is  15  for  the  spellcaster’s 
   
   
   
   
   
   
  spellcasting  ability  check.  If  this 
   
   
   
   
   
  succeeds  the  two  statues  in  this  room 
   
   
   
    
   
   
  (as  well  as  in  area  10)  will  shatter, 
   
   
   
   
   
   
   
   
  releasing  the  djinni  to  their  home 
   
   
   
   
   
   
  plane.  
   
  Enemies. 
  Rubbing 
   the 
   vase, 
   
   
   
   
  breaking  it,  attempting  to  pour  it  out, 
   
   
    
    
   
  or  any  physical  contact  more  than  a 
   
   
   
   
   
    
  simple  touch  will  summon  a djinni 
   
   
   
    
   
  that  will  attack  the  party.  
   
  Treasure.  If  the  characters  defeat 
   
   
   
   
   
  the  djinni  in  combat  it  will  disappear 
   
    
    
   
   
  and  leave  behind  an elemental  gem 
   
   
   
   
   
   
  (blue  sapphire) .  Dispelling  the  vase 
   
   
   
   
   
  successfully  will  summon  the  djinni 
   
   
   
   
   
  who  will  give  the  players  the  elemental  gem  and  will  thank  them  for 
   
   
   
   
   
   
   
   
   
   
   
   
   
  granting  it  freedom.  It  will  also  tell  them  that  the  elemental 
   
   
   
   
   
   
   
   
   
   
   
  summoning  magic  of  the  elemental  gem  will  not  function  until  the 
   
   
   
   
   
   
   
   
   
   
   
  players  have  defeated  the  elementalist,  but  that  the  gem  will  weaken 
   
   
   
   
   
   
   
   
   
   
   
  its  guardian  if  thrown  at  the  same  element.  
   
  Area   15-   Earth   Shrine,   lower   level,   inside.  
   
  A  pair  of  statues  depicting  a  dao,  the  same  one  depicted  in 
   
   
   
   
     
   
   
   
   
   
   
  the  landing,  stand  in  opposite  corners  of  this  oddly-shaped 
   
   
   
   
   
   
   
   
   
  room.  An  altar  stands  near  the  shortest  wall  between  the  two 
   
   
   
   
   
   
   
   
   
   
   
  stairs  that  allowed  entry  into  this  shrine.  Different  colored 
   
   
   
   
   
   
   
   
   
  stones  of  petriﬁed  wood  make  a  mosaic  of  a  mountain  in  the 
   
   
   
   
     
   
     
     
   
  center  of  the  room.  Upon  the  altar  is  an  urn,  with  dirty 
   
   
   
   
   
   
   
   
   
   
   
   
  handprints  on  the  outside  of  it.  Above  the  altar  on  the  wall  is 
   
   
   
   
   
   
   
   
   
   
   
     
  writing  in  a  primordial  elemental  language.  
   
  If  a  player  can  read  Terran  or  casts comprehend  languages  they  will 
    
   
   
   
   
   
   
   
   
   
   
  learn  that  the  writing  says  “freedom.”  
  If  a  character  is  using detect  magic  or  similar  magic,  the  urn  gives  off 
    
    
   
   
   
   
   
   
   
   
   
   
  an  aura  of  conjuration  magic.  Handling  the  urn  in  any  way  other  than 
   
   
   
   
   
   
   
    
   
   
   
   
  a  simple  touch  will  summon  a  dao  from  the  soil  within  it,  if  they  cast 
   
   
   
   
    
   
   
   
   
   
    
   
   
  identify   on  it  they  will  only  learn  that  it  can  summon  an  earth  genie.  
   
  Casting dispel  magic  can  disrupt  the  elementalists  control  over  the 
   
   
   
   
   
   
   
   
   
   
  dao,  if  cast  at  5th  level  or  higher  it  will  succeed  automatically, 
   
   
   
   
   
   
   
    
   
   
   
  otherwise  the  DC  is  15  for  the  spellcaster’s  spellcasting  ability  check. 
   
   
    
   
   
   
   
   
   
   
  If  this  succeeds  the  two  statues  in  this  room  (as  well  as  in  area  10) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  will  shatter,  releasing  the  dao  to  their  home  plane.  
  -  The  Tower  of  the  Elementalist  -  14  
  
   
  Enemies. Rubbing  the  urn,  breaking  it, 
   
   
   
   
   
   
  pouring  it  out,  or  any  physical  contact 
    
   
   
   
   
   
  more  than  a  simple  touch  will  summon 
   
    
   
   
   
   
  a  dao   that  will  attack  the  party.  
   
  Treasure.  If  the  characters  defeat  the 
   
   
   
   
   
   
  dao  in  combat  it  will  disappear  and 
   
   
   
   
   
   
   
  leave  behind  an elemental  gem  (yellow 
   
   
   
   
   
   
  diamond) . 
   Dispelling 
   the 
   urn 
   
   
   
   
  successfully  will  summon  the  dao  who 
   
   
   
   
   
   
  will  give  the  players  the  elemental  gem 
   
   
   
   
   
   
   
  and  will  thank  them  for  granting  it  freedom.  It  will  also  tell  them  that 
   
   
   
   
   
    
    
   
   
   
   
   
  the  elemental  summoning  magic  of  the  elemental  gem  will  not 
   
   
   
   
   
   
   
   
   
   
  function  until  the  players  have  defeated  the  elementalist,  but  that  the 
   
   
   
   
   
   
   
   
   
   
   
  gem  will  weaken  its  guardian  if  thrown  at  the  same  element.  
   
  Area   10-   Redux.  
   
  Once  the  players  have  obtained  the  four  elemental  gems  the 
   
   
   
   
   
   
   
   
   
   
  elementalist  will  be  waiting  for  them  at  the  base  of  the  stairs.  Make 
   
   
   
   
   
    
   
   
   
   
   
   
  sure  the  players  know  which  statues  still  remain,  as  successfully 
   
   
   
   
   
   
   
   
   
   
  dispelling  the  vessels  binding  the  genies  will  have  destroyed  the 
   
   
   
   
   
   
   
   
   
   
  statue,  thus  leaving  difficult  terrain  in  the  nine  squares  in  the  relevant 
   
   
   
   
    
   
   
    
   
   
  corner  of  area  10.  As  part  of  the  elementalist’s  legendary  actions, 
   
   
   
   
   
   
   
   
   
   
   
  statues  that  aren’t  destroyed  can  cast  cantrips  at  characters.  The 
   
   
   
   
   
   
   
   
   
   
  cantrips  the  statues  cast  are  +7  to  hit  or  DC  15  to  avoid  and  do 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  damage  as  though  they  were  cast  by  an  11th  level  character  (three 
   
   
   
   
   
   
   
   
   
   
   
   
  dice)  and  have  a  range  of  30  feet  even  if  the  normal  spell  would  be 
   
   
    
   
   
   
   
    
   
   
   
   
   
  more  or  less  than  that.  The  statues  themselves  have  100  HP  and  are 
   
   
   
   
   
   
   
   
   
   
   
   
   
  immune  to  psychic  and  poison  damage;  they  are  resistant  to  cold, 
   
   
   
   
   
   
   
   
   
   
   
  fire,  necrotic,  radiant,  lightning,  and  non-magical  piercing  and 
   
   
   
   
   
   
   
   
  slashing  damage;  and  they  are  vulnerable  to  thunder  and  bludgeoning 
   
   
   
   
   
    
   
   
   
  damage.  
   
  Statue  F:  the  efreeti  casts  fire  bolt .  
  Statue  G:  the  djinni  casts  lightning  lure .  
  Statue  E:  the  marid  casts  ray  of  frost .  
  Statue  H:  the  dao  casts  acid  splash .  
   
  Enemies.  The elementalist  and  their prismatic  elemental  are 
   
   
   
   
   
   
   
   
  waiting  for  the  players,  no  words  will  be  spoken,  no  monologues  of 
   
   
   
   
   
   
   
   
   
   
   
   
  any  kind.  Once  they  see  the  first  player  ascend  one  of  the  stairs,  just 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  roll  for  initiative.  
   
  Elementalist  tactics-  the  elementalist  begins  combat  with mage 
   
   
   
   
   
   
   
   
  armor , mind  blank ,  and stoneskin  cast,  only stoneskin  requires 
   
   
   
   
   
   
   
   
   
  concentration.  If  and  when  the  elementalist  loses  concentration  on 
   
   
   
   
   
   
   
   
   
  that  spell  they  will  then  opt  to  cast Mordenkainen’s  sword  as  their 
   
   
   
   
   
   
   
   
   
   
   
   
  next  concentration  spell.  If  the  elementalist  is  dropped  to  less  than 
   
   
   
   
   
   
   
   
   
   
   
  half  their  maximum  HP  they  will  drop  concentration  on  whatever 
   
   
   
   
   
   
   
   
   
   
  spell  they  are  currently  concentrating  on  to  cast weird  saving  that  9th 
   
   
   
   
   
    
   
   
   
   
   
  level  spell  slot  for  such  an  emergency.  
   
  Treasure.  Aside  from  what  the  elementalist  carries  on  them,  there  is 
   
   
   
   
   
   
   
   
   
    
  also  a  treasure  chest  that  becomes  visible  behind  each  of  the  statues 
    
   
   
   
   
   
   
   
   
   
   
  of  the  genies  as  the  statues  crumble  if  they  hadn’t  already  been 
   
   
   
   
   
   
   
   
   
   
   
   
  destroyed.  
   
  The  elementalist  carries  a Staff  of  the  Elementalist ,  plus  they  have  the 
   
   
    
    
   
   
   
   
   
   
  following  items  in  a  satchel  on  their  person:  3  vials  of  diamond  dust 
   
   
    
   
   
   
    
   
   
   
   
  worth  100gp  each,  a  crystal  ball  worth  1000gp,  a  pink  pearl  worth 
   
   
    
   
   
   
    
   
   
   
  100gp,  a  miniature  platinum  sword  with  a  grip  and  pommel  made  of 
    
   
   
   
    
   
   
   
   
   
  copper  and  zinc  worth  250gp,  1cp,  and  a  spellbook.  Their  spellbook 
   
   
   
   
   
   
    
   
   
   
  has  all  the  spells  from  their  stat  block  plus  the  following  spells: 
   
   
   
   
   
   
   
   
   
   
   
   
  identify , conjure  elemental , planar  binding , investiture  of  flame , 
   
   
   
   
   
   
   
   
  investiture  of  ice ,  investiture  of  stone ,  and  investiture  of  wind .  
   
  The  Water  chest  contains:  a ring  of  waterwalking ,  2 potions  of  water 
   
   
   
    
   
   
    
    
   
  breathing ,  4  blue-green  emeralds  worth  500gp  each,  2237gp,  612pp.  
   
  The  Fire  chest  contains:  a flame  tongue  (scimitar),  2 potions  of  fire 
   
   
   
    
   
   
    
   
   
   
  breath ,  4  red  corundum  worth  500gp  each,  2198gp,  590pp.  
   
  The  Air  chest  contains:  a horseshoes  of  a  zephyr ,  2 potions  of  flying , 
   
   
   
    
   
    
    
    
   
  4  blue  sapphires  worth  500gp  each,  2204gp,  575pp.  
   
  The  Earth  chest  contains:  a belt  of  stone  giant  strength ,  2 potions  of 
   
   
   
    
   
   
   
   
    
   
   
  climbing ,  4  yellow  diamonds  worth  500gp  each,  2099gp,  602pp.  
   
   
   
  Prismatic  Elemental  
  Large  elemental,  Lawful  Neutral  
   
  Armor  Class   Varies  
  Hit  Points   Special  
  Speed   Varies  
   
  Senses   passive  Perception  10  
  Languages   —  
  Challenge   9  (5,000  XP)  
   
  Elemental  Shift.  The  prismatic  elemental  shifts  and  changes,  at 
   
   
   
   
   
   
   
   
   
  the  beginning  of  each  round  roll  1d4:  
   
  on  a  1  the  prismatic  elemental  becomes  an  air  elemental  
  on  a  2  the  prismatic  elemental  becomes  an  earth  elemental  
  on  a  3  the  prismatic  elemental  becomes  a  fire  elemental  
  on  a  4  the  prismatic  elemental  becomes  a  water  elemental  
   
  Each  of  these  forms  uses  the  separate  stat  blocks  and  health  pools, 
   
   
   
   
   
   
   
   
   
   
   
   
  you  need  to  keep  track  of  their  health  separately  by  form.  If  one  of 
   
   
   
   
   
   
   
   
   
   
    
   
   
  the  elemental  forms  dies  then  the  prismatic  elemental  can  no 
   
   
   
   
   
   
   
   
   
   
  longer  change  into  that  form,  dying  for  good  when  the  last  one  is 
   
   
   
   
   
   
   
   
   
   
   
    
  defeated.  
   
  Elemental  Gem  Weakness.  If  an elemental  gem  hits  the  prismatic 
   
   
    
   
   
   
   
   
   
  elemental  and  the  two  elements  match  the  current  elemental  dies 
   
   
   
   
   
   
   
   
   
   
  and  the elemental  gem  is  destroyed,  if  the  elements  don't  match  the 
   
   
   
    
    
   
   
   
   
   
  gem  will  either  bounce  off  or  pass  through  but  still  be  recoverable.  
   
   
  15  -  The  Tower  of  the  Elementalist  -   
  
   
  Elementalist  
  Medium   humanoid  (any   race),   any   alignment  
   
  Armor   Class    12  (15   with   mage   armor)  
  Hit   Points    99  (18d8   +   18)  
  Speed    30  ft.  
   
  STR  
  11  (+0)  
  DEX  
  15  (+2)  
  CON  
  13  (+1)  
  INT  
  20  (+5)  
  WIS  
  16  (+3)  
  CHA  
  15  (+2)  
   
  Saving   Throws    Int   +9,   Wis   +7  
  Skills    Arcana   +13,   History  +13  
  Damage   Resistances    damage   from   spells;   non  magical   bludgeoning,  
  piercing,   and   slashing   (from   stoneskin)  
  Damage   Immunities    psychic   (from   mind   blank)  
  Senses   passive   Perception   13  
  Languages    Aquan,   Auran,   Common,   Ignan,   Primordial,   Terran  
  Challenge    12  (8,400   XP)  
   
  Magic   Resistance.    The   elementalist   has   advantage   on  saving   throws  
  against   spells   and   other   magical   effects.  
   
  Spellcasting.    The   elementalist   is   an   18th-level   spellcaster.  Its  spellcasting  
  ability   is   Intelligence   (spell   save   DC   17,  +9   to   hit   with   spell   attacks).   The  
  archmage   can   cast   disguise   self   and   invisibility   at   will   and   has   the  
  following   wizard   spells   prepared:  
   
  Cantrips   (at   will):   acid   splash,  fire   bolt,   lightning   lure,   prestidigitation,   ray  
  of   frost  
  1st   level   (4   slots):   burning   hands,   detect   magic,   mage   armor*,   magic  
  missile  
  2nd  level   (3   slots):   detect   thoughts,   mirror   image,   misty   step  
  3rd   level   (3   slots):   counterspell,   fireball,   lightning   bolt  
  4th   level   (3   slots):   banishment,   fire   shield,   stoneskin*  
  5th   level   (3   slots):   cone   of   cold,   scrying,   wall   of   force  
  6th   level   (1   slot):   chain   lightning  
  7th   level   (1   slot):   Mordenkainen’s   sword  
  8th   level   (1   slot):   mind   blank*  
  9th   level   (1   slot):   weird  
  *  The   elementalist   casts   these   spells   on  itself   before   combat.  
   
  Staff   of   the   Elementalist.    The   elementalist   wields   a   staff   that   for   them  
  cycles   through   the   four   different   Elemental   Investiture   spells   at   random,  
  without   concentration,   conferring   a   different   bonus   at   the   start   of   each  
  round   as   well   as   giving   them   access   to   a   different   attack   option.   At  the  
  start   of   each   round,   roll   1d4  (1.   Flame;   2.  Ice;   3.  Stone;   4.  Wind).   More  
  information   on  what   abilities   these   spells   confer   can   be   found   in   the  
  Elemental   Evil   Player's   Companion.  
   
  Legendary   Actions  
   
  The   elementalist   can   take   3  legendary   actions,   choosing   from   the   options  
  below.  Only  one   legendary   action   option   can   be   used   at   a   time   and   only   at  
  the   end   of   another   creature's   turn.   The   elementalist   regains   spent  
  legendary   actions   at   the   start   of   its   turn.  
   
  Cantrip.    The   elementalist   casts   a   cantrip.  
  Command   Guardian.    The   elementalist   directs   its   prismatic   elemental   to  
  make   a   melee   attack.  
  Teleport.    The   elementalist   magically   teleports,   along   with   any   equipment  
  it   is   wearing   or   carrying,   up  to   120  feet   to   an   unoccupied   space   it   can   see.  
  Genie   Statues   (2   actions).    Two   of   the   statues   chosen   at   random   each   cast  
  a   cantrip   at   random   character   within   range.  
  All   Statues   (3   actions,  once   per   combat).    All   the   remaining   genie   statues  
  cast   its   cantrip   targeting   a   different   character   if   able.  
   
   
   
   
  Staff  of  the  Elementalist  
  Staff,   very   rare   (req.   attun.   by   a  druid,   sorcerer,  warlock   or   wizard)  
   
  While  attuned  to  this  staff  you  know  the  spells  if  you  don’t  know  them 
   
   
   
   
   
   
   
   
    
   
   
   
   
  already  and  always  have  them  prepared: Investiture  of  Flame , Investiture 
   
   
   
   
   
   
   
   
   
   
  of  Ice , Investiture  of  Stone ,  and Investiture  of  Wind .  Additionally,  once  per 
   
   
    
   
   
    
   
   
   
   
  day,  you  may  cast  one  of  these  spells  as  a  bonus  action  without  spending  a 
   
   
   
   
   
   
   
   
    
   
   
   
    
  spell  slot.  Additionally  you  know  the  following  cantrips  if  you  don’t  know 
   
   
   
   
   
   
   
    
   
   
   
  them   already:   acid   splash ,  fire   bolt ,  lightning   lure ,  and   ray   of   frost . 
   
   
   
   
  -  The  Tower  of  the  Elementalist  -  16  
  
  Aftermath  
   
  What  happens  next  is  a  question  which  ultimately  depends  on  you…  
   
  Was  the  elementalist  working  alone  in  their  nefarious  schemes?  Or 
   
   
   
   
   
   
   
   
   
   
  were  they  merely  an  agent  of  a  greater  evil?  Perhaps  a  pawn  instead?  
   
  Did  the  characters  acquit  themselves  honorably  whilst  in  town?  Do 
   
   
   
   
   
   
   
   
   
   
  they  now  have  a  lot  of  rewards  to  claim?  Did  the  elementalist  have 
   
   
    
   
   
   
   
   
   
   
   
   
  any  exotic  booze  for  Taliya’s  bar?  At  least  for  this  question,  I  have 
   
   
   
   
   
   
   
   
   
   
    
   
  prepared  an  answer.  As  the  door  to  the  tower  led  to  a  demiplane,  after 
   
   
   
   
   
    
   
   
     
   
   
  the  defeat  of  the  evil  wizard,  attempting  to  reenter  the  tower  will  lead 
   
   
   
   
   
   
    
   
   
   
   
   
  to  an  interior  space  that  looks  like  it  should  be  the  interior  of  the 
   
   
   
   
   
   
    
   
   
   
   
   
   
  tower.  The  elementalist  did  in  fact  live  there  but  through  their  scrying 
   
   
   
    
   
   
   
   
   
   
   
  they  funneled  those  foolhardy  and  brave  enough  to  travel  there  into 
   
   
   
   
   
   
   
   
   
   
   
  his  dungeon.  Going  into  his  home  after  his  death  reveals  a  pretty 
   
   
   
   
   
   
   
   
   
    
   
  mundane  home,  but  as  the  elementalist  would  frequently  spend  a 
   
   
   
   
   
   
   
   
    
  long  time  sequestered  from  civilization  they  needed  to  hoard 
   
   
   
   
   
   
   
   
   
  supplies.  Especially  foodstuffs  and  alcohol.  The  kitchen  has  a 
   
   
   
   
   
   
   
   
   
  permanent unseen  servant  that  makes  a  meal  for  one  at  morning, 
   
   
   
   
    
   
   
   
   
   
  midday,  and  eventide.  Raiding  their  pantry  and  wine  cellar  will  turn 
   
   
   
   
   
   
   
   
   
   
   
  up:  78  bottles  of  cheap  wine  (1gp  each),  22  bottles  of  fine  wine  (10gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  each),  3  bottles  of  elven  fireberry  wine  of  a  400  year  old  vintage 
    
   
   
   
   
   
    
   
   
   
   
  (50gp  each),  12  casks  of  mead  (10gp  each),  and  two  casks  each  of 
   
   
   
   
   
   
   
   
   
   
   
   
   
  something  very  special.  
   
   
   
  Thanks  for  playing  
   
  I  hope  you  and  your  players  enjoyed  yourselves…  
  Nathan  Doyle  
   
  Exotic  Booze  
   
   
  Brewhaha   -   40  gallon   cask   -   320  pints   per   cask  
  It  is  unknown  to  all  but  those  who  make  this  dwarven-style  stout 
   
   
   
   
   
   
   
   
   
   
   
   
  why  people  react  the  way  they  do  when  they  drink  it.  But  anyone 
   
   
   
   
   
   
   
   
   
   
   
   
   
  who  drinks  it,  sometime  after  they  are  between  half  finished  with 
   
   
   
   
   
   
   
   
   
   
   
  the  pint  and  three-quarters  finished  with  it  will  usually  begin  to 
   
   
   
   
   
    
   
   
   
   
  laugh  uncontrollably  for  three  to  five  minutes.  In  addition  to 
   
   
   
   
   
   
   
   
   
   
  whatever  save  vs.  poison  rolls  you  use  for  alcohol,  consuming 
   
   
   
   
   
   
   
   
   
   
  brewhaha  requires  the  drinker  to  make  a  DC  14  Charisma  saving 
   
   
   
   
   
    
   
   
   
   
  throw  if  they  wish  to  resist  the  urge  to  laugh.  Each  future  pint  of 
    
   
   
   
   
   
   
   
   
   
   
   
   
  brewhaha  raises  that  DC  by  one.  
   
  Banshee’s   Spit   -   5  gallon   cask   -   425  jiggers   per   cask  
  Supposedly  distilled  from  a  citrus  fruit  that  grows  only  in  the 
   
   
    
   
   
   
   
   
   
   
  underdark;  this  hard  alcohol  makes  one  both  drool  profusely  as 
   
   
   
   
   
   
   
   
   
   
  well  as  inexplicably  scream  after  downing  the  jigger,  sometimes 
   
   
   
   
   
   
   
   
   
  even  causing  one  to  curse  like  a  sailor.  Even  one  jigger  of  this 
   
   
   
   
   
    
   
   
   
   
   
   
  liquid  increases  the  rate  at  which  one  salivates  to  a  point  where  it 
   
   
   
    
   
   
   
    
   
    
  becomes  difficult  to  prevent  it  from  escaping  your  lips  and 
   
   
   
   
   
   
   
   
   
   
  consumption  of  it  requires  the  drinker  to  make  a  DC  15  Charisma 
   
    
   
   
   
   
    
   
   
   
  saving  throw  or  yell  immediately  after  imbibing  the  jigger.  The 
   
   
   
   
   
   
   
   
   
   
  save  DC  increases  by  one  for  each  future  jigger  consumed.  If  the 
   
   
   
   
   
   
   
   
   
    
   
  save  fails  by  10  or  more  then,  instead  of  just  yelling,  the  drinker 
   
   
   
   
   
   
   
   
   
   
   
   
   
  will  shout  offensive  profanity  for  a  few  seconds.  
   
   
  17  -  The  Tower  of  the  Elementalist  -   
  
   
  -  The  Tower  of  the  Elementalist  -  18  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/RPG Writer's Workshop/RPG Writer Workshop - The Tower of the Elementalist.pdf