TEXT: 1
  The Tower of Maraj
  jason engle
  Introduction
  The Tower of Maraj is an adventure designed for five 
  1st-level player characters (PCs), and is part of the D&D 
  Delve Night kit. Please review the instructions for use of 
  the D&D Delve Night kit before using this adventure. The 
  adventure takes place in the tower of a dead elf wizard, 
  which has been taken over by raiders and bandits before 
  its contents can be claimed by the wizard’s son. 
   
  Once the players are ready to begin play, read:
  You’ve been contacted by a young half-elf who seems to 
  have a considerable amount of wealth. He introduced 
  himself as Aldren, and told you of his father’s recent 
  passing. After Maraj’s death, Alden attempted to claim 
  his belongings, but he found that bandits had already 
  occupied the tower. Being none too keen with a blade or 
  spell, he’s hired  you to help retrieve a specific heirloom or 
  possibly clear out the tower, if you are able to do so.
  Setup
  The PCs have been approached by a young half-elf named 
  Aldren with a job. Aldren’s father was a powerful and 
  old elf wizard by the name of Maraj Silverthorn, who 
  died of natural causes some weeks ago. Aldren was on 
  his way to his father’s tower to claim his belongings when 
  he was set upon by bandits who had already moved into 
  the tower. Barely escaping with his life, Aldren came to 
  the PCs to get them to find but a single item from the 
  tower: his father’s spectacles. He has shared the following 
  information with the characters:
  his father was more than a little eccentric, and had 
  •	
  written all of his notes in some kind of cipher. only by 
  wearing the spectacles can the cipher be read, and as 
  long as aldren can obtain the spectacles he can keep 
  the raiders from plundering his father’s life’s work. 
  Thus far, the raiders have not discovered the link 
  •	
  between these spectacles and the research found 
  throughout the tower, but it is only a matter of 
  time before they do so. 
  The raiders that have taken over Maraj’s tower 
  •	
  are little more than countryside highwaymen and 
  ruffians, though they are led by a powerful gnome 
  arcanist by the name of Millen. This gnome, and 
  his human apprentice, have set their sights on 
  plundering the tower for not only its wealth but 
  also its knowledge, and will not leave until they 
  have unlocked its secrets. 
  aldren offers the PCs 200 gp to go into the tower 
  •	
  and retrieve the spectacles. If they also rid the 
  tower of the raiders, aldren will double their fee.
  Adjusting the Encounters
  While this adventure is designed to be played with 
  5 1st-level characters, you can make some simple 
  adjustments to the adventure to account for 4 or 6 1st-level 
  characters. Simply remove or add a foe of the same level as 
  the encounter that is listed in that encounter’s setup.
  Giant Rat (G) 
  Level 1 Minion
  Small natural beast 
  XP 25
  Initiative +3 
  Senses Perception +5; low-light vision
  HP 1; a missed attack never damages a minion.
  AC 15; Fortitude 13, Reflex 15, Will 12
  Speed 6, climb 3
  m Bite (standard; at-will)
   
  +6 vs. aC; 3 damage.
  Alignment Unaligned 
  Languages —
  Str 12 (+1)  
  Dex 17 (+3)  
  Wis 10 (+0)
  Con 12 (+1) 
  Int 2 (–4) 
  Cha 6 (–2)
  Dire Rat (D) 
  Level 1 Brute
  Medium natural beast 
  XP 100
  Initiative +2 
  Senses Perception +5; low-light vision
  HP 38; Bloodied 19
  AC 15; Fortitude 15, Reflex 13, Will 11
  Immune filth fever (see below)
  Speed 6, climb 3
  m Bite (standard; at-will) ✦ Disease
   
  +4 vs. aC; 1d6 + 2 damage, and the target contracts filth 
  fever (see below).
  Alignment Unaligned 
  Languages —
  Skills Stealth +7
  Str 14 (+2)  
  Dex 15 (+2)  
  Wis 10 (+0)
  Con 18 (+4) 
  Int 3 (–4) 
  Cha 6 (–2)
  Spiretop Drake (S) 
  Level 1 Skirmisher
  Small natural beast (reptile) 
  XP 100
  Initiative +6 
  Senses Perception +3
  HP 29; Bloodied 14
  AC 16; Fortitude 11, Reflex 14, Will 13
  Speed 4, fly 8 (hover); see also flyby attack
  m Bite (standard; at-will)
   
  +6 vs. aC; 1d6 + 4 damage.
  m Snatch (standard; at-will)
   
  +4 vs. reflex; 1 damage, and the spiretop drake steals a 
  small object from the target, such as a vial, scroll, or coin.
  M Flyby Attack (standard; at-will)
   
  The spiretop drake flies up to 8 squares and makes one 
  melee basic attack at any point during that movement. The 
  drake doesn’t provoke opportunity attacks when moving 
  away from the target of the attack.
  Alignment Unaligned 
  Languages —
  Str 11 (+0) 
  Dex 18 (+4) 
  Wis 16 (+3)
  Con 13 (+1) 
  Int 3 (–4) 
  Cha 11 (+0)
   
  The Tower of Maraj
  
  2
  The Tower of Maraj
  E n c o u n t e r  L e ve l  1  ( 5 0 0  X P )
  Setup 
  2 dire rats (D) (level 1 brutes)
  1 spiretop drake (S) (level 1 skirmisher)
  8 giant rats (G) (level 1 minions)
  The raiders that have invaded the wizard’s tower had 
  several of their own members killed when they first 
  entered. For several days now, the raiders have been 
  tossing one or two of the bodies out on the front entryway, 
  attracting lots of carrion-eaters to use as a deterrent 
  against anyone coming to inspect the area too closely. 
  When the PCs enter this area, they will be ambushed 
  by some of the creatures that have been feeding on the 
  bodies tossed outside. Additionally, a spiretop drake has 
  been picking the bodies clean of any trinkets or shiny 
  buttons left on them when they are tossed outside.
   
  As the adventurers enter the area, read:
  The tower of Maraj is built into the side of a rocky cliff, 
  accessible only by a 20-foot-wide set of stone stairs 
  carved into the slope. As these stairs reach the front 
  landing, a pair of statues flanks a massive set of iron-
  bound double doors, marked with the symbol of the 
  great wizard. Two braziers burn in front of the statues, 
  and it looks as though a massive chunk has been taken 
  out of the stairs near the top. 
   
  Additionally, two picked-over bodies—seemingly 
  human—lie sprawled on the stone landing. 
  Arcana (DC 15):
  •	
   The fire in the braziers is magical, 
  and needs no fuel.
  Nature (DC 15):
  •	
   The bodies have been chewed on 
  by some kind of creature, but abandoned.
  Perception (DC 12):
  •	
   The offal of several small 
  animals litters the area.
  Features of the Area
   
  Illumination: Depending on the time of day when the 
  PCs alive, the area could be brightly lit (daytime) or dimly 
  lit (nighttime). However, the braziers provide normal 
  illumination (brightly lit) for the entire area above the 
  stairs, leaving only the stairs in dim light.
   
  Terrain Feature: The hole in the stairs grows narrower 
  as it goes down, meaning that a character that falls in can 
  only go so far. A character jumping or falling into the hole 
  must spend a move action to climb out without getting 
  wedged in the hole, which is 1 square lower than the rest of 
  the stairs, ending on one of the squares adjacent to the hole.
   
  The two braziers can be snuffed out with a blanket or 
  water, but reignite on the following round. 
  Tactics
  When the PCs approach the landing, the rats pour out of the 
  hole in the stairs, and the spiretop drake swoops down to use 
  their distraction to snatch some shiny bits off of the PCs. The 
  rats (both dire and giant) have one thing in mind: protecting 
  their food from the interlopers. The giant rats try to swarm 
  over the PCs, with the giant rats trying to bit as many 
  different PCs as possible (infecting them with filth fever).
   
  The spiretop drake is more discerning and will try and 
  go for the target furthest from the main group, picking 
  on those who are far enough away to be targeted with the 
  flyby attack without provoking an opportunity attack.    
  Ending the Encounter
  The encounter ends when all of the rats and the spiretop 
  drake are either unconscious or dead. The rats and 
  the drake fight to the death, and have little more than 
  animal instinct to act upon. 
   
  A closer examination of the area reveals that the bodies 
  are dressed similarly, though their clothes have been 
  shredded by the carrion-eaters. 
   
  However, once the creatures are defeated, the PCs 
  have access to the entrance to the tower. The front doors 
  are unlocked, though they are large enough to require 
  two people to open. A magical command word causes the 
  doors to open silently of their own accord; a DC 25 Arcana 
  check reveals this word (abrinde).
  Treasure
  Though the rats and the drake have nothing of their own, 
  the two bodies have not been picked entirely clean. On the 
  bodies, the PCs find a potion of healing and 10 gp.
  encounTer 1: enTrance
  
  3
  The Tower of Maraj
  E n c o u n t e r  L e ve l  2  ( 6 7 5  X P )
  Setup 
  1 explosive rune (level 2 warder trap)
  2 human guards (G) (level 3 soldiers)
  3 human bandits (B) (level 2 skirmishers)
  Inside Maraj’s tower, the PCs encounter a devastated 
  scene. When the bandits first entered the tower, 
  they did not have the means of deactivating the 
  explosive runes that Maraj had in place to protect 
  against invaders. The results of their recklessness was 
  devastating, and most of the room has been reduced 
  to rubble. All that remains is a single rune that hadn’t 
  been triggered yet. Additionally, the invaders were 
  forced to break down a door leading to a special 
  watchtower where Maraj’s hired guards were stationed 
  (the invaders quickly dispatched them upon breaking 
  in). 
   
  As the adventurers enter the area, read:
  This large antechamber looks to have been the scene of 
  some great battle. Large chunks of debris litter the area, 
  and sections of the floor look to have been crushed and 
  then burned. A single wooden door on the right side of 
  the room has been smashed down, leading to a short 
  corridor. In the northwest corner of the room, a spiral 
  staircase ascends to the second floor. Directly ahead of 
  the entrance, near the far wall, an elaborate red rune 
  glows with a faintly-pulsing light. 
   
  As you enter, several humans seek shelter behind the 
  debris, clearly readying themselves for an attack. 
  Arcana (DC 15):
  •	
   The room has been blasted by 
  arcane fire.
  Perception (DC 12):
  •	
   The character notices that 
  the remnants of other red runes can be seen 
  near the debris.
  Features of the Area
   
  Illumination: The room is brightly lit by everburning 
  torches in sconces spread throughout the room.
   
  Terrain Feature: The areas filled with debris are 
  difficult terrain; the debris also provides cover. These are 
  the remnants of columns and other decorative items that 
  Maraj kept in the entry chamber but were destroyed by 
  the triggering of the explosive runes.
   
  The corridor behind the broken door leads to the 
  watchtower. The stair leading up into the watchtower go 
  up one square in height. 
  Tactics
  When the PCs enter the chamber, the humans in this 
  area take cover behind the debris. At the beginning of 
  the encounter, until anyone closes to melee range the human 
  bandits use their ranged dagger attack. Once the PCs have 
  closed to melee range, the bandits attempt to use their dazing 
  strikes to get combat advantage against the PCs.
   
  The human guards begin the encounter in the 
  watchtower, and move down the hall toward the main area. 
  They take cover in the broken doorway as long as possible, 
  sniping the PCs with their crossbows. If any of the PCs 
  approach the doorway, one of the guards moves out with his 
  halberd to fend off anyone approaching, allowing the other 
  guard to continue firing his crossbow as long as possible.     
  Ending the Encounter
  The encounter ends when all of the human guards and 
  bandits are either unconscious or dead. If the PCs attempt 
  to interrogate the bandits, they can find out that there are 
  more members of the gang on the upper floors, but little 
  else. These humans are new to the gang and know very 
  little about their comrades. 
   
  In the northwest corner of the room a circular stairwell 
  that leads to the second floor of the tower. At the top of the 
  stairs, a set of iron-bound wooden double doors separates 
  the stairs from the second floor. With the thick stone 
  floors and these double doors separating these two areas it 
  is unlikely that anyone above heard the noise of combat.
  Treasure
  One of the human guards managed to snatch up a magic 
  weapon off of one of his comrades who was killed during 
  the entrance into the tower. The PCs find a +1 frost weapon 
  (the exact form of the weapon is up to the hero claiming the 
  item) in the belongings of one of the human bandits.
  Explosive Rune  
  Level 2 Warder
  Trap  
  XP 125  
  This red, glowing rune looks to have once been one of many. It 
  pulses faintly, as though waiting on someone to come nearer.
  Trap: a single magic rune, painstakingly drawn on the floor 
  and glowing with arcane energy.
  Perception
  ✦ DC 10: The character notices the runes.
  Additional Skill: Arcana
  ✦  DC 15: The character spots the runes and provides a +2 
  bonus to Thievery checks made to disable it.
  Trigger
   
  when a creature moves through the rune’s space.
  Attack
  Immediate Reaction 
  Close burst 1
  Targets: all creatures in burst
  Attack: +7 vs. reflex
  Hit: 2d6+3 thunder damage and dazed (save ends)
  Countermeasure
  ✦ an adjacent creature can disable the glyph with a DC 20 
  thievery check.
  encounTer 2: anTechaMber
  
  4
  The Tower of Maraj
  Human Guard (G) 
  Level 3 Soldier
  Medium natural humanoid 
  XP 150
  Initiative +5 
  Senses Perception +6
  HP 47; Bloodied 23
  AC 18; Fortitude 16, Reflex 15, Will 14
  Speed 5
  m Halberd (standard; at-will) ✦ Weapon
   
  reach 2; +10 vs. aC; 1d10 + 3 damage, and the target is 
  marked until the end of the human guard’s next turn.
  M Powerful Strike (standard; recharge ⚄ ⚅ ) ✦ Weapon
   
  requires halberd; reach 2; +10 vs. aC; 1d10 + 7 damage, 
  and the target is knocked prone.
  R Crossbow (standard; at-will) ✦ Weapon
   
  ranged 15/30; +9 vs. aC; 1d8 + 2 damage.
  Alignment any 
  Languages Common
  Skills Streetwise +7
  Str 16 (+4) 
  Dex 14 (+3)  
  Wis 11 (+1)
  Con 15 (+3) 
  Int 10 (+1) 
  Cha 12 (+2)
  Equipment chainmail, halberd, crossbow with 20 bolts
  Human Bandit (B) 
  Level 2 Skirmisher
  Medium natural humanoid 
  XP 125
  Initiative +6 
  Senses Perception +1
  HP 37; Bloodied 18
  AC 16; Fortitude 12, Reflex 14, Will 12
  Speed 6
  m Mace (standard; at-will) ✦ Weapon
   
  +4 vs. aC; 1d8 + 1 damage, and the human bandit shifts 1 
  square.
  r Dagger (standard; at-will) ✦ Weapon
   
  ranged 5/10; +6 vs. aC; 1d4 + 3 damage.
  M Dazing Strike (standard; encounter) ✦ Weapon
   
  requires mace; +4 vs. aC; 1d8 + 1 damage, the target is 
  dazed until the end of the human bandit’s next turn, and the 
  human bandit shifts 1 square.
  Combat Advantage
   
  The human bandit deals an extra 1d6 damage on melee and 
  ranged attacks against any target it has combat advantage 
  against.
  Alignment any 
  Languages Common
  Skills Stealth +9, Streetwise +7, Thievery +9
  Str 12 (+2)  
  Dex 17 (+4)  
  Wis 11 (+1)
  Con 13 (+2) 
  Int 10 (+1) 
  Cha 12 (+2)
  Equipment leather armor, mace, 4 daggers
  
  5
  The Tower of Maraj
  E n c o u n t e r  L e ve l  3  ( 7 5 0  X P )
  Setup 
  1 human mage (M) (level 4 artillery)
  1 clay scout homunculus (H) (level 2 lurker)
  3 wererats (W) (level 3 skirmishers)
  1 complexity 1 skill challenge (level 1)
  The second floor served Maraj as a place to store his 
  supplies, and in order to make it easy to retrieve what he 
  needed  he tied a homunculus’ service to an arcane circle 
  in the middle of the room. The raiders’ second-in-command 
  (and the apprentice of the gnome arcanist in the next 
  encounter) is a human mage who has been studying the 
  runic circle and has learned to master it. Protecting her are 
  three of her most faithful wererat companions (whom she 
  has promised to cure of their lycanthropy in exchange for 
  their service) and the homunculus, now under her control.
   
  As the adventurers enter the area, read:
  This floor is clearly used for storage of all the necessary 
  supplies—food, clothes, and water. At the center of the room, 
  a circle of runes glows with faint blue light. Doors lead to 
  smaller sub-chambers to the north and south, and a spiral 
  staircase ascends from the southwest corner of the room. A 
  human woman in fine robes whirls to face you as you enter, 
  and three wererats move toward the entrance menacingly. 
  Perception (DC 15):
  •	
   a small clay homunculus flits 
  from one chest to another.
  Features of the Area
   
  Illumination: The room is 
  brightly lit by everburning torches in 
  sconces spread throughout the room.
   
  Terrain Feature: In the side 
  chamber to the east, 
  a small waist-deep 
  pool of water that 
  was used for bathing 
  sloshes quietly.
   
  In the side chamber 
  to the west stands a tall 
  statue of Corellon, whom 
  Maraj revered. 
  Skill Challenge
  This room also contains a level 1, complexity 1 skill 
  challenge. The runic circle in the center of the room is 
  used to control the homunculus to retrieve items from the 
  chests and other containers. The PCs need to gain control 
  of this circle in order to retrieve the treasure, and it can 
  also be used to turn the homunculus against the invaders.
   
  Setup: To obtain the room’s treasure, you need to gain 
  control of the room’s runic circle.
   
  Level: 1
   
  Complexity: 1 (requires 4 successes before 3 failures)
   
  Primary Skills: Arcana, Diplomacy, Thievery
   
  Arcana (DC 10): You use your arcane knowledge to gain 
  control of the circle. You must be within the radius of the 
  circle to do so.
   
  Diplomacy (DC 15): You try to convince the 
  homunculus, despite its arcane compulsion, that you are 
  here to expel the invaders into its master’s tower. If more 
  than one success comes from this skill you must do your 
  best to see that the homunculus is not killed by your allies.
   
  Thievery (DC 15): You try to alter the runic circle to 
  obey your commands or the commands of your allies only. 
   
  Success: You gain complete control over the circle. 
  The homunculus treats you as an ally. You can retrieve the 
  treasure in the room.
   
  Failure: The failsafes in the arcane circle are triggered, 
  or the homunculus triggers them. You do not gain access 
  to the treasure in this room, but suffer no other ill effects. 
  Tactics
  The human mage uses relatively straightforward 
  tactics, though she cannot leave the runic circle else she 
  loses control of the homunculus. She commands the 
  homunculus to use its mind touch power to daze enemies 
  that get to close to her, allowing her wererat companions to 
  get between her and the PCs and gain combat advantage.    
  Ending the Encounter
  The encounter ends when all of the wererats and 
  the human mage are either unconscious or 
  dead. These raiders are unwilling to reveal 
  anything about their superior if interrogated. 
   
  Like the previous encounter, the 
  double doors at the top of the stairs effectively 
  block sound from this floor, making it unlikely 
  that the gnome arcanist or his henchmen heard 
  anything from this battle.
  Treasure
  In one of the chests, the PCs can find a cloak of resistance 
  +1, provided they complete the skill challenge.
  encounTer 3: Second floor
  
  6
  The Tower of Maraj
  Clay Scout (H) 
  Level 2 Lurker
  Small natural animate (construct, homunculus) 
  XP 125
  Initiative +7 
  Senses Perception +6; darkvision
  HP 31; Bloodied 15
  AC 16; Fortitude 13, Reflex 14, Will 15
  Immune disease, poison
  Speed 6, fly 3 (clumsy)
  m Bite (standard; at-will) ✦ Poison
   
  +3 vs. aC; 1d6 damage, and the homunculus makes a 
  secondary attack against the same target. Secondary Attack: 
  +2 vs. fortitude; the target is slowed (save ends). See also 
  guard object.
  R Mind Touch (standard; at-will) ✦ Psychic
   
  ranged 10; +5 vs. reflex; 1d6 + 3 psychic damage, and the 
  target is dazed (save ends); see also guard object.
  Guard Object
   
  The clay scout gains a +4 bonus to attack rolls against 
  targets adjacent to or carrying its guarded object (see the 
  “Guard” sidebar).
  Limited Invisibility ✦ Illusion
   
  The clay scout is invisible to dazed creatures.
  Redirect (immediate interrupt, when targeted by a melee or a ranged 
  attack; at-will)
   
  The clay scout makes an attack against the attacker: +4 vs. 
  will; the triggering attack targets a creature adjacent to the 
  clay scout instead (as chosen by the clay scout).
  Alignment Unaligned 
  Languages —
  Skills Stealth +8
  Str 10 (+1)  
  Dex 15 (+3) 
  Wis 10 (+1) 
  Con 13 (+2) 
  Int 10 (+1) 
  Cha 16 (+4)
  Wererat (W) 
  Level 3 Skirmisher
  Medium natural humanoid (shapechanger) 
  XP 150
  Initiative +7 
  Senses Perception +7; low-light vision
  HP 48; Bloodied 24
  Regeneration 5 (if the wererat takes damage from a silver 
  weapon, its regeneration doesn’t function on its next turn)
  AC 17; Fortitude 15, Reflex 16, Will 13
  Immune filth fever (see below)
  Speed 6, climb 4 (not in human form)
  m Short Sword (standard; at-will) ✦ Weapon
   
  +8 vs. aC; 1d6 + 4 damage.
  m Bite (standard; at-will) ✦ Disease
   
  +8 vs. aC; 1d4 + 2 damage, and the target takes ongoing 2 
  damage (save ends) and contracts filth fever (see below).
  Change Shape (minor; at-will) ✦ Polymorph
   
  a wererat can alter its physical form to appear as a dire rat 
  or a unique human (see Change Shape, page 280). It loses its 
  bite attack in human form.
  Combat Advantage
   
  The wererat deals an extra 1d6 damage on melee attacks 
  against any target it has combat advantage against.
  Alignment evil 
  Languages Common
  Skills Bluff +6, Stealth +10, Streetwise +6, Thievery +10
  Str 10 (+1)  
  Dex 18 (+5) 
  Wis 12 (+2) 
  Con 16 (+4) 
  Int 10 (+1) 
  Cha 11 (+1)
  Equipment cloak, short sword
  Human Mage (M) 
  Level 4 Artillery
  Medium natural humanoid 
  XP 175
  Initiative +4 
  Senses Perception +5
  HP 42; Bloodied 21
  AC 17; Fortitude 13, Reflex 14, Will 15
  Speed 6
  m Quarterstaff (standard; at-will) ✦ Weapon
   
  +4 vs. aC; 1d8 damage.
  r Magic Missile (standard; at-will) ✦ Force
   
  ranged 20; +7 vs. reflex; 2d4 + 4 force damage.
  R Dancing Lightning (standard; encounter) ✦ Lightning
   
  The mage makes a separate attack against 3 different 
  targets: ranged 10; +7 vs. reflex; 1d6 + 4 lightning damage.
  A Thunder Burst (standard; encounter) ✦ Thunder
   
  area burst 1 within 10; +7 vs. fortitude; 1d8 + 4 thunder 
  damage, and the target is dazed (save ends).
  Alignment any 
  Languages Common
  Skills arcana +11
  Str 10 (+2)  
  Dex 14 (+4) 
  Wis 17 (+5)
  Con 12 (+3) 
  Int 18 (+6) 
  Cha 12 (+3)
  Equipment robes, quarterstaff, wand
  Filth Fever 
  Level 3 Disease 
  Endurance stable DC 16, improve DC 21
  The target 
  is cured.
  !  Initial Effect: The target 
  loses 1 healing surge.
  !"
  The target takes a –2 penalty 
  to aC, fortitude defense, and 
  reflex defense.
  "
  Final Effect: The target takes a –2 penalty to 
  aC, fortitude defense, and reflex defense. 
  The target loses all healing surges and 
  cannot regain hit points.
  
  7
  The Tower of Maraj
  E n c o u n t e r  L e ve l  3  ( 7 5 0  X P )
  Setup 
  1 gnome arcanist (G) (level 3 controller)
  2 doppleganger sneaks (D) (level 3 skirmishers)
  3 human knife fighters (H) (level 1 artillery)
  The top floor of Maraj’s tower is where he spend most of 
  his time. This floor was his study and meditation chamber, 
  and since the raiders entered the tower their leader, a 
  gnome arcanist named Millen, has spent his days driving 
  himself nearly mad trying to decipher Maraj’s writings. 
  He keeps three of his most trusted henchmen, the human 
  knife fighters, at his side for protection at all times. A pair 
  of dopplegangers, who work for a crime boss in a nearby 
  city, have joined Millen’s gang temporarily to bring back 
  some of the dead wizard’s knowledge.
   
  As the adventurers enter the area, read:
  This floor was obviously some kind of study, and the 
  back section of the room is filled with bookcases, each one 
  stuffed to the rim with books, scrolls, and parchments. A 
  massive round table sits on the southern side of the room, 
  and beyond the bookcases a pair of magic runes (one red 
  and one blue) provides a constant glow. Three gnomes 
  appear to be studying books around the table, and look up 
  in surprise as you enter. 
  Arcana (DC 15):
  •	
   The runes behind 
  the bookcases have some kind of 
  teleportation magic about them.
  Perception (DC equal to the human 
  •	
  knife fighter’s Stealth checks): There 
  are human raiders hiding among the 
  bookcases, brandishing knives.
  Features of the Area
   
  Illumination: The room is brightly lit 
  by everburning torches in sconces spread 
  throughout the room.
   
  Terrain Feature: The two glowing 
  runes are linked teleportation circles. Each 
  one is connected to the other. Any character 
  that stands in a space occupied by one of the 
  runes can spend a minor action to teleport 
  to any unoccupied space within the other 
  rune; if all of the rune’s spaces are full, then 
  the teleport does not occur. Maraj used the 
  teleporters to move quickly between the two 
  ends of his library when doing research. 
  Tactics
  The two dopplegangers have been impersonating 
  gnomes on Millen’s request (he found working with the 
  dopplegangers in their native form to be too disconcerting 
  to concentrate). Additionally, when combat begins the 
  dopplegangers change their shape to mimic Millen 
  exactly, and attempt to use the teleportation circles to 
  confuse the PCs as to who is the real Millen. 
   
  Both the dopplegangers and the human knife fighters 
  make extensive use of the gnome arcanist’s aura of illusion, 
  making Stealth checks when hidden by bookcases and 
  using the concealment to stay hidden and gain combat 
  advantage against the PCs.    
  Ending the Encounter
  The encounter ends when the human knife fighters, the 
  doppelganger sneaks, and the gnome arcanist are all  
  either unconscious or dead. 
   
  With the raiders taken care of, the PCs can retrieve the 
  spectacles from above the mantle. They can then return to 
  Maraj’s son and claim their reward. 
   
  Any PCs that make an Arcana check (DC 15) can use 
  the glasses to decipher some of the dead wizard’s writings, 
  and learn that the shelves are full of half-completed rituals 
  and research into all manner of arcane secrets.
  Treasure
  In addition to the wizard’s 
  spectacles (which can be 
  found in the box on the 
  mantle, just as Maraj’s son 
  described), the PCs find 
  the loot that the raiders 
  have plundered from 
  throughout Maraj’s 
  tower stashed 
  under the table. 
  This loot comes in 
  the form of 100 gp 
  and a pair of 50 
  gp gems.
  encounTer 4: Top floor
  
  8
  The Tower of Maraj
  Human Knife Fighter (H) 
  Level 1 Artillery
  Mediuml natural humanoid  
  XP 100  
  Initiative +3  
  Senses Perception +1
  HP 27; Bloodied 13
  AC 13; Fortitude 13, Reflex 14, Will 13
  Speed 6
  m Knife (standard; at-will) ✦ Weapon 
  +8 vs. aC; 1d4+4 damage.
  r Throwing Knife (standard; at-will) ✦ Weapon 
  +8 vs. aC; 1d4+4 damage.
  R Bleeding Barrage (standard; recharge 5 6) ✦ Weapon 
   
  The human knife fighter makes two throwing knife 
  attacks; in addition to normal damage, a hit does ongoing 
  5 damage (save ends)
  R Savage Getaway (immediate reaction; when damaged by a melee 
  attack; recharge when first bloodied) ✦ Weapon 
   
  The human knife fighter shifts up to two squares before 
  making a ranged attack; +8 vs. aC; 1d4+4 damage.
  Combat Advantage
   
  The human knife fighter deals an extra 1d6 damage on 
  melee and ranged attacks against any target it has combat 
  advantage against.
  Sniper
   
  a hidden human knife fighter that misses with a ranged 
  attack remains hidden.
  Alignment Unaligned  
   
  Languages Common 
  Skills acrobatics +8, Stealth +11, Thievery +8
  Str 11 (+0)  
  Dex 16 (+3)  
  Wis 13 (+1)
  Con 14 (+2)  
  Int 9 (–1)  
   
  Cha 10 (+0).
  Equipment: 20 knives
  Gnome Arcanist (G) 
  Level 3 Controller (Leader)
  Small fey humanoid 
  XP 150
  Initiative +1 
  Senses Perception +1; low-light vision
  Aura of Illusion (Illusion) aura 5; the gnome arcanist and all 
  allies in the aura gain concealment and can hide in the aura.
  HP 46; Bloodied 23
  AC 16; Fortitude 13, Reflex 15, Will 13
  Speed 5; see also fey step
  m Dagger (standard; at-will) ✦ Weapon
   
  +6 vs. aC; 1d4 damage.
  R Scintillating Bolt (standard; at-will) ✦ Radiant
   
  ranged 10; +6 vs. fortitude; 1d6 + 4 radiant damage, and 
  the target is dazed (save ends).
  R Startling Glamor (minor; at-will) ✦ Fear, Illusion
   
  ranged 10; +7 vs. will; the target slides 1 square. 
  C Illusory Terrain (standard; recharge ⚃ ⚄ ⚅ ) ✦ Illusion
   
  Close burst 5; targets enemies; +7 vs. will; the target is 
  slowed (save ends).
  Fade Away (immediate reaction, when the gnome arcanist takes 
  damage; encounter) ✦ Illusion
   
  The gnome arcanist turns invisible until it attacks or until 
  the end of its next turn.
  Fey Step (move; encounter) ✦ Teleportation
   
  The gnome arcanist teleports 5 squares.
  Reactive Stealth
   
  If a gnome has cover or concealment when it makes an 
  initiative check at the start of an encounter, it can make a 
  Stealth check to escape notice.
  Alignment Unaligned 
  Languages Common, elven
  Skills arcana +12, Bluff +8, Insight +6, Stealth +8
  Str 10 (+1)  
  Dex 10 (+1) 
  Wis 11 (+1)
  Con 14 (+3) 
  Int 18 (+5) 
  Cha 15 (+3)
  Equipment robes, dagger
  Doppelganger Sneak (D) 
  Level 3 Skirmisher
  Medium natural humanoid (shapechanger) 
  XP 150
  Initiative +6 
  Senses Perception +2
  HP 45; Bloodied 22
  AC 18; Fortitude 14, Reflex 16, Will 16
  Speed 6
  m Short Sword (standard; at-will) ✦ Weapon
   
  +8 vs. aC; 1d6 + 3 damage.
  M Shapeshifter Feint (minor; at-will)
   
  +6 vs. reflex; the doppelganger gains combat advantage 
  against the target until the end of the doppelganger’s next turn.
  Combat Advantage
   
  The doppelganger sneak deals an extra 1d6 damage against 
  any target it has combat advantage against.
  Change Shape (minor; at-will) ✦ Polymorph
   
  a doppelganger can alter its physical form to take on the 
  appearance of any Medium humanoid, including a unique 
  individual (see Change Shape, page 280).
  Alignment Unaligned 
  Languages Common
  Skills Bluff +10, Insight +9, Stealth +9
  Str 11 (+1) 
  Dex 16 (+4) 
  Wis 12 (+2)
  Con 13 (+2) 
  Int 10 (+1) 
  Cha 15 (+3)
  Equipment short sword
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 4th Edition/Living Forgotten Realms/RPGA Delve Night/DDN 2008-10 Tower of Maraj.pdf