Saporé Incorporated

The Wizard's Tower

Appearing an elf’s age in the past, the party finds themselves in a manor house protected by traps and guardians galore. Statues of warforged warriors line the walls and as the adventurers continue towards the door, a few of the statues heads turn [warforged guards encounter]. Approaching the door, a mouth appears and a booming voice says “You have invaded the home of the wizard Acererak. Proceed in this direction at your own peril!” Walking though the door into the heart of the house, the adventurers realize that the door closed behind them and a strong arcane field blocked them from passing through.

The next room appears as the wizards workshop, having tables and shelves holding jars, ink, quills, books, pages, arcane components, and tools of all kinds. Something seemed off about them though – the jars were holding biological parts of multiple beings. Two Boneclaws lurked about ready to attack any intruders. Upon a battle commencing, from down a hallway attached to the workshop came three arcane assassins, each able to sense arcane presence and taught to eradicate the source as long as it was not from their master [arcane assassin encounter]. The monsters were unwilling to fall, as if affected by some sort of life preservation ritual. Upon Lanin sneaking down the hallway, a mutilated goblin body was found on a table with his chest ripped open and obviously missing some body parts. The heart, though, appeared fresh, new, and almost out of place. Removing the heart carefully caused the corpse to scream in agony, startling Lanin as he severed the once living from the source of false life. An assassin came down the hallway to find what the scream was about, but as Lanin advanced with his sword, the monster retreated – showing emotion for the first time. Finding the blood of the corpse was the reason for fear, the room was finished off swiftly and without a moment to lose.

The double doors out of the workshop open in the side of a hallway just across from another set of doors encrusted with an ornate letter A written in old common. Down the hallway further, a large single door stood locked. On the other side of the large A rested the wizards library full of books and manuscripts covering arcane theories, wizard treatises, and necromancy. Three scrolls were found among the shelves: Shadow Walk, Passwall, and View Location. In the center of the room, a table held three different views of the same complex. These models showed variations of deadly traps and obstacles. A large Bone Naga lay sleeping on the floor and on the shelf at the farthest wall, two flameskulls watched the adventurers. Mocking almost everything the party does, the flameskulls enjoy themselves as they laugh at the foolish intruders for invading Lord Acereraks home and insult them one at a time. They get into a brief argument over what name is better, “Place of Peril” or “Den of Demise” as the party sneaks into a secret room behind a bookcase. The room is small and holds a piece of sky metal on a pedestal in the center surrounded by statues of an adventuring party: a human male wizard, a human male paladin, a female dwarf cleric, a female human rogue, a warforged ranger, and a male goliath barbarian. Finding a key behind the dwarven cleric, the party forms a truce with the flameskulls in the form of a raincheck for battle, and heads to the end of the hallway to the large locked door. Opening the door and ascending the staircases beyond it, the party found themselves at the top of the wizards tower; but he knew they were coming.

Acererak did not turn away from his work as the adventurers neared the top of the tower. “I offer you one chance to avoid my wrath. If you throw yourselves from my tower, I will leave it to fate whether you live or die.” Making their way through an arcane cage trap, the party confronted Acererak in a long and taxing battle.

After defeating Acererak, his body was enveloped in shadow as it seeped into the floor. The adventurers searched the room to find a hidden entry to Acererak’s personal workspace. Inside was a series of dark potions smelling of rotting foods, a 2 inch metal cube, a small bright green crystal, tools scattered about, a locket, and papers scattered across a desk. Among the papers lie rituals of gentle repose and disenchant magic item – both written in draconic, an abyssal sheet of scratch notes about hardening shadows into walls, a dwarven stone delivery receipt, and letters of political address trying to keep Acererak’s nethermantic research under control written in elven. After pocketing a few potions, the party headed down the tower for the exit. The door’s previous arcane gate now flickering as it’s power source had died, the party left the wizard’s tower in search of an inn to rest for a few days and figure out how to get home.

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