Iron Strongbox.
The strongbox at the foot of Awerna’s bed is unlocked but guarded with a magical curse to slow down thieves. The first time a creature that isn’t Awerna tries to open the strongbox, it and every creature within 10 feet of the box must make a DC 16 Wisdom saving throw. On a failure, a creature is affected as by a slow spell, except that the effect is permanent and can only be reversed with dispel magic, greater restoration, or similar magic.
Treasure.
The strongbox holds a potion of flying, two potions of greater empowerment, a gold-plated figurine of a female drow ($250), and a pouch with 304 gold pieces and a diamond worth $500. The wardrobe holds two sets of fine clothing ($25 each) as well as a beautiful dress made from spider silk ($250).
W4. Dining Room
A dining table is in the center of this combined dining room and kitchen. Along the walls, well stocked shelves hang over stoves and side-tables.
Awerna takes her meals in this room.
Animated Servants.
Three swarms of silverware fly from the cupboards and shelves to attack anyone who enters the room without Awerna.
Treasure.
The only valuables are a bottle of Dunkelwine, a popular wine brewed underground ($50), and four bottles of Graasten Ale ($5 each).
W5. Levitation Lift
An opaque sheen of arcane force blocks the entrance to this 10-foot-diameter shaft that spans all three levels of the tower. An obsidian disk that fills the entire shaft can levitate up and down to transport Awerna and various creatures between the tower’s floors. On each level, a steel lever is set into the wall next to the lift’s arcane door on the outside of the lift. When a character pulls the lever, the disk levitates to their level within a few seconds, and the arcane door dissipates to allow characters to enter the lift. The first time the characters enter the lift, read the following:
This circular shaft is devoid of ornamentation and seems to span the height of the tower.
Using the Lift.
A creature inside the lift can control it by using the Drow words for “Up,” “Down,” and “Stop.” When the lift stops at a floor, the magic door automatically dissipates for a handful of seconds, allowing creatures to enter or exit. Characters can learn how to control the lift through trial and error or by reading Awerna’s notes (see area W3).
W6. Cages
Eight large cages of glowing energy line the walls of this circular chamber, each with a fist-sized, round indentation next to them. At the southern end of the chamber, a few steps lead up to a small platform surrounded by four pillars covered in arcane runes. Halfway to the dais is a life-sized stone statue of a crawling, female dark elf. A palm-sized, white marble orb lies on the floor next to the statue.
Awerna keeps her exotic creatures on this level.
Awerna.
The statue on the floor is the petrified form of Awerna, who managed to scramble into the lift, get to the cage level, and almost reach the restoration
circle (area W7) before she was turned to stone by the petrifying breath of the chimera she had created. Her transformation can be reversed with a greater restoration spell or with the restoration circle.
Forcecages.
The eight glowing cages in this room are permanent versions of the forcecage spell. They are impenetrable, impervious to damage, and can’t be dispelled. Two of the cages are currently occupied. One cage holds two phase spiders and another holds a cloaker, which looks like a large, leather cloak. When Awerna’s transmuter’s stone is placed into the indentation next to a cage, that forcecage’s magic is suppressed, allowing the creature
within to leave the cage.
Cloaker’s Bargain.
Camouflaged as to be nearly indistinguishable from a dark leather cloak, the cloaker lies flat on the floor in its cage when the characters first arrive on this floor. It observes the characters and tries to discern their purpose. If it perceives that they are looking for the pseudodragon or if they show interest in the restoration circle, it engages the characters in conversation:
A large, dark shadow lifts itself from the floor of one of the cages. The creature, resembling an oversized, floating manta ray, speaks in a hissing, sibilant voice: “You needs help, yes? Release me from this cage and I shall help you...”
The cloaker’s offer is sincere enough – it has seen Awerna work the restoration circle and it also knows that the wizard took the pseudodragon upstairs. The cloaker demands to be released before divulging any of this information, however. It can explain how its release can be secured by placing “the drow’s white stone into the socket next to my cage.” If the characters release the cloaker, it carefully weighs its options; if it believes the characters are too powerful to fight and that they will keep their word and let it leave in peace, it upholds its end of the bargain before demanding that the characters take it down with the lift and let it leave. If it perceives the characters as weak, or assumes that they intend to kill it after it gives them the information they’re after, it attacks them instead.
Treasure.
The white orb next to Awerna’s petrified body is her transmuter’s stone, which functions as the key to open the forcecages and operate the restoration
circle. If Awerna’s petrification is undone, her other magical items are also restored. The wizard wears a transmuter’s robe and carries a wand of binding at her belt.
W7. Restoration Circle
Awerna’s restoration circle consists of four metal pillars surrounding a 10-foot diameter obsidian platform. Awerna uses the circle to reverse her magic
experiments and as a safety precaution, should one of her beasts afflict her with a harmful effect.
Activating the Circle.
When Awerna’s transmuter’s stone is placed in the indentation in the circle’s center, the four pillars surrounding the platforms begin humming loudly, building to a crescendo. When a creature touches a humming pillar, it begins glowing with a pulsating blue light. Once all four pillars glow this way, they emit a blinding flash of arcane light, and any creature on the platform is immediately restored to its original form as if affected by both lesser restoration and greater restoration. So powerful is the magic that it can even reverse magical transformations, such as those affecting the creatures
Awerna has experimented on.
Malfunction.
With each consecutive use, the circle’s humming and pulsating lights become more frantic and erratic. If the restoration circle is used three times
within 24 hours, it explodes in a blast of force, dealing 45 (10d8) force damage to all creatures within 60 feet (a successful DC 17 Dexterity saving throw halves this damage) and dispelling all magic within the blast radius as with the spell dispel magic (including all the forcecages). This explosion also restores all creatures on the platform to their original forms.
W8. Laboratory Level
This circular chamber is supported by eight pillars, some of which have been damaged or even toppled. The destroyed remains of what seems to be a weird, arcane apparatus lie scattered around the chamber’s floor. A table with alchemy equipment stands next to the debris at the southern end of the chamber and a big puddle of dark liquid fills the western end of the chamber.
It was in this room Awerna attempted to create her most magnificent monster yet by combining a pseudodragon, a rust monster, and a gorgon into her
own interpretation of the classic chimera.
Awerna’s Chimera.
When the characters arrive, Awerna’s chimera, which has been pacing hungrily since its creator escaped it, attacks almost immediately. Just before it does, the sliver of consciousness within it that belongs to the pseudodragon Yiggith reaches out to the characters with its Limited Telepathy. It starts by giving them a sensation of danger to warn them about the chimera’s impending attack, ensuring that they are not surprised. It then shows them one of the following images at the start of each of the chimera’s turns:
What Happened.
An image of Awerna casting a spell while the pseudodragon, a rust monster, and a metallic bull lie chained to an odd-looking apparatus. As the spell finishes, the three creatures coalesce into the chimera. The wizard’s triumphant grin turns to a panicked frown as the chimera rusts through its bindings and turns to attack her.
What You Must do.
An image of the characters dragging the unconscious chimera onto the restoration circle. It is accompanied by an intense sensation of hopefulness. Shown these images, the characters should be able to infer that they can reverse the chimera’s transformation with the restoration circle. To do so, they must bring the chimera’s unconscious or incapacitated form to the restoration circle (area W7) and use Awerna’s transmuter’s stone to power the circle.
Dark Puddle.
This 2-inch deep puddle of magical residue is a byproduct of Awerna’s experiment. A Humanoid who starts their turn in the puddle or enters it for the first time on their turn must succeed on a DC 15 Wisdom saving throw or be transformed into a bat, cat, rat, or similar tiny beast (GM’s choice) for 1 minute as with the spell polymorph.
Treasure.
Among Awerna’s alchemy equipment are 2 pints of dragon’s blood (500 gp), a cup of basilisk scales ($100), and a gold bar ($250).
Developments
Depending on the characters’ actions, the adventure can conclude in a few different ways.
Saving the Dragon
If the characters successfully use the restoration circle to reverse the chimera’s transformation, the three creatures composing its form are split into a gorgon, a rust monster, and an iridescent pseudodragon, except that each creature’s current hit points can’t be higher than the chimera’s was before the transformation was reversed.
The gorgon and rust monster (if conscious) may attack the characters once the transformation is reversed, while Yiggith (once it regains consciousness) is grateful for their aid. When the pseudodragon learns their plans to bring it to a new owner it can bond with, however, it is skeptical and lets them know with its Limited Telepathy that it would rather be free. If the characters can’t convince Yiggith to go along by explaining that Azân would be a good companion with a DC 15 Charisma (Deception or Persuasion) check, they may have to subdue the pseudodragon again.
Returning to Azân
If the characters have the key to anywhere, they can insert the key in the tower’s door after it has regained its magic and teleport to the wooden door in Azân’s stall. If the merchant didn’t give them the key, they will have to wait until 24 hours have passed and Azân uses the key to open a portal in the tower’s front door.
However they get back, the merchant is excited to see them. If they have the pseudodragon with them, he promptly takes it off their hands and gives them their reward. If they haven’t brought the pseudodragon or refuse to hand it over, the always-cheery Azân shrugs with poorly-veiled disappointment and says that “it was worth a shot, I suppose!” If the characters can convince the merchant that the dragon is better off either with them or with its freedom, Azân may still give them half of the $2,000 reward.
Comments
Author's Notes
This adventure has been taken from The Wanderer's Guide to Merchants and Magic and has been modified to be compatible with Ultra Modern 5 and Challenge Rating 20. The header image taken from the adventure imagery. The tokens on the right side bar are either ones provided by the adventure or created using images from the DnD 5e Monster Manual. The Drow character was designed with Hero Forge.