• Justin Handlin

Dungeon Dressing: 20 Things to find in a Wizard's Tower in Dungeons & Dragons

Today we are going to experiment with a new style of blog. In it, we will venture into delivering a d20 table full of random things to dress up your tabletop adventures. Today we will be starting out with a Wizard's Tower. The magical towers are common sights when it comes to the life of an adventurer. So it made sense to start with it. Plus, it allows me to get a little weird. hahah.

20 Things to find in a Wizard's Tower in Dungeons & Dragons

  1. The tower is kept dust and grime-free thanks to animated brooms and mops. A successful DC 18 Arcana check reveals they were brought to life by the animate objects spell.

  2. The latrine is filled with the scent of flowers and pine trees. A character that succeeds on a DC 10 Perception check notices that the latrine doesn't have a box for storage, it's just a small wooden bench. Beneath which they can see toiletries. If a character opens the latrine lid they discover a bag of holding.

  3. A sidewall contains what appears to be an illusory terrarium. The object is a viewing mirror into another plane of existence. A successful DC 17 Investigation check reveals a tuning fork attuned to that particular plane. A small sign says "Do not tap on glass."

  4. A full-body mirror stands at one end of the room. Above it, hangs an illusory script written in Draconic it says "In here lies your greatest fear." Any character that looks within it must succeed on a DC 15 Wisdom saving throw or suffer the effects of the fear spell. If they fail by 5 or more, they must roll on the long-term Madness table (DMG).

  5. A kaleidoscope sits upon a small table. The eyepiece is smeared with grease. When a creature looks through the device they can see the magical weave and magical objects peered at through the lens are revealed as if the detect magic spell was cast. This object can only draw enough power to observe the weave for a total of up to 1 minute. Its power recharges daily at dawn. The grease leaves a ring around the user's eye that can't be removed without the prestidigitation spell.

  6. Upon a library shelf, a book authored by Witiker Von Ellume III rests coated in dust. Its title on the binding says "How to Cast Fireball for Dummies".

  7. A large grandfather clock with a strange face that only has what appears to be 9 hours. A successful DC 13 Arcana check reveals it to not be a clock, but a tool for powerful mages to use to track their ability to tap into the weave of magic.

  8. Inside a small self-standing closet is a plain set of farmers' clothing. Appropriately labeled "Some guy disguise". Carved into the door is a warning. "LEAVE THE STAFF HERE!"

  9. Small silver and steel bound chest. Labeled with a warning to stay away in common, draconic, gnomish, and elvish. Inside are a collection of material spell components. Including are a variety of consumable gems worth 500 gp.

  10. Near a window is an object that appears to be a weather vane. A successful DC 14 Arcana check reveals the object as a location vane. A command word written in Infernal on its side activates the object. The vane can cast the locate object spell 1 per day. It recharges daily at dawn.

  11. The ceiling of the room has a Penrose staircase. Dubbed the impossible staircase. It's a depiction of a staircase in which the stairs make four 90-degree turns as they ascend or descend yet form a continuous loop so that the person could climb them forever and never get any higher. A creature that looks at the stairs must succeed on a DC 12 Intelligence saving throw or get dizzy and throw up.

  12. A multicolored frame monocle hangs upon the head of a stoic statue. The monocle gives off dim blue light in a 5-foot radius when humanoids with an intelligence score less than 11 are nearby.

  13. A large obelisk stands at the center of the room. An oversized stone eye at its peak. A successful DC 19 Arcana or History check reveals the eye to belong to a beholder. The large obelisk creates an antimagic field in a 5-foot radius sphere around it.

  14. This room contains hundreds of magic mouth spells lining the walls. The wizard has left responses to common and uncommon questions for when uninvited guests arrive when she is away from the tower.

  15. The sleeping chambers are surrounded by arcane glyphs and wards. A successful DC 16 Arcana check reveals the symbols to be a glyph of warding spell. If the check succeeds by 5 or more the character identifies the glyph that contains the counterspell stored within it.

  16. The room is full of eight tapestries hanging in a completed circle around the room. A character who succeeds on a DC 14 History check is able to identify them as the eight primary schools of magical power. A wizard automatically knows this information.

  17. At the center of the room is a complex glyph circle. A character who succeeds on a DC 18 Arcana check identifies the glyphs as a summoning circle. If the check succeeds by 5 or more, they can identify that the summoning circle is inverted and designed to keep creatures contained within.

  18. This room is completely filled with stacks of books of every kind. A successful DC 13 Investigation or Perception check identifies the variety of books on herbalism and poison crafting. If the check succeeds on 5 or more they find a scroll of cloudkill and a scroll of stinking cloud

  19. A small humanoid construct that welcomes all visitors. Its welcome is always based on the language and culture of the visitor's apparent race.

  20. At the edge of the room is a very large open clamshell. Large enough to hold up to five medium creatures. A character who makes a successful DC 14 Insight check is able to deduce that it is a bathing tub. It has been enchanted to aid in the recovery of physical and mental health. A creature who takes a short rest within the pool regains maximum hit points back from any expended hit dice. Additionally, it can remove one level of exhaustion. A creature cannot gain this benefit again until a tenday has passed.

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