Throughout the worlds of fantasy,
the archetype of magic-wielding wizards and their mysterious sanctuaries captivate
the imagination. Whether your campaign is filled with wizards, sorcerers,
warlocks, or witches, they will need a place to kick up their heels and enjoy
the fruits of their magical labors. Below you’ll find a host of roll-tables
that you can utilize in your game. With the tables below, you can generate a
variety of occult abodes replete with odd magical trinkets, dangerous and
deadly traps, fantastical familiars, and more! Never again will you be on the
backfoot when gametime comes and your players are expecting a fun location to
explore.
The Grounds:
A wizard’s tower isn’t just
deadly on the inside. Before adventurers make it into a sorcerer’s sanctum,
they must first navigate the grounds around the tower. Below you’ll find a
table to help you generate interesting and challenging locations. Roll once on
the table to generate the grounds around your tower.
D12 |
The Tower Is
Found: |
Description: |
Possible Challenges: |
1 |
At the confluence of two or more leylines. |
Glittering fields of
magical energy cross and mix, swirling with color. Fey portals and odd magic
fields can be found scattered about for those who know where to look. |
Extradimensional
creatures from outside our own reality, magical force fields and areas of
enchantment, those seeking to drain the leylines of their magical energy. |
2 |
Surrounded by an enchanted garden. |
Tall hedges and their
brambles create a maze of floral splendor. The enchanting smell of magical
flowers and herbs permeates the air. The odd lawn sculpture or folly breaks
the monotony of the garden. |
Predatory flora such
as stranglevines and vampire roses, fields of magical flowers that ensorcell
any who sniff them, living statue guardians, animated hedge monsters. |
3 |
Swathed in a shroud of perpetual nighttime. |
No matter what time of
day, the sky over the tower is always night. Glittering stars, comets, and nebulas
slowly dance across the sky as the moon sails by, perpetually full. |
Night hunters like
dire wolves or giant bats, the undead, areas of magical darkness, moon runes. |
4 |
Within the confines of a small pocket dimension. |
The cerulean skies of
this pocket dimension swirl with glittering moats of light. The ground here
appears to be made out of felt, and the wildlife here is glistening with
sticky pink goo. |
Magical guardians such
as homunculi or golems, magical warding glyphs, caustic pink goo, areas of
recumbent space (like a mobius strip). |
5 |
Surrounded by heaps of gigantic animal bones. |
Piles of gigantic
vertebra, ribs, skulls, and other bones are heaped about everywhere. The
bones are all old beyond measure. The lands here are filled with dangerous
scavengers who root among the bone piles for sustenance. |
Carrion creatures such
as giant vultures, bone golems, monstrous skeletal guards, crumbling hillocks
of bones, clouds of choking bone dust. |
6 |
Being slowly carried away on the back of a humongous
turtle. |
Set atop the craggy
back of a humongous turtle as it slowly but surely crawls onward. Odd colored
carpets of magical moss cover the turtle’s shell in places. The creature may
or may not be aware of the tower on its back, but it is intelligent and can
speak common. |
Giant parasitic
insects that infest the turtle, dangerous patches of magical moss, the
crushing weight of the turtle’s foot. |
7 |
Nestled amongst heaps of rusted gears and widgets the
size of wagons embedded in the landscape. |
The tower is surrounded
by the remains of an utterly ancient and unknowable machine. The air is heavy
with the smell of rust and oil. Mechanical drones and guardians from the
machine’s heyday stalk the ruins for intruders. Hidden mechanical devices lie
under the gears, waiting for discovery. |
Rusty mechanical guard
bots, scavengers rooting around for scrap, hidden mechanical traps, sliding
piles of cogs, wire elementals, electrified debris strewn about. |
8 |
Surrounded by floating boulders the size of houses. |
A large field of boulders
float above the ground here, anywhere from five to fifty feet up. Unique
hanging plants are draped over the sides of the stones. The stones themselves
contain a unique mineral that defies gravity. |
Predatory raptors such
as golden eagles, out of control floating boulders, climbing up treacherous vines,
choking clouds of gnats. |
9 |
At the center of an ancient circle of weathered standing
stones. |
Two concentric rings
of massive stone monoliths surround the tower. The outer stone circle is
inscribed with magical runes, and the inner circle is carved with depictions
of animals and constellations. |
Powerful wards against
intrusion, stone animal golems animating out of the standing stones, bound
spirit guards, shades of the dead. |
10 |
Set amongst roiling demonic corruption. |
The land here is
puckered with living pustules of demonic corruption erupting in periodic
spouts of caustic puss and blood. The sky boils with blood-red clouds, and
the air smells of sulfur. |
Hills made of demon
flesh, demonically corrupted local animal life, bubbling pools of molten
blood, sulfur clouds, dangerous mutated trees. |
11 |
Located on a small island in the middle of a
wine-dark lake. |
Flocks of herons and
egrets fly through the air amidst the lapping waves of this dark lake. A
massive boulder juts out of the water in the middle of the lake containing
the wizard’s tower. The waters here are full of iridescent fish. |
Freak weather on the
lake, dangerous underwater guardians, walls of water, rocky shores, enchanted
fish. |
12 |
Nestled among the dilapidated ruins of a once
thriving city. |
Vine-choked crumbling
walls of a once prosperous city surround the tower. Many surrounding
buildings are nothing more than piles of stone in the vague shape of a
structure. A haunting melody can be heard echoing through the ruins without
an apparent source. |
The ghosts of the
former inhabitants, lurking undead, roaming packs of wild dogs, fey
enchantments that ensorcell the mind, living statue guards. |
Appearance
and Construction:
The tower itself is a powerful reflection of the mage or
warlock who inhabits it. Not only do they leave their mark upon the place, but
the place leaves its mark upon them. Many a clever sorcerer has found an
uninhabited but nonetheless dangerous redoubt in the wilderness and bent it to
their own ends. Whether they are used for dangerous experiments, lavish
parties, introspective psychic broadcasts, or orgiastic occult rituals, wizard’s
towers must be able to meet many needs. Roll once on each of the categories
below to generate your tower’s appearance and construction.
Appearance/construction:
D12 |
Appearance: |
D12 |
Construction: |
1 |
Shaped like a serpent |
1 |
Carved out of a single
basalt boulder. |
2 |
Overgrown with foliage |
2 |
Made of perfectly cut
stone blocks that bear the name of a legendary dwarven stonecutter |
3 |
Dilapidated and held
together by makeshift wooden buttresses |
3 |
Woven together by
enchanted vines |
4 |
Attached to a second
floating tower by way of a skybridge |
4 |
Made of colored glass |
5 |
A statue of a humanoid |
5 |
Built out of chunks of
coral |
6 |
Very tall and thin |
6 |
Made of solid bronze |
7 |
Shaped like a giant
skull |
7 |
Carved out of a single
block of obsidian |
8 |
Squat with many domes |
8 |
Constructed from oily
dark green stone that smells faintly of cinnamon |
9 |
Shaped like a toadstool |
9 |
Built out of ancient
enchanted old growth redwood |
10 |
A tower with
progressively jettying floors |
10 |
Made of rubble held
together by magic |
11 |
Shaped like a
branching tree |
11 |
Completely made of
bone |
12 |
Covered in animated
frescoes |
12 |
Fashioned out of
festering demon flesh |
Familiar:
Often, when a magic user has reached the end of their
available power, they will seek to attract a familiar. A familiar is a creature
that, while usually appearing as an animal, is in fact a spirit of magical
power. By making a bargain with their familiar, a magic user can gain further
power and access to more spells. What the familiar gets out of it varies from
entity to entity. Roll on each column of the table below to generate the
wizard’s familiar your players might encounter while stalking the halls of a
magic tower.
D10 |
Familiar: |
D10 |
Personality: |
D10 |
Cage: |
1 |
A large pink toad. |
1 |
Nervous and prone to melancholy. |
1 |
A gilded birdcage large enough to fit three adult
humans inside. |
2 |
A red, orange, and
blue tarantula the size of a dinner plate. |
2 |
Overly confident and gregarious. |
2 |
A big red ceramic pot with sun and star motifs glazed
on it. |
3 |
A needle-toothed imp
with bat wings. |
3 |
Whimsical and fancy free. |
3 |
A doll house-sized replica of the wizard’s tower. |
4 |
A blue and yellow parrot who speaks Common and curses
in Dwarven. |
4 |
Hardworking and loyal to a fault. |
4 |
A carefully manicured bonsai tree. |
5 |
A smiling green
turtle. |
5 |
A day dreamer who shies away from conflict. |
5 |
A cold-iron cage with thick bars. |
6 |
A black cat with moon
and star patterns in their fur. |
6 |
Will laugh at anything, including your own suffering. |
6 |
A tall dark blue top hat. |
7 |
A babbling lemon. |
7 |
Usually incoherent with brief periods of exceptional
wisdom. |
7 |
Within the flame of a silver lantern. |
8 |
A swarm of iridescent
fireflies. |
8 |
Playful, but cautious around new people. |
8 |
An ornate ivory and gold perch. |
9 |
A variegated garden
snake with small antlers. |
9 |
Angry and aggressive. |
9 |
Within a fist sized jewel. |
10 |
A floating red
crystal. |
10 |
Child-like in their demeanor. |
10 |
A large glass globe with a hole on top. |
The Wizard’s Library:
A wizard’s athenaeum is their most prized possession.
Without a proper library of books, both magical and not, a wizard can continue
to grow their magical research and expand their spellcasting prowess. Below
you’ll find tables for generating interesting books, both magical and
nonmagical in nature. The next time a player reaches for a random folio on a
shelf, you’ll be able to tell them exactly what they have.
D20 |
Books of a
nonmagical provenance: |
What does it
contain? |
D20 |
Books on
magic and other occult topics: |
What does it
contain? |
1 |
Journey Through The
Elven Lands |
Detailed account of
elvish language, customs, religion, and poetry. Written in Common. |
1 |
Sacrifices To The
Lower Planes |
Secret details on the
lower planes and how to safely navigate through them. Written in an ancient
dialect of Lower Demonic. |
2 |
Horticulture Of
Underground Mushrooms |
Comprehensive tome of
underdark fungus, both good and ill. Written in Dwarven. |
2 |
Transmutation Of The
Living Form |
A collection of
transmutation spells. Written in High Elvish |
3 |
The Annals Of The
Vispice War |
Details of an ancient
war and the battle tactics utilized to win. Written in Old Common. |
3 |
Beyond The Black
Lights Of Midnight |
Extensive notes on
creating zombies, skeletons, and other undead creatures to do one’s bidding.
Written in Proto-Common. |
4 |
River Life Among The
Halflings Of The Westlands |
A travelogue about
Halflings and their culture. Written in High Elvish. |
4 |
Realms Undreamt Of |
A chronicle of dream
magic and tips on how to protect oneself from dream intrusions. Written in an
obscure dialect of Elvish. |
5 |
Ziddrion’s Star Atlas |
Navigation charts and
instructions for their use. Written in Old Common. |
5 |
Dilsen’s Capricious
Enchantments |
An elaborate examination
of enchantment magic and its constituent parts. Written in Satyr using Elvish
script. |
6 |
Dwarven Building
Traditions |
Extensive catalogue of
dwarven architecture and trap designs. Written in Old Dwarven. |
6 |
On The Astral Form |
Details on how to astral
project one’s soul into the higher realms. Written in Eastern Common. |
7 |
The Iron Circle |
A history of an
ancient nation that was ruled by demon magics. Written in Infernal. |
7 |
Journey To The Plane
Of Fire |
Secret knowledge on the
Elemental Plane of Fire and the City of Brass that is found there. Written in
Efreeti. |
8 |
The Book Of Advantages |
A martial treatise on
fighting with a sword and shield. Written in Common. |
8 |
The Book Of Nublis |
A powerful collection of
destructive spells. Written in Old Dwarven. |
9 |
The Maiden’s Kiss |
A bawdy romance novel
with accurate details about warding off vampires. Written in Common. |
9 |
The Ideocron Of The
Oracular Somnabulist |
A fractured collection of
spells regarding dream magic, crystal magic, and transdimensional magic.
Written in the dialect of the Moon Elves. |
10 |
Waters Of The Southern
Sea |
An extensive atlas and
travel guide to the trade routes of the southern ocean. Written in Southern
Common using the High Elven script. |
10 |
The Great Conjunction |
Prophecies regarding the
next imminent planar conjunction and instructions on how to siphon energy
from the event. Written in Western Common with the Dwarven runic alphabet. |
11 |
Below The Mountains Of
Gahl |
An account of the
large mega-dungeon under the Mountains of Gahl. Written in Undercommon. |
11 |
Offbeg’s Treatise On
The Winds Of Magic |
Details on the winds of
magical energy that flow throughout the planes. Written in Draconic. |
12 |
The Ancient Mounds
Builders |
A speculative history
of the unknown builders of the mounds of the Kalram Plain. Written in Common. |
12 |
Principia Daemonica |
An extensive collection
of writings on demons and their various infernal realms. Written in
Celestial. |
13 |
The Chronicles Of The
Rosen Empire |
A history of an
ancient empire that used to rule the local river valley. Written in Old
Common. |
13 |
The Asben Prophecy
Cycle |
A little-known prophecy
about a promised king who will rise again one day to lead his kingdom into a
golden age. Written in Old Common. |
14 |
Philosophies Of The
Palace of Brembor |
A philosophical
treatise on the metaphysics of planar travel. Written in High Elven. |
14 |
Of The Moon And Other
Celestial Bodies |
An encyclopedia and atlas
of the moon and various other planetary realms, including detailed
descriptions of flora and fauna. Written in Common with an Elven script. |
15 |
Captain Quay’s
Treasure |
An account of one of
the captain’s mates claiming to know where he hid his massive treasure.
Written in Common. |
15 |
Deep Time |
A curiously written
treatise on the magic of time and temporal manipulation. Written in Draconic. |
16 |
The Autumn And Winter
Chronicles |
A history of two rival
foreign countries and their devastating wars. Written in Ancient Common. |
16 |
The Iron Book Of Pain |
An account of a champion
of the higher planes who traverses the many hells of the underworld. Written
in Low-Celestial. |
17 |
On Dragons And Wyverns |
A field guide to
dragons and wyverns. Written in Dwarven and High Elven. |
17 |
Soulcasting |
Various spells about
projecting the mind, dominating the will, and trapping souls. Written in Old
Dwarven. |
18 |
How To Catch a Faerie |
An extensive guide to
tracking and capturing a faerie. Written in Wood Elven. |
18 |
The Greater Mystery |
An account of a monk who
claims to have received a revelation about the nature of gods and man. Half
written in Common, half written in an undecipherable script. |
19 |
Beyond The Pale Gate |
An ancient prophecy of
world destruction. Written in Old Common. |
19 |
Begmarin’s Atlas Of
The Outer Worlds |
An illustrated atlas of
various planes in the multiverse. A third of the pages have been torn out.
Written in Wood Elvish. |
20 |
Gladfoot’s Goodly
Cookery |
An extensive guide to
foraging and cooking wild game. Written in Common. |
20 |
Evocations Of Fire |
A collection of flame-related
spells and enchantments, including extensive accounts of the elemental plane
of fire. Written in Efreeti. |
Things Found
In A Wizard’s Tower:
Wizards and other arcane spellcasters are renowned coots.
Many have been known to collect all manner of odd bric-a-brac and magical
gewgaw. Below you’ll find a table for conjuring up the right amount of occult
oddness to occupy the tables and desks of your wizard’s tower.
2D20 |
What did you find? |
2 |
Three seashells in a small ivory case. |
3 |
A blown glass sculpture of a wyvern’s skull. |
4 |
A golden harp with
strings that never break or go out of tune. |
5 |
An empty blue glass
bottle with a label that reads “Mermaid’s Voice”. |
6 |
A right-handed metal
gauntlet painted purple with arcane symbols inscribed all over it in red and
yellow. |
7 |
A portable writing desk with ink, nibs, pen knife,
and sand. |
8 |
A scale replica of
trebuchet in Maplewood. |
9 |
Four identical glass
jars with various colored liquids inside, nestled in a rack. |
10 |
A silver hand mirror
engraved with vines. |
11 |
An empty round green
glass jar with a label that reads “Witch’s Cough”. |
12 |
Two shrunken heads
tied together by their hair. |
13 |
A scroll containing a
recipe for the world’s greatest egg salad sandwich. |
14 |
A large open topped
green amphora with peacock feather stuffed inside. |
15 |
A small pyramid, cube,
dodecahedron,
and icosahedron made of different metals and etched with arcane symbols. |
16 |
A small ink well
labelled “Invisible Ink”. |
17 |
A tattered pamphlet
titled “So You Want To Summon the Dead?”. |
18 |
A glass sphere that
seems to contain a small man frantically pounding on the glass to get your
attention. |
19 |
A cat brush. |
20 |
A gold handled straight razor. |
21 |
A carved wooden box
labeled “Toad Legs”. |
22 |
An ornately carved
dragon bone hat tree with wizard hats of all colors and designs. |
23 |
A vial of blood. |
24 |
A collection of hair
dolls. |
25 |
A creepy marionette of
the local Burgomaster. |
26 |
Swirled green and
yellow glass marbles. |
27 |
A small distillation
still. |
28 |
A jeweled scabbard
missing its sword. |
29 |
A collection of cat
whiskers in an empty perfume jar. |
30 |
A small glass jar full
of teeth. |
31 |
A withered monkey’s
paw. |
32 |
A globe depicting the
surface of some other world. |
33 |
Two telescopes, one
large and the other even larger. |
34 |
A mug of cold tea,
very old. |
35 |
Snowshoes. |
36 |
A small wooden box
marked “Eye of Newt”. |
37 |
A badge-shaped shield
painted with a yellow field inside a red border with a large S emblazoned in
red at its center. |
38 |
A large brass
armillary sphere. |
39 |
A faery-sized tea set
for four. |
40 |
A large ornate jar
with a two-headed calf floating in it. |
Oh excellent, I love a good wizard tower generator!
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