Items given by Navara:
- Gemstones containing spells.
- 2x Knock
- 2x Silence (to be used in conjunction with Knock)
- 2x Dispel Magic
- Items:
- 10x Potion of Healing
- All-Purpose Tool +1
- Can as an Action turn into any Artisan Tools, Thieves Tools, or Kit - though can not expend charges if the Kit has the ability to do so.
- You gain +1 to any check using the All-Purpose Tool.
- Attunement.
- Oil of Sharpness +1
Abjuration spells with components:
- Cantrips:
- Blade Ward (Cantrip) - Resistance to bludgeoning, piercing, and slashing damage
- Resistance (Cantrip) - Add d4 to one saving throw
- Material: Miniature cloak
- Leveled:
- Absorb Elements
- Alarm
- Materials: Tiny bell and a piece of fine silver wire
- Armor of Agathys
- Material: A cup of water
- Ceremony
- Materials: 25gp of powdered silver, which the spell consumes
- Mage Armor
- Arcane Lock
- Materials: Gold dust worth at least 25gp, which the spell consumes
- Warding Bond
- Counterspell
- Dispel Magic
- Detect Magic (technically divination)
- Glyph of Warding
- Used to make Rugs on 1st Floor
- Also if no pass-phrase: Glyphs that make explosions etc.
- Magic Circle
- Part of Countermeasure testing?
- Nondetection
- Protection from Enerrgy
- Banishment
- .
- Circle of Power
- Used as part of ritual circles. Large ritual circles are probably a Circle of Power
- Dispel Evil and Good
- Forbiddance
- Prevents teleportation. Permanent effect. Crystals Moretti has allows by-pass specifically at her teleportation circle
- Guards and Wards
- Cast to cover entire area. Permanent effect
- All doors affected by Arcane Lock - unless specifically taken off them.
Materials that May be found:
- Diamonds (Needed by Gate spell)
- Powdered Gold (For Imprisonment Spell. Or in this case to revert one)
- Alum soaked in Vinegar (Antipathy/Sympathy)
- Drop of Honey (Antipathy/Sympathy)
- Powdered Iron / Iron Finings
- Clay
- Crystal Class
- Mineral Spheres
- Incense
- Sponge
- Straw
- Mercury. Phosphorus. Powdered diamond. Opal (Needed for Symbol)
- Powdered diamond, emerald, ruby, sapphire
- Loadstone
- Forked metal rods (Needed for Plane shift)
- Bat Guano
- Sulfur
- Quartz
- Ointment for the eyes (made of mushroom powder. Saffron, and fat)
- Magnifying glass
- Fleece
- Crystal Sphere
- Snake tongue
- Honeycomb
- Brimstone and oil. Knotted string. Monster blood. Small silver rod (Needed for Guards and Wards)
- Lime
- Tiny Bell
- Fine Silver Wire
- Morsel of food
- Blood from different creatures
- Bone Dust
- Bat Fur
- Bark (mostly from oak)
- Snakeskin
- Eggshells
- Holy Water
- Fur
- Amber
- Incense
- Sulfur
- Phosphorus
- Sand
- Nuts
- Berries (Holly Berry)
- Ruby, Emeralds, Opals, Sapphires, Diamonds, Gold, Silver
- Incense
- Clay
- Wychwood
- Glowworms
- Coal
- Bat Guano
- Copper wire
- Lodestone
- Ink
- Quills/feathers
- Squid tentacles and ink sacs
- Alcohol and distilled spirits
- Various herbs - some dissolved in liquids like alcohol, some have specific parts extracted.
- Tallow
- Brimstone
- Leaves
- Salt - some components, especially biological ones, are also “preserved” in salt.
- Mistletoe
- Seeds - either whole or extracts.
- Monster Blood, body parts, eyes, etc.
- Oils - some infused with other components, such as herbs and monster parts.
- Roots
- Insect parts
- Leather + Cured Leather
- Various ointments
Floors quick note:
- 0: Enterance
- 1: Basic mass-production/research with assistants area
- 2: Rest and relaxation area for guests etc. (Level 5/7)
- 3: Smaller private testing area / preparation area / mixing area / curing area (general area to keep components that need to "stay in solution" for a while to dissolve or turn into proper materials etc)
- Cauldrons, chemistry stuff, storage, barrels for curing things in, etc
- 4: Multiple arcane preparation areas with ritual sites, smaller in size
- Magic item creating area as well.
- 5: Huge central ritual site (sun-dial?)
- 6: Countermeasure specific test area
- 7: Private Quarters
- 8: Teleportation circle and private study, private relaxation area.
- .
- -1: Storage area
- -2: Security floor (guardians against anyone passing)
- -3: Countermeasure test area (i.e. small operating model, with measuring and test devices, etc)
- -4: Test subjects / Secret components and stuff related to Countermeasure development here.
Floor by Floor
Main types of traps (causes):
- Magical Glyphs
- Magical Sigils
- Non-magical pressure plates
- Traps that react to magic being used
- Traps that react by being seen or heard. (i.e. trigger if someone comes into view)
Main types of effects:
- Explosions etc
- Dispel magic or counterspell is cast in response to spell being cast
- Animates objects
- Teleportation
- Many glyphs, sigils, etc placed around the area. If one does not give pass-phrases etc, they'll be active. If given pass-phrase, they'll deactivate for a time.
Specific Traps and Effects:
- Guards and Wards (permanent effect)
- Materials: Burning Incense. Small measure of brimstone and oil. Knotted string. Small amount of Umber Hulk blood. Small silver rod worth at least 10gp
- Effect covers entire tower.
- Causes all Doors to be locks as by Arcane Lock
- Arcane Lock: (Materials: 25gp of gold dust, consumed by spell). Becomes locked. Password to suppress spell for 1min. Knock suppresses Arcane Lock for 10 minutes. DC for forcing or breaking open door by force, or pick-locking it, increased by 10
- Causes Magic Mouth in several locations
- Components: Small bit of honeycomb. Jade dust worth 10gp which the spell consumes
- Triggers on audible or visual conditions within 30ft, which can be as general or detailed as one likes.
- Spell remains after effect is triggered, to trigger again later.
- Utters message of up to 25 words when trigger condition is met.
- Causes entire area to radiate magic.
- Forbiddance (permanent effect)
- Materials: Sprinkling of holy water. Rare incense. Powdered ruby worth at least 1000gp (which is consumed on last cast that makes effect permanent)
- Effect on entire tower, except magic circles where Containment experimentation is done?
- Prevents teleportation, including from other planes
- Undeads take 5d10 radiant damage per turn while in the field.
- Symbols (Glyphs hidden on surfaces or within objects)
- Glyph nearly invisible. REquires successful Investigaiton check against spell save DC to be found.
- Triggers can be anything. Can also set cases that prevents triggering, such as saying a password. Saying password to get through locked doors also disables glyphs temporarily on that floor.
- Glyph glows when triggered, filoling 60ft radius with dim light for 10 minutes. Each creature in the sphere when the glyph activates is targeted by its effect; as is a creature that enters the sphere for the first time on a turn or ends its turn there.
- Specific Effects:
- Death: Con Save. 10d10 necrotic damage on failed save; half on success.
- Discord: Con Save. On failed, the target bickers and argues with other creatures for 1 minute. In capable of meaningful communication and has disadvantage on attack rolls and ability checks.
- Fear: Wis Save. Frightened on failed save, causes target to drop whatever it is holding and must move at least 30 ft away from glyph on each turn if able.
- Hopelessness: Cha Save. On fail, will despair for 1 minute. Can't attack or target any creature with harmful abilities, spells, or other magical effects during this time. (no subsequent saves, it just lasts 1 minute)
- Insanity: Int save. On failed save, the target is driven insane for 1 minute. During this time, it can't take actions, can't understand what other creatures say, can't read, and speaks only gibberish. DM controls movements, which are erratic (roll to move in random direction)
- Pain: Con save. Becomes incapacitated with excrusiating pain for 1 minute on a failed save.
- Sleep: Wis save. Falls unconscious for 10 minutes on failed save. Awoken if they take damage or someone uses an action to shake or slap them awake
- Stunning: Wis save or become stunned for 1 minute on failed save.
- Glyph of Wardings (Glyph on surface or within object that can be closed, that explodes or casts another spell. Spells can summon creatures. If concentration, lasts maximum duration)
- Glyph nearly invisible. REquires successful Investigaiton check against spell save DC to be found.
- Triggers can be anything. Can also set cases that prevents triggering, such as saying a password. Saying password to get through locked doors also disables glyphs temporarily on that floor.
- Specific Effects:
- Explosion version: Deals 5d8 acid, cold, fire, lightning, or thunder damage on failed DEX save. Half on Success.
- (Spell) Animate Objects (Rugs): Animates Rugs into Rugs of Smoldering
- (Spell) Conjure Minor Elementals
- (Spell) Summon Construct
- Physical Pressure plates:
- Pressure plates with Glyphs of Wardings hidden underneath, triggered off the pressure plate being pressed. Used to prevent magic detection from being potentially able to discern where all the glyphs are.
Getting in
- Either needs the keys; or someone on the inside. Doors can be unlocked from the inside, though they lock the moment they're closed.
- Navara can give them a letter designated to be personally delivered to the Headmistress at her office, though one of them would have to be able to get in without being noticed, as they won't let it slide if someone disappears.
- They can alternatively steal the keys from one of the 2 receptionists. They'll go help out and check out commotion if anything's going on, though they're never to both leave. (i.e. needs to be something in particular to make both leave, or one has to distract remaining one so one can steal keys)
Floor 0
- Moretti Spell DC: 18 (8 +5 for 20 int +5 for proficiency)
- No traps. Under effect of Forbiddance, but not Guards and Wards.
- Books on Moratti's table:
- Bookkeeping. Logs on requests granted to apprentices and assistants, as well as those denied. Short logs on what the apprentices have done and accomplished. What they've been tasked to etc. Basically logs on what tasks she's given her assistants and apprentices, and what the statuses of said tasks are.
- Lots of material making and distilling tasks here.
- Lots of gathering tasks - asking assistants and apprentices to procure large quantities of components that have relatively large amounts of magic in them, to be extracted.
- Books on table top-mid section:
- Generally seems to be records trying to find suppliers for components, and figuring out other components that can be used to extract magic from.
- Book alone on table mid-right:
- Study on how to use magic help protect oneself from beings such as aberrations, celestials, elementals, fey, fiends, and undead. Book primarily entails the use of holy water or powdered silver or iron, along with an incantation, to protect oneself from mental effects.
- Book effect: An arcane caster who spends time studying the book may make a DC 11 Arcana check on level-up to also learn the “Protection from Evil and Good” spell. Only one book may be used per level-up in this manner.
Floor 1
- Components are prepared here. Often with the help of apprentices. Raw materials are taken and made into components through distilling, extraction, dissolving, crushing, curing, preserving, etc.
- Door to floor 1:
- Magic Mouth triggers when approaching door. “You're approaching a restricted area. Show the Headmistress' approval of your visit, or risk being forcefully removed”
- Touching door handle without either casting Knock on it or saying password:
- Glyph of Warding (Suggestion): DC 18 Wisdom Save. “This was a bad idea. You should immediately go confess what you were trying to do to the Headmistress.”
- Door is locked with Arcane Lock on it. DC25 to picklock. AC28 to destroy - failure once means you're unable to break it.
- Entering Floor 1:
- No passphrase: Traps are active
- Rug trap: Shortly after entering, new magic mouth will appear on small Owl statue on desk. It will say “You do not have clearance to be here.”
- Triggers: Symbol: Stunning
- Triggers: Glyph of Warding: Animate Objects (Rugs of Smoldering)
- Rugs will not kill, only make people unconscious. Goal is to stun intruders and then knock them out. Non-lethal since it may be a stray apprentice whose wandered in.
- Books on Desk:
- Logs. They describe:
- Lists and amounts of different materials being dissolved
- Lists and amounts of materials being infused into special liquids.
- Lists and amounts of distilled liquids
- Lists and amounts of concentrated products produced from the other processes.
- While it doesn't have a summery page anywhere displaying total amounts, the amount of each post here can probably best be described as “a lot”.
- refining, distilling, extraction of, powdering, dissolving, etc, raw materials into components needed for spellcasting. Glance on the logs reveal there's been a LOT of materials made the last couple of months. There's no indication regarding what they're used for.
- Work tables:
- Bottom-bottom:
- Rare plants and herbs seem to be picked apart, cut in very particular ways, and partly squeezed and crushed here. The fluids appear somewhat acidic, with bits of plant matter appearing to be dissolving in them.
- The papers describe how to prepare the fluids, with each of the containers having a different type of fluid in them. They also describe how different plants and herbs should be prepared. Each paper described the process for an individual type of plant or herb.
- Basically: the plant materials is dropped in the large middle container. The left container contains the finished product, which is fed to using a tube. The 3rd small container contains a catalyst that slowly evaporates (kept slow due to pressure) and feeds the process in the “main container”
- The papers are rather clear that the purpose is to separate the tiny traces of magical energies found within the plants, from the rest of the plant.
- Bottom-middle
- Plant based mosh in the large pot.
- The book contains instructions on how to prepare certain parts of certain plants and herbs, that are then to be left in a special liquid to infuse it.
- Bottom-top:
- Paper describes what parts of certain plants to extract, to be used in other processes later.
- The flowers here appear to be somewhat special, or unusual for the area.
- Nature Check: The flowers interestingly seem to be of Fey origin. The ones currently being worked on appears to be called “Flowers of the Dawn”, whose fragrance is said to be able to wake anything from their sleep; and the Star-indigo plant, which glows at night.
- There are a total of 3 FLowers of the Dawn that have not already had its “fragrance sac” removed; and 4 unprocessed star-indigo plants.
- Top-Bottom
- Top-Middle
- Here there are 3 urns. These are filled with what appears to be liquid, with the one on the table also having what sounds like a kind of stone in it. The urns are etched in magical symbols, and appears to almost have a hum to them.
- The papers seem to describe how to precipitate a solid with a high concentration of magic from a high magical-concentrated liquid - in essence making an even “purer” magical substance.
- The papers also seem to warn that the substance created is not entirely stable, referring to further procedures for how to stabilize it, though said procedures does not appear to be present among the papers.
- Top-top
- Sacks appears to hold a variety of roots, bones, and even some metals. Book seem to contain information regarding how to make these into powdered form. These methods includes dissolving and later extracting them from the solution - which is mostly done for the metals. The last work appears to have worked on bones, with powdered roots, which can be found in the jars. Seems like a very “fun” job.
- Other Books:
- Instructions, diagrams, etc, that describe how to properly turn different raw materials into components.
- On tables: Many describe how to extract the “magic part” of the material, and separate it from the “non magical”
- Many of the papers are on how to extract concentrated magic from different components, and on what procedures to perform to alter the nature of said magic. (i.e. make it more suitable as power source for specific types of magic. In this case seems to be a siphoning effect they're after)
- Materials found here:
Floor 2
- Sleeping/Resting area for assistants and apprentices for when they're working. Each bedroom area also has small desk with some material making capabilities and small magic circle so they can practice their own magic during downtime.
- Hallway description:
- You see a long curved hallway, with what seems like ornamental armors lined along the outer edge, several “candlesticks" with small crystals giving off light, several carpets on the floors, and paintings displaying a mix of scenery, flowers, and a few portraits.
- (One of the portraits appears to be of an older half-elven woman. These portraits are probably of members of the Abjuration portion of the Conciri)
- Pulling on the candlesticks creates a click sound, and it appears as it can then be moved to the left or right, making up to 3 ticking sounds to either side before reaching a stopping point.
- UpperLeft Room:
- MAGIC ITEM: Flawed Apprentice's Focus
- Attunement. Gives a +1 to hit on spell attacks. However, if you roll a 1 to attack with a spell while attuned to the rod, then the rod explodes, dealing 6d6 Thunder damage to you and anyone within 5 feet of you. If you succeed on a DC13 Con Save, you only take half damage.
- Placed to “cool” on top of magic circle.
- Book on Table: GLYPHED. DC13 (Apprentice with 14 int and +3 Proficiency)
- On touching book: DC13 DEX Save. 5d8 Lightning Damage on Failure, half on success.
- LOOT ITEM: Apprentice Abjurer's Research Notes:
- Contains an apprentice's research in the field of Abjuration. The book includes notes and research trying to understand the following Abjuration Concepts: Absorb Elements, Alarm, Mage Armor, Arcane Lock, Protection from Evil and Good, Magic Circle, Glyph of Warding
- Effect: On level up, someone whose been actively reading and taking notes from the book may make a DC10 + Spell Level to learn one of the spells listed above in addition to other spells gained on level-up. This can only be done by someone who learns spells through research, meaning it cannot be done by individuals who simply have innate magical abilities. One you've successfully learned a spell from the book, you may not use the same book again to learn more spells - as the incomplete research within lacks the necessary information to be of further use.
- LowerLeftRoom:
- Inside/On cabinet: Scroll of Detect Magic
- On the table are a couple of bottles of wine, along with a few books, a crate of what appears to be shroom called “Stoneshroom”. The books seem to describe how to prepare the shroom, as well as a special liquid, in order to infuse the shroom's traces of magic into said liquid. There's a notebook that seem to describe numerous frustrated attempts at making the process work, tough something always appears to have gone wrong.
- Stoneshrooms - Chalky rock-looking fungus native to the elemental plane of earth that is both edible (1 stoneshroom =1 meal) and produces spores in the form of breathable air. Also, for 24 hours after eating a Stoneshroom, a creature can hold its breath twice as long as normal. Stoneshroom subsists on minerals in the rock, remains edible for 1 day after picking, and is worth 20 gp.
- Bottom Storage Room:
- Sapphire worth 250g on Table
- Trapped: If you touch the gem, you'll have to make a DC15 Wisdom Save. On a failure, a black circle will appear within the palm of the hand you touched it with (or on whatever spot of your body touched the gem)
- This is Shar's mark, allowing her Herald to see the individual. (This is basically a Bestow Curse spell, though without a duration… for now. Having this might cause additional traps to activate on later floors?)
- Left table:
- 2x Potion of Healing
- 2x Antidote Potions
- Otherwise in room:
- Appears to be a lot of urns and jars similar to those seen on the previous floor. Seem to have liquid or powder in them. The urns do not appear to have the magical symbols on them, and are probably not in the process of doing anything.
- Also a lot of roots, plants, bones, metal scraps, etc in crates and sacks.
- Bottles on right table are empty.
- LowerRightRoom
- Magic circle with chest in it. Apprentice attempts to learn Arcane Lock.
- Opening chest: DC20 to Lockpick. AC20 to destroy.
- Content of chest:
- Apprentice Abjurer's Research Notes
- Scroll of Arcane Lock, Scroll of Protection from Evil and Good
- Toad familiar (Registers as Fey)
- Research describes testing their Protection from Evil and Good spells using a fey spirit that's been bound to the form of a toad. It does not appear to be a familiar per say, rather just a captured spirit that the apprentice received from one of the other Institutes for testing purposes.
- UpperRightRoom
- Jug on Table:
- Filled with water It's trapped using Glyph of Warding. Opening the lid triggers the spell.
- Summons 3x Steam Mephits that start attacking.
- The notes includes instructions as well as heaps and heaps of notes taken while attempting to create Glyps (of Warding)
- DC investigation will reveal that the person tried to create a glyph that triggers when removing the lid of the urn.
- Hallway trap:
- Right after the last apprentice room, there's a demarcation on the floor, and a door a little further in.
- There's are pressure plates right after this demarcation line. Stepping on them causes the “portcullis” to fall down, and poisoned gas to seep into the room.
- A successful DC17 Investigation lets one see the difference between which stones are normal stones, and which are pressure plates, by noticing slight unevenness in those that have pressure plates on them.
- Triggering the trap causes gas to seep into the room, coming from the armors, whom appears to receive it through their “boots” from a small hole in the floor.. Creatures who breathe in this gas take 2d6 Poison damage. One can hold one's breath to avoid the damage. Creatures who drop to 0 HP from this poison are automatically stable (as the trap is not meant to be deadly)
- The candlestick down and 2 ticks to the right turns the gas off, and creates a suction sound as the gas is removed from the room. (This exists as a safety in case Moretti accidentally were to trigger the trap herself.)
- Can also make a DC20 Strength Check to lift up the portcullis.
- Door towards 3rd floor:
- Magic Mouth says upon getting close to the door: “You are approaching an area which is off limits. Turn back, or risk facing potentially deadly consequences.”
- Door is locked with Arcane Lock on it. DC25 to picklock. AC28 to destroy - failure once means you're unable to break it. The door itself is not trapped
- Stairs to 3rd floor:
- There are pressure plates and trip wires going up the stairs. There are also small holes along each side of the stairs.Triggering them causes the steps to slope, and Grease to start flowing from the sides of the stairs. These can be seen with a DC17 Investigation check.
- When the Grease appears, each creature standing in its area (the entire stairs) must succeed on a DC 14 Dexterity Saving Throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
- if you fall prone, you slide back down to the bottom of the stairs. The only thing to grab onto when the stairs are sloped is the door at the top, which is trapped.
- Mephits also spawn. This cannot be avoided unless
- Door to 3rd floor: Trapped with Symbol: Death on it, deals 10d10 Necrotic damage, though only to the person who triggered the trap.
Floor 3
- Door from 2nd floor to 3rd floor (i.e. bottom of stairs) has Symbol: Death cast on it.
- In corridor up to 3rd floor: Glyphs that summon elementals when stepped on, or when touching certain parts of the wall.
- Symbol: Insanity? Maybe save this combo for later on.
- Instead: Have a type of elemental with a ranged attack. If the party just starts running up to them, they'll step on more pressure plates and summon more.
-