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  20 THINGS #41:
  RAGING SWAN PRESS
  RUINED WIZARD’S TOWER
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  20 THINGS #41: RUINED WIZARD'S TOWER 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your 
  session to life? Well fear not! That’s where the 20 Things line comes in. This supplement gives you, the time-crunched GM, the tools to 
  effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your 
  players' adulation. 
  This instalment provides ﬁve tables compatible with virtually any fantasy roleplaying game and is designed to help you to ﬂesh out 
  and bring to life a ruined wizard’s tower. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art: William McAusland and Dean Spencer. Some artwork 
  copyright William McAusland, used with permission. 
  Cartography: Dyson Logos 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2019. 
  C O NTE NTS 
  DUNGEON BACKDROP: THE CRUMBLED TOWER 
  Hidden deep in the forest stands the Crumbled Tower. Pressed 
  close by hoary, gnarled trees and wreathed in moss and lichens 
  the tower is a forlorn remnant of an earlier time. Once a wizard 
  lived here, but now the tower is nothing more than a brooding 
  ruin standing amid the forest’s gloom. Sometimes bandits lair 
  within or adventurers wandering the surrounds use the ruin as a 
  base. However, unknown to all, a hidden crypt yet lurks under the 
  tower undisturbed these long ages past.  
   
  Each Dungeon Backdrop presents a fully ﬂeshed out and 
  lovingly detailed self-contained dungeon ready for you to use as 
  you see ﬁt. Stock the dungeon with your own monsters (and—
  perhaps—their treasure), decide their back story and you are 
  good to go.
  FOREWORD 
  Welcome to this Raging Swan Press System Neutral Edition 
  supplement. Herein you’ll find evocative, inspiring text 
  designed to help you—the busy GM—run better, quicker and 
  easier games. 
   
  This book is compatible with most fantasy roleplaying 
  games. It’s impossible to create a truly system neutral book, 
  though, and some generic game terms—wizard, fighter, human, 
  elf and so on—lurk within. These generic terms are easily 
  modified to the GM’s system of choice. 
   
  One special note about the NPCs in this supplement. While 
  some are magic-users, fighters, clerics and so on, others are 
  simply normal folk. Because different game systems handle 
  normal folk differently we’ve made no attempt to note their 
  “class” leaving them simply as “female human” and so on. 
  USING THIS BOOK 
  You can use these tables either during session prep or “on the 
  fly” during the actual session. Roll on the desired table and 
  describe the result. Remember: 
  •
  Some players may assume because you describe something 
  it is important. This may slow down the party’s progress 
  through the adventure. This isn’t necessarily a bad thing. 
  •
  Modify any result so it fit with your game. 
  •
  Ignore or re-roll inappropriate results. 
  •
  Have fun! 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Foreword 
  1 
  ................................................................................................
  Using this Book 
  1 
  ......................................................................................
  1: Dungeon Dressing: Outside the Tower 
  2 
  .........................................
  2: Dungeon Dressing: Inside the Tower 
  3 
  .............................................
  3: Lingering Spell Effects 
  4 
  .....................................................................
  4: Strange Sights & Sounds 
  5 
  .................................................................
  5: Lost Treasures 
  6 
  ....................................................................................
  OGL V1.0A 
  7
  .............................................................................................
  
  1: D UN GEO N DRESSING: OUTSIDE THE T OWER 
  Wizard’s towers are strange places full of esoteric items and 
  features of unknowable purpose and artiﬁce.  
  1.
  Rubble and fallen masonry cover the ground surrounding the 
  ruined tower. Some of the stones and chunks of masonry bear 
  strange runes of obvious magical origin and intent. 
  Knowledgeable characters can identify many of the runes as 
  pertaining to defensive spells and enchantments. 
  2.
  The shattered remains of several gargoyles and other 
  decorative features lie intermingled with the rubble and other 
  debris surrounding the tower. 
  3.
  Sections of the tower’s remaining walls are blackened and 
  scorched as if exposed to intense heat. In places, the heat was 
  so strong, the stone is vitriﬁed. 
  4.
  The grass, bushes and other vegetation around the tower has 
  grown stunted and twisted. The berries on the bushes are a 
  deep purple in colour and are much smaller than berries 
  found on normal bushes.  
  5.
  A campﬁre amid the rubble shows where at least one 
  previous set of explorers spent the night. The ﬁre’s embers 
  are cold.  
  6.
  The shadow cast by the ruined tower seems deeper and more 
  elongated and jagged than it should be even in the strongest 
  midday sun. From certain angles, the shadow looks like a 
  grasping claw crawling away from the ruin. 
  7.
  A preternatural silence hangs over the ruin. Nearby, no birds 
  sing and no animals scurry through the undergrowth. Even 
  the wind seems strangely diminished as if it dares not blow 
  over the tower’s remains. 
  8.
  The ruin is unstable and small rocks and stones still 
  occasionally fall from the crumbling ediﬁce. Like occasional 
  rain, the clatter of stones falling from above is sporadic, but 
  strangely the tower never seems to diminish in size as a result 
  of these falls. 
  9.
  Lying stark upon the ground, the bleached skeletons of 
  previous explorers lie scattered about the tower’s environs. 
  Some clearly died violent deaths—broken and splintered 
  bones being evident—while others seem to have no obvious 
  cause of death.  
  10. A network of now weed-choked ditches and overgrown 
  earthen banks surround the tower. From the air, a character 
  skilled in the magical arts might realise the layout of the 
  ditches and banks strongly resembles a symbol of protection 
  used to ward off otherworldly threats. It is likely—given the 
  damage to the surrounds—the symbol no longer functions (if 
  it ever did). 
  11. A profusion of overly large ﬂowers of purple, yellow and red 
  hue grow in great clumps about the base of the ruined tower. 
  Their ponderous petals nod gently in the breeze and the 
  exotic scent of their pollen ﬁlls the air.  
  12. The skeletal remains of some huge winged beast lies trapped 
  across the tower’s ruin. Its bone lie scattered across a wide 
  swath of ground about the tower. 
  �2
  
  2: D UN GEO N DRESSING: INSIDE THE TOWER 
  Within wizard’s towers, terrible, eldritch deeds are wrought and 
  strange, otherworldly research is carried out to its logical, but 
  sometimes unwise, conclusion. Such arcane works leave their 
  mark on the fabric of the place.  
  1.
  Rubble, wind-blown leaves and the detritus of previous 
  exploration and the like cover the ﬂoor. Bones lie amid the 
  mess; some are merely the remains of animals who wandered 
  into the tower while others are much larger and have clearly 
  lain here for some time.  
  2.
  Broken, rotting furniture lies scattered about; other smaller 
  remains—perhaps plates, mouldering books or other 
  mundane items—hint at the functions of various rooms and are 
  intermingled with the larger pieces of trash. Many of the 
  pieces bear the wizard’s personal sigil. 
  3.
  Iron torch sconces jut from the walls. Of various esoteric 
  designs some are wrought to resemble skeletal arms while 
  others appear to resemble the arms and claws of terrible, 
  otherworldly beings. A few are in the shape of various 
  forbidden magical runes.  
  4.
  In places, rotting oaken wainscotting hangs from the walls 
  while in others its remains litter the ﬂoor. Several missing 
  panels once concealed secret storage niches and the like 
  which are now revealed (and empty). Perhaps some of the 
  remaining panels yet conceal similar niches. 
  5.
  Esoteric symbols decorate the risers of the stairs linking the 
  tower’s various levels. As the stairs rise through the tower, the 
  character of the symbols becomes darker and more 
  unknowable. Magical traps could yet lurk among these 
  symbols. Others could hide dusty, undisturbed storage niches 
  perhaps containing a hidden treasure (see “5: Lost Treasures” 
  to determine what might lie within). 
  6.
  Dusty, water damaged tapestries hang from the walls. None 
  of the tapestries depict normal, mundane scenes. Instead, 
  they show various horrible otherworldly monsters and grim 
  planar scenes of destruction and slaughter. 
  7.
  The remains of a large wooden bookshelf, pulled away from 
  the wall and smashed, cover the ﬂoor with shards of soft, 
  mouldering wood. Intermingled with the mess, perceptive 
  characters ﬁnd the rotting remains of several books all 
  rendered worthless and unreadable by time and weather. The 
  faded titles on some of the covers—The Demonomicon, On 
  the Art and so on—are just legible.  
  8.
  Small sections of stonework appear to have been melted by 
  splatters of some kind of powerful acid or other agent. It 
  looks like the splatters descend one wall before crossing the 
  ﬂoor for a short distance. 
  9.
  A faint, unplaceable odour hangs in the air, and seemingly 
  resists dissipation by any wind or airﬂow short of hurricane-
  strength winds. The smell is reminiscent of a wet dog or cat.  
  10. The shattered remains of two glass vials lie scattered about 
  the ﬂoor. In one place, it looks like the glass shards have been 
  crushed into nothing more than fragments by something 
  heavy. A skilled tracker may be able to make out a single 
  footprint among the crushed glass. 
  11. The shattered remains of alchemical equipment—smashed 
  test tubes, retorts, and the like—lie scattered about the ﬂoor. 
  The trash is quite deep; this might be a good place to ﬁnd a 
  lost treasure (see “5:  Lost Treasures”). 
  12. The remains of a stuffed owlbear lean against one wall. The 
  creature is huge and has been posed with its arms 
  outstretched as if it were about to pounce. The creature is 
  now mouldy, missing many of its feathers, and looks in a sorry 
  state. Paranoid characters may think the creature an animated 
  guardian (and they could be right…) 
  13. A large tripod, that still supports a gong almost cleaved in 
  two, leans drunkenly against a wall. The gong’s hammer—
  similarly broken in two—lies on the other side of the chamber. 
  Careful examination of the hammer’s head and the gong 
  reveal small sections of scorched metal. 
  14. Many pieces of burnt and scorched parchment swirl about 
  the chamber, caught in the grip of an unseen and unnatural 
  breeze. The breeze emanates from the ﬂoor in roughly the 
  centre of the swirling mass of parchment. 
  15. A hole in an external wall once held a small forge connected 
  to the outside by a short length of bronze chimney. The forge 
  has been comprehensively shattered, but the short length of 
  bronzed chimney—now green with verdigris—still precariously 
  clings to the wall. 
  16. A pile of broken furniture, fallen masonry and the like partially 
  blocks access to the next area the characters try to enter. It 
  looks like the pile has been placed here—perhaps as a 
  rudimentary breastworks. 
  17. Carved into the ﬂoor in the centre of the room are the words, 
  “The blade overcame the art”, in Common. Unperceptive 
  characters or those moving quickly might miss the small 
  carven words. 
  18. An arrow slit or window pierces one external wall. A rusting 
  grappling hook is wedged upon the sill. Outside, a short 
  length of rotting rope hangs from the grapnel. Characters 
  investigating the rope can easily see it has been cut—the ends 
  are not frayed—which hints at foul play. 
  19. Dried blood covers the ﬂoor and wall. In the midst of the 
  blood lies the cold, but not yet decomposed body of an orc 
  (or other humanoid appropriate to the setting). Strangely, the 
  orc wears only a loincloth. In death, its face is twisted into a 
  savage snarl. A strange, acrid odour rises from the corpse. 
  20. A jagged sword blade protrudes from a gap in the wall or 
  ﬂoor between two closely set stones. Distracted characters 
  could walk into the blade and injure themselves Of the 
  sword’s hilt there is no sign in the immediate vicinity, but the 
  characters ﬁnd it in the next area they explore. Its pommel 
  was clearly once set with precious gems—several small empty 
  holes show where they once glimmered.
  �3
  
  3: L IN GER I N G SPELL E FFECTS  
  Wizard's towers are strange places. Sometimes, even after they 
  are destroyed or abandoned strange effects—leavings of the 
  wizard’s esoteric researches and work, or 
  lingering echoes of whatever befell the wizard
  —remain after the tower has fallen into wrack 
  and ruin.  
  1.
  A small globe of darkness hovers in 
  mid-air. Faint wisps of shadow drift 
  from the globe to seemingly evaporate 
  as they ﬂoat away on a faint breeze. The 
  temperature is noticeably cooler, in the 
  vicinity of the globe.  
  2.
  A silvery rune graven into the 
  ﬂoor still gives off a faint glow, 
  w h i c h i s p r a c t i c a l l y 
  undetectable in daylight but 
  obvious in dim or darker light.  
  3.
  Shadows move and shift in the 
  corner of the characters' eyes but 
  disappear or stop moving 
  when looked at. The shadows 
  are of a variety of shapes and 
  sizes; perceptive characters notice 
  several of the shadows have deeper 
  spots that look disturbingly like eyes. 
  4.
  Heatless yellow ﬂames dance about an 
  ornate chandelier hanging from the 
  ceiling in the centre of the room.  
  5.
  A permanent unseen servant, its magic 
  now fading, yet haunts the tower. It 
  continues to mindlessly try to tidy the 
  tower; in its vicinity small objects move, 
  dust gets blown about and so on. Some 
  characters might believe the tower is 
  haunted, as a result. 
  6.
  Scattered shards of a crystal ball lie 
  about the ﬂoor; much of the crystal is 
  shattered into tiny fragments. A few 
  large fragments remain, however; 
  within them, faint eddies of mist yet 
  swirl in suggestive patterns. 
  7.
  A p e r m a n e n t m a g i c m o u t h 
  programmed to greet visitors to the 
  tower remains functional. It bids guests 
  welcome and warns them against 
  entering certain areas unaccompanied.  
  8.
  Characters entering this area are struck 
  with a feeling of nameless dread—the 
  remains of a permanent fear effect 
  placed here to keep 
  intruders away from a 
  hidden treasure.
  �4
  
  4: STRA N GE SI GH TS & S OU NDS 
  Wizard's towers are strange places, full of strange sights, sounds 
  and smells.  
  1.
  Cut into the wall, a glowing rune—etched in pale red light—
  provides faint illumination, akin to that of a candle. A careful 
  examination of the rune reveals the light to be gently 
  pulsating. Characters steeped in arcane lore can identify the 
  rune as the wizard’s personal sigil.  
  2.
  Glimmering motes of multi-coloured light drift gently through 
  the air, on the breeze. Feather-light they can be blown or 
  pushed about, but disappear if they touch anything.  
  3.
  The faint scent of burning or scorched ﬂesh hangs in the air, 
  and stubbornly refuses to dissipate. The smell is particularly 
  strong in areas featuring scorched and blackened stone. 
  4.
  The faint suggestion of chanting—screeched in a high-pitched 
  desperate tone—reach the party’s ears. The chanting seems to 
  come from a higher ﬂoor in the tower. This is an echo of the 
  tower’s master’s ﬁnal spell. The chanting ends in a choking 
  sounds that trails away into nothingness. 
  5.
  Wisps of mist—glimmering with a soft effulgence—drift down 
  the stairs from the wizard’s laboratory or library. 
  Investigations, reveal the wisps are emerging from a dented 
  iron cauldron of odd construct. The cauldron is empty, but the 
  wisps continue to emerge as long as the cauldron is within 
  the tower. 
  6.
  The temperature suddenly drops to freezing. Ice forms 
  quickly on any metal or stone surfaces. Moments later, the 
  temperature rises far above boiling and the ice steams away 
  in mere second before the temperature returns to normal. 
  7.
  Birds swoop and dive about the tower, but none land on its 
  crumbling structure; something seems to repel them from its 
  surrounds. Sometimes when the birds swarm in vast numbers, 
  their calls and squarks can reach near cacophonous levels. 
  8.
  The characters repeated hear the same sound, as they 
  explore the tower. It could be chucking, crying, screaming, 
  whispering or something else entirely. Wherever they go in 
  the ruin the sound follows them, but seems to come from 
  nowhere in particular. 
  9.
  Insubstantial ﬁgures move about the tower, reenacting their 
  last actions therein. They take no notice of the characters and 
  act as if the tower was in perfect condition. This could mean 
  they ascend missing stairs, walk through doors long since 
  decayed and fallen or use objects and furniture no longer 
  present in the tower.  
  10. A tiny rippling curtain of black energy covers a portion of one 
  wall. The darkness is a portal to the wizard’s extra-dimensional 
  storage space. It is too small for most characters to enter, but 
  someone putting their hand inside might be able to grope 
  around inside and discover a lost treasure (see “5: Lost 
  Treasures”).
  �5
  
  5: L OS T T R E AS U RES 
  Wizard’s towers are strange places full of esoteric items of 
  unknowable purpose and unidentiﬁable artiﬁce. 
  1.
  An old platinum coin lies amid the dust and grime of the 
  tower. So old it is almost worn smooth it is a remnant of an 
  ancient, fallen evil empire imprinted with the insane, broken 
  psyche of an elder lich.  
  2.
  A tightly wound scroll contains the wizard’s ﬁrst musing on the 
  subject of lichdom and the steps that might be necessary to 
  begin the transformation. The research is at a very early stage 
  but nevertheless provides important insights into the process 
  (and perhaps the author’s state of mind).  
  3.
  A crescent moon sigil decorates the hilt of this ﬁnely wrought 
  silver dagger. The weapon rests in a wolf-fur scabbard.  
  4.
  Four belt pouches festoon this surprisingly well preserved 
  wide leather belt. The pouches contain an array of material 
  components for common low-level spells along with a vial 
  ﬁlled with silver dust worth 25 gp. 
  5.
  Hanging in the remains of a cupboard or wardrobe this once 
  ﬁne, now dusty and dirty, red robe clearly once belonged to a 
  wizard who wanted to be identiﬁed as such. It has a 
  deep cowl and wide sleeves. Small pockets—deep 
  enough to hold a coin or small spell component
  —pierce the inner hem of each sleeve. 
  6.
  Three sturdy clay vials each etched with the 
  same magical rune ﬁll a small wooden box. 
  Ornately carved with magical symbols, the box 
  has three sections each perfectly size to take 
  one of the vials. Whatever the vials contain, 
  they are clearly a set. 
  7.
  Decorated with jagged lightning bolt sigils, 
  woven into and among other protective sigils 
  these supple, leather bracers are ﬁne enough to be 
  imbued with magic. 
  8.
  Carved from basalt rock, this beautiful statuette of a 
  horned owl has a deep crack running down its body. This 
  statuette is a ﬁgurine of wondrous power (serpentine owl), 
  but the damage it has suffered reduces the duration of its 
  transformation by half.  
  9.
  Rolled up, and hidden under other detritus and 
  rubbish, lies a ﬁve-foot square black rug. A 
  gleaming silver pentagram pattern decorates 
  the rug. Characters wise in arcane lore can 
  identify the pentagram as one designed to 
  conﬁne a summoned creature. 
  10. Covered in dust and grime, this hand-sized 
  prism radiates faint divination magic. 
  Investigations reveal the prism is enchanted to 
  reveal the presence of magic, but has a range of 
  only about two-foot. It is useful for examining 
  magical items, but less useful when used to search 
  for magical traps.
  11. An ornate crystal hourglass lies on its side under a table. It is 
  in surprisingly good condition. The multi-coloured sand takes 
  one hour to drain from one chamber to the other. 
  12. Stone stoppers ﬁll both ends of this overly wide and long, 
  hardened leather scroll tube. The tube feels empty, but 
  characters opening it discover three feathers prepared for use 
  as quills of ﬁne enough quality for use in scribing scrolls and 
  spellbooks. The feathers—beautifully multi-coloured things 
  that shimmer in the light—come from a couatl.
  �6
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #41: Ruined Wizard's Tower. ©Raging Swan Press 2019; Author: Creighton Broadhurst. 
  To learn more about the Open Game License, visit wizards.com/d20. 
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  �7
  
  �2
  
   
   
   
   
   
   
   
   
   
   
   
   
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