Floor U2 (Fire Dorms)

Second FloorEntry

The second floor is pitch black, with no mage lights turning on on entry save for very dim crystals around the walls, enough to see where to walk. This may be a safety precaution to prevent giving away one’s position from outside, as each wall section has four arrow loops to the outside, likely for defense of the tower. The loops seem to admit air but they haven’t been an entry for bugs. Those that detect magic can see the protective magic surrounding the tower also shielding the windows, which may account for that.

The rooms appear to be contained within a C walkway around the shell of the tower. There are six doors, three of which feature a keyhole (The door to the blue summoning circle and the doors to the eastmost room).

If there was any adornment of the walls accessible from here, it was all in paint rather than relief, and has long since faded to nothing. It is noticeably less humid here.

A party can split up to body-block the four loops closest to whatever they’re looking at and still use a candlelight, but they will need improvised curtains for all 28 loops. If the loops are not blocked, any light sources on this level at night will be visible lighting up the tower to those outside.

Each of the door plates is engraved with a five-by-five grid of the letters of Magespeech (i.e., whatever language your game uses for magic; mine uses a Greek alphabet but Latin-sounding words). The three doors without keyholes look like they once had some of the letters indicated in chalk, but Salome or Hieronymus’ writing has worn away in the damp over the years. Likewise, there’s some mild discoloration in the indicated letters such that they might have been frequently touched by the original inhabitants. There’s enough overlap in the remnants that a quick search can make the party pretty sure the same letters were marked on each door, but it’s possible some of the markings have faded completely (and it’s not certain what the circles were meant to indicate).

Door Plates

This puzzle is to press the letters of the password all at one time. Pressing single letters (once or trying to spell out a password) does nothing. Pressing the wrong combination heats up the plate enough to deal 1 fire damage to the person touching.

A        B        C        D        E

F        G        H         I        K

L        M       N        O        P

Q        R       S         T        U

X        Y        Z         |         –

The commonly-used password for the dorms is IGNIS (which Salome worked out and tried to mark). The other passwords on this and the next floor may have to be brute-forced by the players, unless you want to include clues in the students’ notes. Suggested passwords for other doors are:

  • incendium
  • incensio
  • incensor
  • ardor
  • flamma
  • flammula
  • flagrantia
  • inflammatio
  • lux
  • lumen
  • iubar


The door leads to a carefully regimented dorm room, that all three of the unkeyed doors seemed to enter from different directions. If the party pulls the door closed behind them, the mage lights come on inside (staying dark outside). The lights are in a regular grid about head height around the walls of the room.

This room looks very regimented, with the remains of the student beds each lofted above a chair and table for study beneath (and high enough up that they’re shaded from the mage lights for easier sleeping). Only a few of them have crashed down from their lofts over time: the closed exterior doors seem to have cut down on the humidity significantly, so the beds and furniture are in reasonable condition for furniture that’s been in a dry environment for centuries. These beds seem to have been stuffed with a fairly course padding that’s decayed mostly to powder.

Emptied scrollshelves line the walls, and above them the murals in here demonstrate students doing rituals around glowing orange-yellow orbs (the flame orbs upstairs). Two additional closed and key-locked doors (with uncircled rune panels) are across from each other to the north of the room (making a total of five doors in this floor that are locked in a different style than the one opened). Owing to the density of furniture in this room, it likely takes a full party up to an hour to ransack this room for treasure.

Flame Dorms Note

On the bookshelf next to the west door, a stack of folios and a note from Salome sit (they are pages Salome assembled into some semblance of order from what hadn’t decayed on the level). The folios include a primer on how to attune to fire, and some lower-level fire-based spells and rituals (see the suggested spell list, later, using the level 1-3 ones). They must be deciphered from the Ancient Imperial and Magespeech.

This tower was sadly not archived properly. It’s hard for me to tell which scrolls were taken as the wolf mages abandoned the tower, and which simply decayed into nothing. I have not yet found any logs of the final days here, and I am merely assuming that the tower was abandoned with some haste but never actually conquered. Perhaps the mages were given an ultimatum to leave quickly, or perhaps they simply evacuated as the city was falling rather than trying to weather a siege. From what I have seen of the kitchens, they likely relied on the city for supply, so could not have been trapped long, even with their power. It is likely there were few of them left here, anyway: while there are many beds, I cannot imagine that dozens of magi would have been left in school as the war was going against the Northern Empire.

What I have found on this level, I have collected here for the Order’s later use. It is not much, and much of what remained was too ruined to read. I have tried to bind what was meaningful into codexes, and am beginning to draw some interesting conclusions.

While the Order’s classification places the arts of evocation and conjuration as neighbors, the magi of old seem to have seen no practical difference between them. Particularly as the wolves of this tower seem focused on the summoning of elementals rather than beings of the fae realms, they saw the arts as merely steps in the manipulation of greater and greater energy. In particular, the first codex I’ve assembled was made from surviving text from several identical books for the apprentices. It is likely close to a complete copy of the introductory text of the fire mages, used to explain the art on the walls. It details a method to attune oneself to fire, which they conceived of as the mechanism of causing objects to release their energy to the world.

I believe following these steps would instill one with a cantrip of Fire, which could be used as a bridge to understanding of the more complex texts in these books. However, the writings imply that elemental specialization was very important to their understanding of the praxis. Likely, attempting to attune to a second element would fail, or might even make it harder to use all attuned elements. I intend to look into the arts of the other floors before choosing a focus.

I have not yet been able to open the other doors. The others on this floor have keys, and may have different code phrases than the dorm doors, as must the doors in the floor above. It took me some burnings to puzzle out that IGNIS must be the code for this door. Mentions in what scraps I’ve found lead me to believe that the others are likely commands in Magespeech, but I do not have the fortitude to try too many at this time.

I believe that the other rooms on this floor are practice summoning chambers and possibly the Magister’s room. Those above likely lead to the fabled Flumes: legend says that this tower could blast attackers with torrents of flame from above.

Even such magics could not save them against the greater physical and mystical might of the Southern Empire, it seems.


I have taken some of the more advanced texts Salome left and stored them below for the time being. I would take them with me when I leave, but I must travel light and may find other treasures to walk away with. Besides… I am not sure Leberecht, my apprentice, is ready for the temptation they might provide him.


Fire Bonding Cantrip (Int)

Fire releases Energy. This cantrip allows the caster to cause a flammable object to burst into flame.

The normal application causes heat to burst from an object that the caster touches, sufficient to instantly ignite cloth, paper, kindling, extremely dry wood, or the like. An unwilling, animate target may make a saving throw to dodge out of the way or otherwise spoil the casting. Against such a target, the effect immediately deals 1d4 fire damage, and burns for an additional 1d4 on your action every round until the target takes an action to douse the flame (or all clothing is burned away). A target can only suffer from one casting of this cantrip at a time.

By taking a penalty to the casting roll, the caster may increase the intensity and/or range of the flame. For each -1 penalty, the caster may affect a subject five feet further away, simply gesturing at the intended target. For each -2 penalty, the effect can ignite more difficult materials, and the damage increases by a dice size (to a maximum penalty of -8, which deals 1d12 and can ignite green wood).

This effect cannot be maintained to generate heat or melt a target over subsequent rounds: it simply sets a fire or does not, based on the flammability of the target, and subsequent burning is based on the available fuel.


Performing a thorough tossing of the dorm, the party can find:

  • 65 cp, 28 sp, and 3 gp in ancient vintage
  • Seven small ceramic pots that are full of dust but still have a faint whiff of aloe vera
  • Three non-magical white pearls of sufficient size to use for spell components
  • A small, non-magical decorative dragon made of red gold, probably worth 50 sp just from metal value alone; it’s designed to hug onto a rod or staff
  • A steel key with a red gem embedded in the head that detects faintly of magic and looks like it would fit the locks on this floor (deeply buried in someone’s mattress)

(The other doors need the key and a different password to open.)

Teacher’s Room

This larger private room contains a bed and shelves. In addition to 400 sp worth of miscellaneous art furnishings too heavy to move (worth up to three times that to a collector of ancient Imperial art), a two-gallon covered steel pot contains a flame-retardant dust that can be applied as a body-covering to provide the wearer Fire Resistance 2 for eight hours, or used to extinguish a fire it’s thrown at (up to a 5 foot square; deals 2d6 damage to a creature made of fire). Each such use requires approximately a double-handful of dust, so there are approximately 30 uses within the pot.

Summoning Rooms

These ornate summoning circles are embedded in the floor, and provide a bonus to attempting to summon beings from the plane of Fire.

Floor U3 (Fire Orbs)


The third floor is dryer than the lower floors, and has no immediate exterior windows. The mage lights are almost blindingly bright after leaving the dimness of the previous floor. Some of the paint on the walls has survived, and they seem to be abstract murals of warm colors in shapes reminiscent of flames.

The floor at the landing of the stairs has a couple large burlap sacks of years-old straw laid out in front of them. The straw has rotted down to almost nothing, but there’s faint evidence of a human-shaped imprint in the bags, as if someone used them to sleep, feet pointing towards the upstairs. (Salome filled them with straw and was using them as cushions to land on while trying to figure out the puzzle stairs. The straw is now over a decade old and largely rotted.)

The immediate door has an identical brass plate with no obvious markings as to which letters to touch, but it has been spiked open by an iron nail that shows only faint signs of rust. The entry room and hallway both feature sagging scroll shelves that appear to have been emptied rather than just deteriorating. The wear pattern indicates that some were vacant for centuries, while others might have been emptied relatively recently.

The two doors at the end of the hall feature brass letter plates with no obvious clues, and no spikes. Perhaps the previous order mages never got them open.

The next flight of stairs has the first seven steps divided into three sections each of alternating colored stone, with the eighth step a whiter stone than the normal steps, all in one piece. (See Trick Stairs, below.)

Flame Orb Rooms

Each wall of the tower has a small room that is large enough to contain an enormous orange glass orb before an open archway. The archway is protected by a plane of force, but this does not protect against fire- or heat-based attacks. Anyone that knows the Fire Bonding Cantrip can use it to activate an orb and use it to blast a line of fire up to 300 yards away from the tower (or far enough outside the city walls to give a very bad day to a besieging army). This ray can be tuned to do 3d6 fire damage per round to a single target (Reflex save to dodge out of the way) or 1d6 fire damage per round to a 20-foot radius (Reflex half). This takes some experimentation to get right and is very visible from the ground. The orbs can also be tuned to just produce a focused beam of light that can be used to communicate visually with targets far in the distance, particularly at night.

North Rooms

These rooms were used for communication with the rest of the Empire, and contain shelves of observations and communications that have mostly faded to illegibility. Weeks of study by someone who speaks Ancient Imperial and has a good sense of geography could uncover some details about troop movements and strongholds in the ancient Northern Empire that might give clues as to ruins and battlefields to the north.

Statue Room

This statue appears to be a very tall wicker man, and the room is full of strange thorny growths. The statue is very dry and easily ignited by magical fire damage of at least 1d4, at which point it begins roaring from within with flame that deals 2 fire damage per round to everyone in the room. If not on fire, at the end of each round everyone within the room is attacked by the thorny growths: +5 to hit, 1d6 damage, and the attacks are Magical and Puncturing.

Those meant to be in here would light the statue rather than suffer the thorns.

East Rooms

These rooms seem little used, as there weren’t many threats from or allies to the east. The table contains a few old faded texts describing interesting celestial phenomena and cool sunrises.

South Passage

These rooms seem to be the focus of the defense of the kingdom, and include a mostly-preserved war room and many shelves for documentation. As with the north rooms, weeks of study with Ancient Imperial and a good map or knowledge of geography could turn up some interesting information about the final days of the war with the old Southern Empire and potential locations of battlefields and ruins.

Trick Stairs

Detecting traps reveals no explicit traps. The stairs are the same stone as the tower, but painted with some kind of pigment that’s proven much more durable than whatever was on the walls.

There is a faint musical note when someone steps on any stair segment. It sounds trumpety, and comes from above. (If any of the PCs have musical training, they can identify that colors closer to red are deeper notes and those closer to violet are higher, essentially playing a musical scale from red to violet.) The sound doesn’t appear loud enough to be heard outside the tower, even in the dead of night.

If anyone steps on the white stair (or tries to jump over it) without hitting the notes in the correct order, a discordant note sounds accompanied by a strong (but not especially loud) rush of air, shoving them back (i.e., why Salome had the cushions; with them decayed, the falling character takes 10 feet of falling damage without some kind of check to land softly or allies checking to catch the falling PC).

To get up the stairs successfully, a climber must step on, in order, Red -> Orange -> Yellow -> Green -> Blue -> Indigo -> Violet -> White (this requires some backtracking). The rest of the stairs up don’t play notes.