Help me fill up a vampire's tower

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First Post
My players are about to embark on a quest to retrieve a weapon from an old (but quite dead-dead) Vampire Lord's tower and I'm having trouble filling it out with dangerous denizens and traps.

Some info on the party and the local.
Sun Elf Wizard 14
Gnome/Dwarf Rogue 13
Half-Orc Fighter 12
Human Druid 12
Human Cleric 12 (NPC)

The tower in question is built high up in a mountain range. There are two sections to the tower, the upper levels (which is the actual tower) and the lower sublevels. The upper levels are accessable only by Levitate or Fly spells, thus there are no stairs. The lower levels constitute the more traditional dungeon.

The Vampire Lord who built the tower was once the head of the ruling family of vampires. He was also a pretty powerful spellcaster (think, 19 or 20th level), but he's also been very dead for a long time.

Books I have access to:
Core 3.5 Books
Creature Collection 2
Tome of Horrors
Fiend Folio
Monster Manual II
Book of Vile Darkness
Draconomicon
Book of Exalted Deeds
Tome and Blood
Savage Species


Other pertinent info:
Most likely, there will be lots of undead and constructs in the place, probably with a few extraplanar foes and/or elementals.

So if anyone can help me populate this place with denizens, traps, and rooms, I'd be much obliged.
 

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A room with two iron golems in it where a pair of maximized fireballs goes off every third round (healing them for 40 hps each). And in the intervening rounds make it elementally substituted (maybe acid and then sonic) fireballs to keep the PCs on their toes :)
 

Some random thoughts and questions.

Arcane or Divine caster? Or both?

I ask because some magical traps that might be lying about involve Glyphs of Warding that hold Bestow Curse spells (alternating -4 to all rolls and -6 to one ability - I prefer wisdom or constitution), or Greater Glyphs of Warding holding heightened Bestow Curse spells.

Traps that summon demons or devils are always nice. Any summonings, for that matter.

Trapped celestials found in summoning chambers might make for an interesting encounter - especially if the celestial has gone a little loopy during its imprisonment.

Is there room for a former garden around the castle, that could now be inhabited by mean plant monsters, and maybe a crazed druid or two?

Perhaps a lesser vampire has moved in and claimed the area as his own. He might even have adopted the name of the tower builder. This might just scare the wits from your PCs. Or not. This lesser vampire might even be of the same family.

Tome of Horrors contains rot grubs. As rot grubs like rotting flesh, is it not possible that they have small colonies on certain corporeal undead, like zombies and wights? For that matter, colonies of yellow, brown, or russet mold on corporeal undead can shake things up and use lots of resources. Especially the mold.

Glyphs and symbols engraved on the chest plates of stone or iron golems can prove ugly. As can golems in gas-filled rooms.

Some rooms to include are libraries, an observatory/conservatory (likely at the top of the tower), labs, crypts, vaults, cells for prisoners, a torture chamber, guest rooms (to include a kitchen and lavatories) for living guests, secret passages for quick egress.

Rooms that are accessible only through being in gaseous form might work (small holes bored through stone, for example).
 

Go buy Heart of Nightfang Spire. Read carefully. Apply liberally. Result: Dead (and/or fleeing) PCs. HoNS is considered one of (if not) the toughest of the Adventure Path modules. It's considered a meatgrinder (read Wulf Ratbane's story hour for an idea), but I like it. I mean, c'mon, who doesn't like girallons? :]
 

You want Barbarian Girallons advanced to twice their normal base HD. Heart of Nightfang Spire is your friend. Unless you happen to like the PCs.
 

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