The Tower of Master Vaelric Conqueror
HomeLibrary › The Tower of Master Vaelric

The Tower of Master Vaelric

The tower of Vaelric appeared overnight, and it breaks every rule

Master Vaelric, Focus of Wild Magic
The Adversary
Master Vaelric, Focus of Wild Magic
broken archmage (chaos-magic avatar) · CR 13

A man whose skin glows from within as wild magic spirals out of his eyes and mouth.

Show stat block
Master Vaelric, Focus of Wild Magic
Medium humanoid (human), broken by wild magic, Chaotic neutral
Armor Class 18 (magical shield of wild energy)
Hit Points 212 (25d8+100)
Speed 30 ft., hover 20 ft. (magic)
STR10+0
DEX16+3
CON18+4
INT20+5
WIS14+2
CHA16+3
Saving Throws Int +10, Wis +7, Cha +8
Skills Arcana +15, Perception +7
Resistances & immunities force and psychic damage; resistant to all damage except crushing
Senses truesight 60 ft., passive Perception 17
Challenge 13 (10,000 XP)
Traits

Wild Magic Focal Point. Whenever Vaelric casts a spell of 1st level or higher, roll 1d20; on a 1 or 20, a random wild magic effect triggers in addition to the normal effect.

Chaotic Resistance. Whenever Vaelric fails a saving throw against a spell effect, he can reroll it once by taking 5 psychic backlash damage.

Legendary Resistance (1/day). If Vaelric fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Vaelric makes two Wildspark attacks, or casts one spell and makes one Wildspark attack.

Wildspark. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 21 (6d6) damage of a random type (cold, fire, lightning, force, or necrotic).

Wild Magic Eruption (Recharge 6). Vaelric releases pent-up chaos in a 20-foot cone. Each creature in the area must make a CON saving throw (DC 17) or take 27 (6d8) mixed damage and suffer a random side effect (half damage and no side effect on a success).

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

Yesterday the ridge was empty. This morning there stands a tower of black glass and twisted stone, taller than the village steeple, arcane sigils glowing softly in every window. All around, reality breaks: the brook flows uphill, the wheat withers to ash in a single night, and the air crackles with residual magic that stands your hair on end. The wizard who lived here has been missing for six months.

Inside, his experiments rage on without their master. A single arcane lift carries you upward, and only upward, each floor a trial spun out of control: chambers where gravity tilts, a library where the books fight back, a laboratory where time stands frozen around a half-finished spell. The tower itself seems to breathe, and it knows you are here.

You climb floor after floor, unravel the rune puzzles that seal each door, tame runaway guardian constructs, and reconstruct from scattered notes what in the world the master was attempting. A nervous apprentice begs you to stop, but the lift knows only one direction.

At the top, it turns out the wizard stretched his power too far: he tore a hole to the wild source of all magic and was taken over by it. Now he is Meester Vaelric, Focal Point of Wild Magic, a man whose skin glows from within as chaos magic spirals out of his eyes and mouth, and he uses the tower as an anchor to sink his teeth into this world. Vaelric expected you, because he needs hands to close the final rune, or to open it wide. To save the region you must break the spell as reality shatters apart. The climax is a duel in a chamber where the laws of nature change every round.

Look inside

The first 6 of 21 pages — exactly what's in the PDF. Click to enlarge

Ambience playlist

Hit play and just stay on this page.

Frequently asked questions

What language is this adventure in?

This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.

Which edition is it for?

The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

What do I get after buying?

An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.

How long does it take to play?

A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.

What if I'm not happy?

Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.

Related adventures

The Heist of the Nihil CasinoThe Heist of the Nihil CasinoThe Skyfleet of Admiral CorvenThe Skyfleet of Admiral CorvenThe Ball of the Moth MarchionessThe Ball of the Moth MarchionessThe Night Train to MortenholtThe Night Train to Mortenholt
This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.