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

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Wildmagiebrandpunt. Telkens als Vaelric een spreuk werpt van niveau 1 of hoger, gooi 1d20; bij een 1 of 20 activeert een willekeurig wildmagie-effect naast het normale effect.
Chaotische Weerstand. Wanneer Vaelric een redding tegen een spreukeffect faalt, kan hij die eenmaal herwerpen door 5 trefpunten psychische terugslag te nemen.
Legendarische Weerstand (1/dag). Als Vaelric een redding faalt, kan hij ervoor kiezen deze te laten slagen.
Multiattack. Vaelric doet twee Wildvonk-aanvallen, of werpt één spreuk en één Wildvonk.
Wildvonk. Ranged Spell Attack: +9 om te raken, bereik 60 voet, één doelwit. Treffer: 21 (6d6) schade van een willekeurig type (koud, vuur, bliksem, force of necrotisch).
Wildmagie-Uitbarsting (Recharge 6). Vaelric ontlaadt opgehoopte chaos in een straal van 20 voet. Elk wezen daar moet een CON-redding doen (DC 17) of 27 (6d8) gemengde schade oplopen en een willekeurig bijeffect ondergaan (bij succes halve schade, geen bijeffect).
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.
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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.
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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.
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