Conquered a wizard's tower and now ? [Archive] - Wizards Community

Post/Author/DateTimePost
Whity

04-08-04, 11:03 AM
Greetings,

on the last session we conquered the tower of an evil wizard. We decided to stay there for a while ... :D
Now I want to here from you clever advices what to do with it ...
Any suggestions what to build and so on.
By saying any, I mean any :D It's all the same if they are power-gaming-suggetions / min/maxer-suggestions, role-play-suggestions ... ANY !

To the facts:

The tower has 3 floors:
We don't have a building plan of the tower, but i know it has
- weapon chamber
- bedroom of the wizard
- laboratory
- working room
- "defense-room"
- lobby
- huge dining room
- fight-train-room

The tower has several Defense-devices

We are a rather big group: 7 Players 1 DM ...
1 Human Fighter
1 Human Cleric ( Pelor )
1 Human Rogue
1 Human Paladin
1 Half-Orc Barbarian
1 Gnom Sorceror
1 Halfling Bard <- Me

we are all around level 2-5

For my bard I thought about a music-room ... I'll buy a piano and all those huge instruments ...

Do you have any other suggestions how to improve our live in the tower / how we can improve our abilities or something ? Any rooms we can build ?
----------------------------------------------------------
p.s: Does my english sound very ugly ? :confused: Sorry but I'm not from that country ;P
Anthor Del Niera

04-08-04, 11:10 AM
Your english is really very good. Don't say "is my english ugly" though. Ask "Is my English bad?" Other than that, impeccable.

A music room would be nice; fix up the things you smashed on your way in. Work on getting reinforced walls and doors and such.

As for defense, you can't go wrong with boiling oil. Arrow notches. Stuff like that, that wouldn't normally be in a wizard's tower. Have the neighbors over for dinner. Make allies.

How well does that party get along? Because you might want to get some more bedrooms; a single bed for seven people can get awfully cozy!

Can't think of anything else at the moment, but I'll keep at it. Hope this helps.
Seeker95

04-08-04, 12:34 PM
7 adult PCs in a 3-story tower seems a bit cramped, especially when there is only one bedroom. So in recommending some building options...

Build a manor house in conjunction to the tower. The Stronghold Builder's Guide has exactly the guidelines you need to plan, price and construct such a tower. If you make the manor house two or three stories, it can connect to the tower at each floor, giving your party rapid access to living and working quarters.

The SBG also has advice and ideas for incorporating magical defenses into the construction -- defenses that would appeal to each of your PCs.

Some additional rooms / alterations to consider, based on the make-up of your party:
Ballroom / Theatre (for the Bard)
Prayer Room (for the Cleric and Paladin)
Arboretum (for the Barbarian)

Lastly, if you want a quick access floorplan for the tower, ask your DM if it is appropriate for you to use the one provided by WotC in the Map-a-Week section of the website: Wizard's Tower (http://www.wizards.com/default.asp?x=dnd/mwa/archive2003)

(Scroll halfway down the page)
Not a monkey

04-08-04, 03:18 PM
First off, I'm impressed that level 2 to 5 characters were able to take down a wizard that can afford a tower.

I agree with everyone else that you need living quarters. At the very least, pallets in the dining hall, since it's so huge.

I wouldn't be too quick to live in the wizard's laboratory, workroom, or even private bedroom. Just because he's dead doesn't mean there aren't nasty things left running. I'd set up in the dining room and lobby, until the cleric, sorceror, and bard (bardic knowledge is very helpful here) can check the other rooms out thoroughly. Maybe even get some higher-level help if you can find a friendly wizard.

At first I'd worry more about threats from inside than outside. Not many people are stupid enough to mess with a wizard's tower (unlike yourselves) and it will take a while for word to spread that it's under new ownership.

If you guys are really devious bastards, when visitors come calling the rogue, with help from the sorceror, can try to pose as the wizard, still living there.
Whity

04-08-04, 04:32 PM
damn I wrote about 200 pages and when I wanted to post it a failure message appeared ... I'm going to cry now
------------------------------
Thank you for your suggestions ! :bow:

I especially like the theatre idea, although nobody will come ... but that does not keep my bard from talking all the time :D

Now the short edited version of my post :(

Conquering: You are right wondering about us low-level-chars conquering the tower, but it is the first campaign of our DM ... We rushed in and we had awfull luck with our dices, which made him cry for the hole evening ;) ( veni vidi vici )
----------------------------------------------
location: The tower is placed in the mountains
-----------------------------------------------
Sleeping possibilites: I think there will be more sleeping possibilities, because the bedroom is the bedroom of the wizard, but his guards had to sleep somewhere to ... ;)
-----------------------------------------------
Traps: I don't think there will be a huge amount of deadly traps, because there weren't any as we rushed in the tower ... otherwise, the rogue will relea... find the traps ...
------------------------------------------------
lack of information: We finished the session right after I ( level 2 halfling bard ) killed the wizard with a shot of a small crossbow ( sorry I had to mention that ) because it was pretty late/early ;)
so we neither have a sketch of the tower nor did we explore the rest of the tower ...
--------------------------------------------------
Stronghold Builders Book: We don't own it :/ But I think we will manage things like building costs in another way ( like common sense ;) ) The only thing I need is ...
--------------------------------------------------

... any other suggestions ? :)
*copy&post* :censored:
Willie the Duck

04-08-04, 07:12 PM
The problem with low level characters with towers, keeps, castles and such, is that, without access to the leadership feat, you have no one to leave there while you are adventuring. As hard as it is to keep a tower (as it was for the wizard), it is even harder to do when you aren't there.
Ogre4Hire

04-08-04, 08:37 PM
It also costs quite a bit of gold to keep it running. Realistically, at your level, I'd consider finding someone to sell it to, since a pre-made tower is worth a lot of gold.

Now, everyone has noticed that sleeping arrangments will be tight with seven people in the same bedroom, but they seem to have forgotten the even worse problem they will encounter: Have you ever had seven people trying to use the same bathroom?:mymy:
Whity

04-09-04, 08:47 AM
Hm ... selling is also a great idea ... because we will be rich !!! :drool: :schemes: :king:
Wait, I got a great idea ... we search a small evil wizard, sell it to him, then we buy a lot of equipment and conquer it again ... then repeat it and repeat it and ... ;P
----------------------------------------------------------------------
I think it depends on our DM if he wants us to keep the tower or not ...
Willie the duck:
I think leaving the tower is not the problem, because we got some allies there. We killed the wizard, because he drove away a small dwarven city ... one of the dwarfs travelled with us and he is now going to the wise guys of his race and report it ... Also the tower has a tunnel directly linked to the dwarven town ... So we suggested to share the tower ...
As I said it is the first campaign and even the first time the DM plays a RPG ... so it is quite normal that some kind of weird things happen ... but I forgive him :)
----------------------------------------------------------------------
Since the group/the DM is more or less hack&slay oriented I'm not sure if problems like sharing a bathroom will appear ... because none of us has ever washed himself ... :rolleyes:
I regret that, but fortunately I play in another group, where the special attention is payed to roleplaying :)
That is why I want some suggestions for building rooms, to show the other Players that their characters have a life beside killing monsters and that they therefore make themselves thoughts about their heroes ...
-----------------------------------------------------------------------
Arbitrary Aardvark

04-09-04, 10:43 AM
Originally posted by Willie the Duck
The problem with low level characters with towers, keeps, castles and such, is that, without access to the leadership feat, you have no one to leave there while you are adventuring. As hard as it is to keep a tower (as it was for the wizard), it is even harder to do when you aren't there.

Not true, you can always hire people to take care of it. However, their loyalty may vary...
Ringmereth

04-10-04, 09:24 AM
Hmm.. if you have dwarven allies perhaps you could convince them to take care of the tower when you aren't there and also expand it so there's room for everyone. Get extra bedrooms, but skip the theatre and all the other class-based stuff until you reach a higher level, when it might actually be useful. Until then, stick with expanding the existing training room. You could consider renting out your tower to some local wizard, if you're going to be gone for long periods. He/she could take good care of the tower, and you'd get a bit of gold as well.
Ramius_Mordale

04-10-04, 10:13 AM
Hmm... ah I wouldn't sell it to an evil wizard cause he would probably just kill you guys before he moved in, if he even bothers to buy it from you. Why don't you guys say give it to a good wizard, earn an ally, plus you could possibly convince him to say put you up for the night if you happen to be back around these parts someday. Big benefit for everyone if you have a fairly high level wizard willing to identify items for free of charge. :) Just a thought. ;)