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A mountain top magic school with a tower to test the mettle of the graduates against various traps, monsters, and magical obstacles. · Medium · Medium

The Sublimation Chamber

Ascend through the fires of trial or remain forever in the shadows of the unlearned.
Rooms
8
Foes
9, CR 1/4 to 7
Traps
2
Treasure
18,700 gp
12345678Entrance
Select a room on the plan to open it.

The party is in

1. The Hub of Zenith


Seen


Something wanders by


At a glance

The threat

The Warden of Wavelengths, a sentient arcane construct, monitors the entire floor from a central ley line node.

Wandering monsters (1d2)

  1. 1

    1d4× Static PhantomCR 3

    When: Players spend more than 10 minutes in a single room.Blue, crackling ghosts that feed on the noise of footsteps.
  2. 2

    2× Arcane Sentry OrbCR 1

    When: A trap is successfully triggered.Floating brass orbs that fire low-damage force beams to slow down intruders.

Rooms

8
1

The Hub of Zenith

secret

What they see

Read aloud

The primary entrance and nexus of the floor, featuring a massive vertical shaft that drops thousands of feet to the academy below. Three massive doors, each sealed with a different elemental sigil, lead to the radiating wings.

Features

  • A 30-foot wide central vertical shaft with no railing
  • Elemental sigils on doors: Fire, Frost, and Lightning
  • Floating marble platforms that drift slowly between doorways

What the GM knows

Room secrets · GM only

Notes

To enter the Wing of Logic, a character must cast a fire spell on the red sigil. The Wing of Might requires frost, and the Wing of Sacrifice requires lightning.

2 doors: N (locked), S (normal)

The place

What it is

A high-altitude testing ground located near the peak of the Apex Spire, designed to push magic graduates to their physical and mental limits.

Atmosphere

The chamber smells of ozone and old parchment.

The threat

The Warden of Wavelengths, a sentient arcane construct, monitors the entire floor from a central ley line node.

History

Established by the First Archmage of the Argent Academy, this chamber served as the ultimate filter for the graduating class.

Rumors

1d4
Roll a rumor

  1. 1The Sublimation Chamber was once used to exile students who were too talented for the faculty's comfort.
  2. 2They say if you jump into the central shaft without a spell, the mountain itself catches you - for a price.
  3. 3A legendary staff is hidden at the very top of the spire, guarded by a ghost of light.
  4. 4The runes on the walls are actually the names of every student who failed the final test.

Plot hooks

2
RescueThe Failed GradA wealthy merchant's daughter entered the tower for her final test three days ago and hasn't returned.From: Lord Elenor VaneReward: 1500 gold and a Letter of Recommendation to the Arcanist's Guild.
InvestigationThe Ley Line LeakThe academy's power is fluctuating wildly, and the source seems to be the Warden's malfunction in the Sublimation Chamber.From: Master Artificer KrellReward: Choice of two rare magic items from the academy vault.

Corridors

2
  • Connecting the Hub to the Wing of Might

    Walls that are perfectly smooth and white, making footsteps echo loudly.

  • Connecting the Hub to the Wing of Sacrifice

    Narrow ledges where the marble has been replaced by solid light, allowing a view of the academy levels below.

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