The Unfortunate Sorcerer’s Apprentice

Fables and Legends return with a new one-shot adventure set in Sliberberg. This time the Sorcerer’s Apprentice gets the twisted treatment. Although these days the tale is best known for its Fantasia adaptation, it actually a classic German folktale. In personal adaptation, thing are a little bit more hectic inside the tower, the unfortunate apprentice Connor has, through no fault of his own, unleashed chaos inside Phineus Glimmerglow tower and it is up to the players to help him fix everything before the master returns home.

Background:

Archmage Phineus Glimmerglow, a respected figure in the magical community of Märchenweltgrenze, recently faced a personal tragedy with the passing of his wealthy uncle. Glimmerglow, grief-stricken and burdened with family matters, had to leave his home in Sliberberg, entrusting his prized tower to his young and promising apprentice, Connor O’halien.

The tower, a marvel of magical architecture, housed Glimmerglow’s months-long experiments and a vast collection of miniature magical creatures in a menagerie. Connor’s responsibilities included tending to these experiments, which ranged from gathering materials from the magical creatures to managing the wild magic condenser and advancing the studies of the temporal field generator.

However, three days ago, chaos erupted within the tower. While working in the alchemy lab, Connor found himself dealing with a hungry and impatient Diamantbán, a puppy-sized white dragon. Focused on a delicate task involving a magical concoction with explosive potential, Connor couldn’t attend to the dragon’s needs. In an unfortunate turn of events, Diamantbán’s impatience led to a catastrophic accident. The mixture meant for stabilization was knocked into the main pump of the tower’s cooling system, triggering a cascade of events.

The once-stable environment of the tower devolved into mayhem. Water and water elementals from the Plane of Water flooded the tower, causing the cooling system’s failure. As a result, various experiments, including the wild magic condenser, began to malfunction. The condenser, overheated, released wild magic steam into the tower, amplifying the chaos.

Amidst this turmoil, Connor O’halien now finds himself shrunk to a mere three inches, navigating a world of oversized magical threats within the tower. Meanwhile, Diamantbán, the catalyst for the disaster, is trapped in a room that can barely contain his now dragon-sized form, with his body parts protruding through doors.

As the magical waters from the tower cascade into the royal palace in Sliberberg, the players are drawn into a web of mystery, danger, and the intricate demiplanes of Archmage Glimmerglow’s tower. It’s now up to them to unravel the chaos, rescue the apprentice, save the dragon, and restore order to the Märchenweltgrenze.

Adventure Start:

The players, whether waking up to a flood within their upper city property or summoned urgently by King Fredrick, find themselves confronted with a peculiar and alarming sight. The source of the inundation becomes apparent as the water flows relentlessly from the once-stately tower of Archmage Phineus Glimmerglow, a needle-thin structure that now seems to be the epicenter of magical chaos.

Read Aloud:

As you approach the tower, its slender form stands against the backdrop of the fey city, water cascading down its sides like a mournful waterfall. Two watchmen, tasked with maintaining order, clumsily attempt to rope off the area with striped cordons. One is a befuddled bugbear in a comically ill-fitting uniform, his bewildered expression betraying a lack of understanding about the situation. The other, a goblin with a helmet that seems a size too large, scampers nervously about, avoiding the rising water as best as he can.

The goblin eyes your approach, a distressed look on his face, “Ah, you lot! It’s a mess in there, and my brand new boots are ruined. Ruined, I say! You’d better get in and sort this out before the whole tower collapses or something. And mind the boots, mind them well!”

Dungeon Master’s Guidance:

As your players engage with Sergeant Colhan and Corporal Knobs, keep in mind the distinctive personalities of these two watchmen. Feel free to use the banter between them to inject moments of humor into the scene. Here’s a guide on how to roleplay Sergeant Colhan and Corporal Knobs:

Sergeant Colhan:

  • Demeanor:
    • Constantly befuddled, but well-meaning.
    • Offers a warm and friendly greeting to the players despite the chaos.
    • Expresses concern for the safety of everyone involved.
  • Dialogue:
    • Use simple and straightforward language.
    • Frequently pauses mid-sentence as if struggling to find the right words.
    • Repeats information to make sure everyone understands.
  • Information:
    • Shares the discovery of the flood during their morning rounds.
    • Describes the tower as “well, sort of like a bag that’s bigger on the inside, you know?”
    • Relays their hasty retreat after encountering a roaring, book-laden entity inside.

Corporal Knobs:

  • Demeanor:
    • Nervous and weasel-like.
    • Constantly fidgets with his ill-fitting helmet.
    • Complains about his ruined boots and bemoans his misfortune.
  • Dialogue:
    • Uses exaggerated language to express distress about his boots.
    • Speaks quickly and nervously.
    • Frequently interrupts Sergeant Colhan with complaints.
  • Information:
    • Explains how the flood ruined his “brand new boots, shiny and all!”
    • Details their encounter with the walking pile of books, exaggerating its size and ferocity.
    • Provides a comically exaggerated account of the tower’s interior, weaving in imagined rooms and creatures.

Banter Between Them:

  • Friendly Jabs:
    • Sergeant Colhan might tease Corporal Knobs about his complaints.
    • Corporal Knobs may playfully accuse Sergeant Colhan of getting them into trouble.
  • Coordinated Storytelling:
    • Their banter should enhance the overall narrative, with each adding their unique perspective to the tale.
    • Encourage improvisation to keep the banter light-hearted and entertaining.

The Luxurious Garden:

Read Aloud:

As you step through the grand front doors of Archmage Glimmerglow’s tower, you are met with a sight that defies the very confines of the needle-thin exterior. Before you stretches a breathtaking expanse—a luxurious garden within what feels like a colossal greenhouse. The vibrant greenery, exquisite topiaries, and grand statues of Archmage Glimmerglow himself create an otherworldly atmosphere.

Oddly, despite it being morning outside, the garden is bathed in the warm hues of mid-afternoon. The air is filled with the sweet fragrance of magical blossoms, and the distant sound of chirping birds is accompanied by an enchanting symphony of various unseen creatures.

Your attention is drawn to a walled-off section of the garden where a cacophony of roars, growls, and peculiar calls echo through the air. A griffin, the size of a housecat, takes flight from the garden, soaring towards the walled-off area, leaving behind a trail of sparkling feathers.

Encounter Details:

As the players explore the garden, they find themselves surrounded by towering topiaries and intricate statues of Archmage Glimmerglow, frozen in various poses of contemplation and spellcasting. The size of the greenhouse, in stark contrast to the tower’s exterior, adds to the surreal nature of the demiplane.

Noteworthy Features:

  1. Gauche Topiaries: Strange, whimsical shapes crafted from magical plants line the garden paths, resembling fantastical creatures and abstract forms.
  2. Statues of Phineus: Grand, lifelike statues of Archmage Glimmerglow are scattered throughout the garden, capturing his essence in moments of magical contemplation.
  3. Time Anomaly: Despite the apparent morning outside, the garden basks in the perpetual mid-afternoon glow, creating an otherworldly sense of time.
  4. Walled-off Section: The source of the commotion lies beyond a high, enchanted wall. Various roars and strange calls emanate from within, indicating the presence of magical creatures.

Menagerie Mayhem:

Read Aloud:

As you approach the walled-off section of the garden, you find yourself surrounded by little pens and cages, each just the right size for creatures no larger than a dog. The cacophony of roars and growls reaches its peak as you witness a peculiar scene: an upturned teacup skittering across the ground, propelled by a flurry of paws and wings.

A dog-sized manticore, a miniature griffin, and two giant frogs give chase, their movements mirroring a chaotic dance. The teacup moves with erratic speed, dodging their attempts to catch it. Amidst the chaos, a tiny voice calls out faintly, almost drowned by the uproar. “Help, help me, please.”

Encounter Details:

The walled-off area is a miniature menagerie, with each pen and cage containing a magical creature no larger than a dog. The chaotic chase involving the upturned teacup suggests that something has gone amiss, and a closer inspection reveals the tiny figure of Connor O’halien desperately clinging to the cup.

Noteworthy Features:

  1. Pens and Cages: Each enclosure houses a unique magical creature—miniature versions of manticores, griffins, and giant frogs.
  2. Chasing Chaos: The escaped creatures are engaged in a spirited pursuit of the teacup, creating an amusing yet hazardous spectacle.
  3. Connor’s Call for Help: The highest passive perception player hears a faint voice emanating from the teacup, pleading for assistance.

First Encounter Objective: Save Connor:

Approaches to Save Connor:

  1. Direct Intervention: Players can attempt to intervene directly, using spells or other means to subdue or distract the pursuing creatures.
  2. Strategic Distraction: Clever players might opt for a more strategic approach, trying to divert the creatures’ attention away from the teacup.
  3. Communication: Engaging with Connor verbally might provide insights into the situation and offer potential solutions that don’t involve direct confrontation.

Outcome of Creature Interaction:

  • If players attempt to attack the creatures, they immediately flee, scattering to different locations within the garden.
  • If players successfully distract or intervene, the creatures lose interest in the teacup, allowing Connor to emerge from his improvised shell.

Connor’s Gratitude: Once saved, Connor expresses his gratitude, explaining that the creatures escaped during the chaos in the tower. He sought refuge in the teacup to avoid becoming the creatures’ plaything. Connor then reveals the dire state of the tower’s magical machinery and the urgency of restoring order before more calamities unfold. The adventure’s next steps hinge on the information gathered from this encounter and Connor’s plea for assistance.

Connor’s Revelation:

As the players successfully rescue Connor from his precarious teacup refuge, he breathes a sigh of relief, gratitude etched across his face. Once the initial chaos subsides, Connor takes a moment to gather himself and then turns to the players, urgency in his eyes.

Connor O’halien: “Thank you for that, truly. Now, let me fill you in on the mess we’re in.”

The Tower’s Crisis: “See, the tower’s cooling plant, crucial for maintaining the stability of almost every magical device, is kaput. The plane of water, our source for cool water, is leaking into the tower. Lightning generator, wild magic condenser, forcefields for the menagerie cages—it’s all tied to that cooling system.”

Critical Steps to Fix the Tower:

  1. Metal from the Basement Store Room:
    • Challenge: Flooded basement with a tentacled creature.
    • Objective: Retrieve essential metal components for the new cooling plant.
  2. Plans from the Library:
    • Challenge: Library filled with water elementals.
    • Objective: Secure the plans detailing the tower’s cooling system.
  3. Fabricate a New Cooling Plant:
    • Challenge: Cast and se the Fabricate spell.
    • Objective: Assemble a new cooling plant on the opposite side of the garden.

Additional Challenges:

  • Beast Capture: Round up the escaped magical creatures.
  • Size Issue Solution: Retrieve a recipe from the library and alchemy lab to address size discrepancies.
  • Shutdown Malfunctioning Equipment: Navigate through malfunctioning areas to restore order.

Escalating Threat: As Connor finishes his explanation, the sun outside begins to intensify, casting a harsh and hotter glow on the garden. Connor’s expression turns grim.

Connor O’halien: “The garden’s fire elemental heat lamp is starting to break down. If we don’t hurry with the cooling system and those fire elementals break out, we’re as good as dead. Time is of the essence. Let’s get to work, my friends. The fate of Märchenweltgrenze hangs in the balance.”

The Basement Abyss:

Read Aloud (Introduction):

As you descend the creaking stairwell into the abyss below the tower, an oppressive darkness envelopes you. The air is thick with the scent of dampness and a peculiar, otherworldly musk. The sound of dripping water echoes through the pitch-black space, creating an unsettling symphony. Your feet make contact with cold, submerged ground as you realize that the basement is flooded up to the ceiling with an unknown substance.

The only illumination comes from faint magical glows of the players’ equipment, revealing a maze of rooms and corridors. The oppressive silence is occasionally shattered by the unsettling squelching of something large with tentacles lurking in the depths below.

Encounter Details:

Objective: Retrieve the magical metals for the cooling system located on the first level of the flooded basement while navigating the maze, avoiding or fending off lurking tentacles, and moving a contraption blocking access to the metal storage.

Challenges:

  1. Navigating the Maze (Survival or Intelligence Check):
    • DC 14: Determine the correct path through the maze, avoiding dead ends and potential hazards.
  2. Avoiding or Fending Off Tentacles (Dexterity Saving Throw or Strength Check):
    • DC 16: Sidestep or resist tentacles that emerge from the submerged lower levels of the basement.
  3. Moving the Contraption (Strength Check):
    • DC 18: Clear a path to the metal storage by moving a collapsed contraption blocking the way.
  4. Finding the Right Magical Metals (Investigation Check):
    • DC 15: Identify the correct storage area amidst the submerged shelves, crates, and barrels.

Outcome:

  • Success on all checks allows the players to retrieve the needed magical metals without triggering additional threats.
  • Failure on any check may result in disturbing the lurking creature below, triggering further complications.

Read Aloud (Conclusion):

As you secure the final magical metal required for the cooling system, the eerie silence of the flooded basement is disrupted by a distant, low rumble. The tentacles retract, and the oppressive darkness seems to lift momentarily. Your task completed, you turn to make your way back through the labyrinthine basement, the unsettling musk lingering in the air.

The Watery Tomes

Read Aloud (Intro):

As you enter the towering library within Archmage Glimmerglow’s expansive tower, a sense of awe washes over you. The vast space stretches upward, bookshelves towering like sentinels, laden with magical tomes and ancient scrolls. However, your attention is drawn to the ominous sloshing noises emanating from the seemingly endless stacks.

Suddenly, the liquid forms of two water elementals surge forth from the shelves, their movements graceful yet ominous. Their watery appendages splash against the ground, ready to unleash their aqueous wrath upon intruders.

Encounter Details:

Opponents: Two Water Elementals

Combat Rounds:

  1. Round 1:
    • The first water elemental emerges from the stacks and attacks.
  2. Round 2:
    • The second water elemental joins the fight.
  3. Battle Continues:
    • Players engage both elementals in a combat encounter.

Objective: Defeat the water elementals to access the crucial books containing the cooling system plans and the size-fixing potion.

Read Aloud (Outro):

As the last water elemental dissipates into mist, the library falls silent once more. Connor, catching his breath, guides you towards a specific section of the library. There, amidst the countless tomes, lies the book that holds the intricate plans for the cooling system.

Connor O’halien: “Well fought, my friends! Now, let’s find what we came for. The cooling system plans should be in the ‘Arcane Engineering’ section. Oh, and we’ll need a recipe from the ‘Alchemy Marvels’ section for the size-fixing potion. If we’re lucky, there might be some scrolls of Fabricate in ‘Artisan’s Insight.’ Let’s make haste; time is against us.”

Cooling pool

Read Aloud:

As Connor guides you through the enchanted garden, you come across a secluded nook, its tranquility shattered by the unmistakable sounds of sizzling water. In the center lies a small pool, once a serene feature, now a flooded battleground. The artificial sun lamp overhead emanates a blistering heat, making the air around it shimmer.

Amidst the water, a water elemental undulates with malevolent intent, accompanied by a group of ice mephits, their frosty presence contrasting sharply with the scalding surroundings. The pool, once a source of cool serenity, now threatens to become a cauldron of chaos.

Combat Encounter:

Enemies:

  • 1 Water Elemental
  • 2 Ice Mephits

Initiative:

  • Roll initiative at the start of the encounter.

Environmental Hazard:

  • The artificial sun lamp grows unbearably hot. After 4 rounds, it starts dealing 1 damage per round to all creatures in the area.

Combat Objectives:

  1. Defeat the Water Elemental and Ice Mephits.
  2. Repair the cooling system using the Fabricate spell.

Encounter Flow:

  1. Round 1-3:
    • The players engage in a fierce battle against the water elemental and ice mephits while feeling the rising heat from the sun lamp.
  2. Round 4:
    • The artificial sun lamp reaches a critical temperature, emanating scorching rays. It starts dealing 1 damage per round to all creatures in the area.
  3. Cooling System Repairs:
    • Once the enemies are defeated, Connor takes charge of the repairs. He casts the Fabricate spell, manipulating the magical metals into a new cooling system for the tower.
  4. Post-Battle:
    • With the cooling system restored, the temperature in the garden begins to stabilize, and the sun lamp returns to a manageable warmth.

The Comedic Alchemical Ballet

Read Aloud:

As you enter the alchemy lab, the air is thick with the pungent scent of magical concoctions. Shelves are lined with peculiar vials, bubbling potions, and colorful powders. However, your attention is immediately drawn to a comical scene—the lab space is considerably limited by Diamantbán’s dragon-sized tail, which takes up a significant portion of the room.

Skill-Based Encounter:

Objective:

  1. Mix two potions in the alchemy lab.
  2. Avoid being hit by Diamantbán’s tail during each potion’s preparation.

Potion 1: Potion of Height Alteration:

  1. Ingredient Identification (DC 14 Intelligence (Nature) Check):
    • Success: Identify the correct ingredients for the height alteration potion.
    • Failure: Use incorrect ingredients, requiring a new set and risking Diamantbán’s impatience.
  2. Precise Measurement (DC 13 Dexterity Check):
    • Success: Measure the ingredients accurately without knocking over other vials.
    • Failure: Spill ingredients, necessitating a restart and risking Diamantbán’s tail.
  3. Stirring Technique (DC 15 Wisdom (Alchemy Tools) Check):
    • Success: Stir the potion with finesse and care.
    • Failure: Over-stir, requiring additional ingredients and potentially provoking Diamantbán.

Avoiding Diamantbán’s Tail (DC 12 Dexterity Saving Throw):

  • Success: Nimble avoidance of the tail.
  • Failure: Get struck by the tail, causing minor damage and disrupting potion preparation.

Potion 2: Potion of Size Correction:

  1. Ingredient Identification (DC 14 Intelligence (Arcana) Check):
    • Success: Identify the correct ingredients for the size correction potion.
    • Failure: Choose incorrect ingredients, necessitating a new set and risking Diamantbán’s growing frustration.
  2. Precise Measurement (DC 13 Dexterity Check):
    • Success: Measure the ingredients accurately without disturbing Diamantbán’s tail.
    • Failure: Knock over ingredients, requiring a restart and risking Diamantbán’s displeasure.
  3. Heating Control (DC 15 Intelligence (Arcana) Check):
    • Success: Apply controlled heat to the mixture.
    • Failure: Overheat, risking an explosive reaction and further annoying Diamantbán.

Avoiding Diamantbán’s Tail (DC 12 Dexterity Saving Throw):

  • Success: Nimble avoidance of the tail.
  • Failure: Get struck by the tail, causing minor damage and disrupting potion preparation.

Roleplaying Diamantbán:

Diamantbán’s Personality:

  • Affable Idiot: Diamantbán is good-natured but not particularly bright. He’s prone to misunderstandings and simple-minded complaints.

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The Garden Hunt: Roundup of the Fey Menagerie

Introduction:

As Connor struggles to restrain Diamantbán, he turns to you with a grin. “Tell you what, my friends. While I deal with our little friend here, how about you tackle the critters running amok? There are leads, nets, and tranquilizer darts in the menagerie shed. Should be a breeze, right?” With a nod, Connor heads downstairs to fetch a leash for Diamantbán, leaving you to face the challenge of rounding up the mischievous creatures.

Encounter Flow:

  1. Nature Check to Track (DC 14):
    • Successfully identify the tracks and signs of the wayward creatures.
  2. Stealth Check to Capture with Net (DC 12):
    • Sneak up on the creature and use a net to capture it without startling it.
  3. Attack Check with Tranquilizer Dart (DC 13):
    • Land a precise shot with a bow, blowgun, or crossbow to inject the creature with a tranquilizer.
  4. Repeat for Each Creature:
    • There are six creatures in total, each requiring the same set of skill checks. Failed attempts result in the creature escaping.
  5. Successful Capture of All Creatures:
    • Once all creatures are securely captured, the players hear an explosion from the top of the tower.

Outro:

With the last creature safely secured, you notice a change in the air—the once frenetic garden now bears the quiet satisfaction of a job well done. The captured critters fidget in their makeshift enclosures, and just as you start to feel a sense of accomplishment, an explosion rings out from the top of the tower. 

Wild Magic Catastrophe Unleashed

Introduction:

As you ascend the tower, following the echoes of a loud boom, the atmosphere becomes tense. Panic sets in as you find Diamantbán tethered to the banister, water trickling down the stairs, and iridescent steam filling the room at the top. Amidst the chaos, a fluttering parrot, oddly emitting Connor’s voice, delivers a distressing message. The piping leading to the wild magic condenser is gone, and they must shut down the machine before further calamities unfold.

Encounter:

The room at the top of the tower is veiled in iridescent steam, making it challenging to discern the anti-magic cubes scattered across the floor. Connor’s voice, emanating from the panicking parrot, instructs the players to throw five anti-magic cubes into the 10-foot-high and 10-foot-wide collector to halt the machine.

Objective: Shut down the Wild Magic Condenser by throwing five anti-magic cubes into the collector.

Encounter Features:

  1. Collector Pulse (Initiative of 1):
    • Every round on initiative count 1, the collector emits a pulse of wild magic.
    • Effect: All beings in the room roll a d6; on a roll of one, they undergo a random permanent transformation.
  2. Irresistible Chaos:
    • The room is filled with iridescent steam, limiting visibility and creating an eerie atmosphere.
    • Players will need to rely on their wits and senses to navigate and locate the anti-magic cubes.

Transformation Table (D20):

  1. Polymorphed Perch: The affected creature transforms into a small, harmless bird.
  2. Giant’s Grace: The creature grows to double its size, but its movements become slow and cumbersome.
  3. Mirror Reflection: The creature’s appearance becomes a perfect reflection of the nearest party member.
  4. Ethereal Echo: The creature gains the ability to pass through solid objects but loses the ability to interact with the physical world.
  5. Gravity Bender: The creature’s gravity is altered, causing it to walk on walls and ceilings.
  6. Infernal Hiccups: The creature emits small bursts of fire every time it speaks.
  7. Stonehearted: The creature’s skin turns to stone, providing increased resilience but reducing mobility.
  8. Chrono Shuffle: The creature occasionally phases in and out of existence for brief moments.
  9. Luminous Limbs: The creature’s limbs emit a soft glow, attracting attention but providing improved visibility.
  10. Botanical Bloom: The creature sprouts flowers and vines, causing them to blend into the environment.
  11. Mirror Image Syndrome: The creature is surrounded by illusory duplicates that mimic its actions.
  12. Aquaform: The creature gains the ability to breathe underwater but develops a fear of dry land.
  13. Magnetic Aura: The creature becomes a living magnet, attracting and repelling metallic objects.
  14. Temporal Stutter: The creature experiences brief moments of time dilation, making actions unpredictable.
  15. Levitating Lament: The creature hovers a few inches above the ground, unable to walk conventionally.
  16. Frosty Breath: The creature’s breath turns into a freezing mist, chilling the air around it.
  17. Echoing Echo: The creature’s voice echoes loudly, making it impossible to speak softly.
  18. Shimmering Veil: The creature gains an ethereal shimmer, making it difficult to target with attacks.
  19. Doppelganger Whispers: The creature hears whispers, occasionally convincing it that others are impostors.
  20. Dimensional Drift: The creature involuntarily shifts between different planes of existence.

Conclusion

As the players successfully shut down the Wild Magic Condenser, a resonant gong echoes throughout the tower, signaling the arrival of an unexpected visitor. Connor, leading the players with the leashed Diamantbán, rushes to investigate. To everyone’s surprise, Master Glimmerglow enters the demiplane, his presence bringing an air of authority.

Master Glimmerglow: “What in the Feyrealm is going on here?!”

With arms crossed and a tapping foot, Master Glimmerglow demands an explanation. Before Connor can speak, Master Glimmerglow casts a Zone of Truth, ensuring that nothing but the truth will be revealed. The players, along with Connor, share the account of the chaotic events that unfolded in the tower.

Master Glimmerglow: “Why didn’t you use the emergency failsafe, Connor?”

Connor, baffled, admits he knows nothing about any failsafe. Master Glimmerglow sighs in exasperation, revealing the existence of an army of broom golems in a basement closet—an emergency measure that could have swiftly resolved the situation.

Master Glimmerglow: “Kids these days, honestly…”

Turning to the players, Glimmerglow acknowledges their efforts in preventing disaster and expresses gratitude. In a puff of smoke, he produces a sack of 300 gold pieces and a bundle of spell scrolls, offering the players a choice among magic missile, identify, scorching ray, and detect magic.

Master Glimmerglow: “For averting a catastrophe