THE SUNKEN SPIRE

🌑 THE SUNKEN SPIRE 🌑

A haunted, partially flooded wizard’s tower filled with arcane horrors, forbidden knowledge, and a cursed mirror that whispers secrets in the dark.


🏰 Dungeon Overview


🔑 Room Descriptions & Encounters

1. The Whispering Entry Hall


2. The Mess Hall – A Miserable Meal



3. The Library – Forbidden Tomes & Flickering Flames


4. The Laboratory – Arcane Failures & Alchemical Stench


5. The Flooded Sanctum – Rennigar’s Chamber


Encounters

1. Lesser Animated Rune (CR 3)

Small Construct (Magical)
XP 800
Initiative +6
Senses Darkvision 60 ft., Low-light Vision; Perception +7


Defense

AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
HP 26 (4d10+5)
Fort +1, Ref +3, Will +3
Defensive Abilities Construct Traits, Arcane Hardening
DR 5/magic
Immune Construct traits
Resistances Acid 10, Fire 10
Weaknesses Vulnerable to Dispel Magic


Offense

Speed Fly 40 ft. (perfect)
Melee Arcane Slash +6 (1d6+2 magic slashing)
Special Attacks Glyph Strike, Spellburst

Glyph Strike (Su)

As a standard action, a Lesser Animate Rune can charge its body with arcane energy and make a touch attack against a creature within 5 feet. The target must succeed on a DC 13 Will save or be dazed for 1 round. This ability is a mind-affecting effect.

Spellburst (Su)

Once per day, a Lesser Animate Rune can detonate its stored magic as a burst of raw energy. As a free action, the rune explodes in a 10-foot radius, dealing 2d6 force damage to all creatures within range (Reflex DC 14 half). After using this ability, the rune becomes inert for 1d6 rounds, reforming afterward.


Statistics

Str 12, Dex 15, Con —, Int 6, Wis 12, Cha 14
Base Atk +4; CMB +2; CMD 14
Feats Improved Initiative, Weapon Finesse
Skills Perception +7, Fly +11, Stealth +10
Languages Understands Common but cannot speak


Special Abilities

Arcane Hardening (Ex)

Lesser Animate Runes are naturally resistant to magical disruption. They gain a +2 bonus on saving throws vs. dispel magic and antimagic field effects.

Runic Recovery (Su)

If destroyed, a Lesser Animate Rune reforms in 24 hours unless its remains are completely erased or dispelled (DC 15 caster level check).


Creation

CL 6th; Craft Construct, Arcane Mark, Mage Hand, Lesser Symbol of Pain
Cost 3,500 gp
Price 7,000 gp


Tactics

2. Aelis Vornath (The "Chef" of the Mess Hall)


3. Morrow Jask (The Book-Eater)


4. The Alchemical Golem - "Patches"


5. Rennigar the Drowned (CR 7)

Medium Undead (Augmented Humanoid, Water, Lich)
XP 3,200
Alignment Lawful Evil
Initiative +5
Senses Darkvision 60 ft., Low-light Vision; Perception +14
Aura Drowning Presence (30 ft., DC 18 Will)


Defense

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
HP 85 (10d8+40)
Fort +5, Ref +7, Will +10
Defensive Abilities Channel Resistance +4, DR 10/magic, Immune Undead Traits, Water Subtype
Weaknesses Vulnerable to Desiccation, Sunlight Powerlessness


Offense

Speed 30 ft., Swim 60 ft.
Melee Drowned Claw +12 (1d8+5 plus 1d4 Con damage and suffocation)
Ranged Touch of the Abyss +10 ranged touch (4d6 cold + staggered for 1 round)
Special Attacks Drowning Grip, Phantasmal Undertow, Mirror Stride
Spell-Like Abilities (CL 10th, concentration +14)


Statistics

Str 20, Dex 18, Con —, Int 16, Wis 14, Cha 18
Base Atk +7; CMB +12; CMD 26
Feats Improved Initiative, Combat Reflexes, Toughness, Weapon Focus (Claw), Spell Focus (Necromancy)
Skills Knowledge (Arcana) +15, Perception +14, Spellcraft +15, Swim +24, Intimidate +14
Languages Common, Aklo, Abyssal, Draconic


Special Abilities

Drowning Presence (Su)

Creatures within 30 feet of Rennigar must succeed at a DC 18 Will save or begin feeling an unnatural suffocation. While in this aura:

Drowned Claw (Su)

Rennigar’s claws are imbued with the cold of the abyss.

Drowning Grip (Su)

If Rennigar grapples an opponent, their lungs fill with spectral water.

Phantasmal Undertow (Su)

As a standard action, Rennigar can summon a phantasmal wave that drags creatures toward him.

Mirror Stride (Su)

Rennigar can step into any reflective surface (including mirrors, still water, and polished metal) and exit from another within 500 feet as a move action.

Sunlight Powerlessness (Ex)

Rennigar cannot act in direct sunlight. He remains dormant until shaded or submerged in water.

Weakness: Vulnerable to Desiccation

Effects that dry out water-based creatures (such as Horrid Wilting) deal double damage to him.


Tactics

Before Combat: Rennigar lurks in the Flooded Sanctum, watching through mirror reflections.
During Combat: He starts combat by using Phantasmal Killer on the weakest-looking foe, then Black Tentacles to trap others. He tries to pull enemies underwater and uses Drowning Grip to kill quickly.
Morale: If reduced to 20 HP, he uses Mirror Stride to flee. If cornered, he casts Horrid Wilting in a last attempt to kill everything in range.


Treasure & Loot


Lair Effects in the Flooded Sanctum


Extra Monster or two if needed

Fragmented Mirror Spirit (CR 4)

Medium Undead (Incorporeal, Extraplanar)
XP 1,200
Alignment Chaotic Evil
Initiative +5
Senses Darkvision 60 ft.; Perception +10
Aura Shattered Reflection (30 ft., DC 15 Will)


Defense

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 deflection)
HP 42 (5d8+20)
Fort +4, Ref +6, Will +7
Defensive Abilities Incorporeal, Mirror Slip
Immune Undead Traits
Weaknesses Vulnerable to Shattered Mirrors


Offense

Speed Fly 40 ft. (perfect)
Melee Fractured Touch +8 touch (2d6 force + 1d4 Charisma damage)
Ranged Splintered Scream +7 ranged touch (3d6 sonic, 15-ft. cone, Fort DC 15 halves)
Special Attacks Shatter Psyche, Refract Self

Shattered Reflection (Su) (30-ft. Aura, DC 15 Will)

Creatures within 30 feet of the Mirror Spirit must make a DC 15 Will save or become Confused for 1d4 rounds as they briefly see shattered versions of themselves moving differently in reflections.

Fractured Touch (Su)

A Fragmented Mirror Spirit's touch deals 2d6 force damage and drains 1d4 Charisma as a creature’s reflection splinters into broken, distorted versions of itself. If a creature reaches 0 Charisma, their reflection replaces them, turning them into a Reflection Husk (see below).

Splintered Scream (Su) (Recharge 1d4 rounds)

As a standard action, the Mirror Spirit emits a horrific shattering wail, unleashing a 15-foot cone of sonic damage (3d6, Fort DC 15 for half damage).

Shatter Psyche (Su) (1/day, DC 16 Will)

The Mirror Spirit targets a single creature within 30 feet, forcing them to confront their most broken, distorted self.

Refract Self (Su) (1/day)

As a move action, the Mirror Spirit splits into two identical copies for 1d4 rounds.


Statistics

Str —, Dex 18, Con —, Int 12, Wis 14, Cha 17
Base Atk +3; CMB +6; CMD 20
Feats Weapon Focus (Touch), Combat Reflexes, Improved Initiative
Skills Perception +10, Stealth +12, Fly +10, Knowledge (Arcana) +9
Languages Aklo, Common


Special Weakness: Vulnerable to Shattered Mirrors


Reflection Husk (New Undead Type!)

When a creature’s Charisma is drained to 0 by a Mirror Spirit, their body becomes a cold, silent copy—a Reflection Husk.


Tactics


Lair Effects (If Near a Mirror Portal or Rennigar’s Sanctum)


Treasure & Loot


🕯️ Types of Candles & Their Effects

1. Standard Tallow Candle (Animal Fat)

2. Beeswax Candle (Pure & Natural)

3. Candle of Rendered Human Fat (Morgue Wax)

4. Candle of Blackened Myrrh & Salt

5. Candle of Molded Amber & Gold Dust


🕯️ The Candle Rituals & Mirror Dimensions

Rare Candle Recipes


🕯️🕯️🕯️The Three-Candle Mirror Ritual

Lighting three specific candles in front of a mirror allows entry into a Mirror-Dimension. Each combination leads somewhere different:


The Souls Trapped in the Cursed Ring

Who’s Trapped Inside?

1. Apprentice Lastrid Velm (The Paranoid One)

2. Mistress Valthra the Bleeding

3. Old Man Remnik (The Storyteller)

What Happens If You Shatter a Mirror While Seeing Them?


📜 Notes on Vaeltharn’s Tower

The Ruined Tower of Rennigar’s Old Rival

Who Was Vaeltharn?

Why is Vaeltharn’s Tower in Ruins?

What Remains in Vaeltharn’s Tower?