6.0 The Tower

DM Introduction

  • Players will easily spot the main entrance doors to the tower, and that those doors are closed.
  • Players may walk around the tower to find alternate entrances - they will find a large cave entrance leading to the basement.
  • It is a simple stealth check (DC 10) to walk around the tower without being spotted.
  • Players entering the basement can, with stealth check, surprise the guards on level 1. Or bypass them on the staircase.
  • Players who suspect they will need to crawl through ducts and shafts should receive inspiration and advantage finding the secret door on level 2.
  • The secret duct connects level 2 to level 9 without any intervening stops - unless the DM desires it for narrative purposes!

First Floor - Main Door

You stand before two giant crystal doors leading into the tower. Through the doors you see two guards sitting behind an enormous onyx desk. Noticing your approach, one of the guards stands and walks over to the door.

"Hello!" he says, "I regret to inform you that the tower is closed tonight for a private function. If you return tomorrow, however, we're conducting tours of the museum at noon. Please return then. Thank you!"

The guard turns back to his companion, who is now laughing at your expressions. The laughing desk guard then pulls a loaded heavy crossbow from underneath the desk, laying it atop, and patting it to emphasize his threat.

  • The guards are Tony and Ellis
  • The doors are AC 17 and have 50 HP.
  • If the doors are forced open a Cloudkill spell triggers centered on the door. The cloud will last for 10 minutes before dispersing.
    20 foot radius, 5d8 poison damage, CON save DC 13 for half damage - for each turn within the cloud
  • The guards will fire their crossbows at the lead PC the instant the doors are breached. There are 6 loaded crossbows beneath the desk.

First Floor - Remainder

Beyond the guard desk is a tremendous spiraling staircase leading upwards. Suspended from the great heights are chandeliers hanging for each level. The giant staircase looks to end at the sixth floor, though of course the tower itself continues to climb from there.

This first floor seemed mostly dedicated to maintenance functions and the receiving of supplies. The tower, abandoned for decades, sits mostly empty.

You also find a staircase to the basement behind one heavy door.


Basement

You are in an unusual underground area - it appears to be a parking area and stable. There are several carriages - two in good order, and three that look to have been abandoned decades ago. There are 5 horses in stalls contentedly enjoying their oats.

Second Floor

You stand among a necromantic laboratory. There are no experiments currently in progress, but the various sized cages, tables, and smashed flasks and alembics reveal this was once a center or terrible research.

A smaller staircase, simple stone, leads up to the next level - in addition, of course, to the grand staircase.

  • It is a DC 13 Perception (WIS) to find the secret staircase - but see modifiers in DM Introduction.
  • It is a DC 13 Investigation (INT) to open it

Secret Staircase

You have found an unusual vertical passage. A metal ladder, free of corrosion, is set in one wall leading upwards into the darkness. The air is musty and there is a thick layer of dust on the floor.

Third Floor

This level appears to be the living quarters for apprentices and lower level mages. The rooms were ransacked decades ago; even the bloodstains from that time have mostly dried and vanished.

Besides the grand staircase there is a stairway down, and another simple stone stairway to the next level.

Fourth Floor

As you reach this level you hear snuffling crying and low conversation. The level appears to be one of classrooms, and locked in one such classroom are a dozen and a half children. Some appear to be perhaps 6 or 7, and oldest certainly no older than 13.

"Are you here to rescue us?" sniffles one of the children.

  • The lock is DC 15 to pick. The lock radiates minor transmutation magic - if given the password "Yippie-Kai-Yay" it will unlock.
  • If the guards were defeated on level 1 the children can safely escape. They can also escape if led to the basement.

Fifth Floor

This level seems dedicated as a meeting hall. The giant staircase winds through the center, surrounded by a ring of small changing rooms. The outside ring is dominated by giant angled floor-to-ceiling windows revealing the majestic mountain on which the tower stands.

The ruined divans, chairs, and tables speak of the great battle fought decades ago. A torn tapestry still hangs on one wall; the torn visage of the necromancer Nakatomi looking down at you. Below his stern visage is embroidered "Naktomi. For Evil. Forever."

Sixth Floor

The grand staircase ends at this level, which appears devoted to individual research offices and a library. Regrettably, the books that remain are burned beyond recognition, or horribly water logged, or chewed most thoroughly by rats and mice.

The start of a smaller (but still large) spiral stair can be seen. There is a weird and high pitched noise coming from the floor above.

Seventh Floor

You step off the stair onto what was probably the treasury floor. The floor and walls are practically vibrating from a loud, stange, and very annoying high pitched buzz.

Cautiously rounding a corner, you spot a crazy contraption. A gnome stands next to a device that seems to hold several wands all firing beams of energy at a large vault door - the only vault door that isn't already busted open.

Beside the gnome is an unarmored human in simple clothing. He looks up at the ceiling, then at the gnome and makes a slashing motion across his neck. The gnome adjusts some levers and the wands - and cacophony - cease.

"Yeah, boss?" says the gnome, holding one hand to his ear.

"No, it;s only on the fifth seal. pause No, that would ... no that would ... NO! Listen, if I wasn't here for that fourth seal we'd STILL be falling out of the sky in a million pieces. It's working ... it's working ... it's working FINE. pause Okay, I will."

The gnome looks at his companion. "We're going to need to hit the sixth seal soon. Go get the box labeled C4." The gnome adjusts his goggles and starts resetting the device.

The human nodes, then turns ... and walks directly to you!

  • Statistics for Theo - Level 4 Gnome Warlock.
  • Statistics for Uli - Level 4 Human Monk.
  • The monk cannot be surprised (the Alert feat), but his gnome companion Theo might be!
  • Neither Theo nor Uli have means to contact Hinkle, nor are they willing to abandon the device.

Eighth Floor

The spiral staircase from level 6 ends here, but a straight stairway leads up two levels (with a landing at level 9 above). AThis floor seems as if it was some grand visitors' hall. Some of the tapestries, torn in various spots, still spout the "Nakatom. For Evil. Forever." motiff. Many other tapestries have been torn down and scattered across the floor.

  • A Rug of Smothering is at the base of the stairway up. It will attack the first PC.

Ninth Floor

This level is ... unusual. It puts you in mind of a visitors' bureau for some reason - long desks for clerks, racks holding pamphelts (some of which are still there, with the same "For Evil. Forever" slogan). There is even a spot for what could have been a guest sign-in book.

Two large doors stand closed at the top of the staircase to level 10.