Morale, mentioned below, is basically the B/X version; roll 2d6 for the group when either they hit 1/2 strength (or HP for a single monster). If you roll above their Morale, the group attempts to flee in a reasonable manner. Yes, that means Morale 12 = Unbreakable. I've listed Magic Item and Monster information/references after the Hex entry.
6.
Hex 5-5: Shattered Tower:
Description:
A bulky, ugly mage's tower partially largely destroyed in the
Spellplague. Some would consider the shattered stump an improvement.
The area around the tower is surprisingly clear of plant life given
it has been over a century since it was inhabited; however,
undergrowth is now beginning to encroach.
Inhabitants
and Behaviour:
Camped in the ruins is Rupprecht the Gold, a scruffy N Conjurer,
who has expended 1 x 4th-Level Spell Slot. He is accompanied by, and
guarded by night by, 1 x Ice
Mephit
and 1 x Magmin
(Morale 8, Rupprecht). He is friendly, though guarded. He won't give up his
find, though he is happy to talk shop with other adventurers. He has
been hired by Nimthur to retrieve magic items, and will be paid per
item. #See the bottom of this post for an additional piece of information, in lieu of working spoiler tags to hide it from my players.#
He will defend
himself if necessary, and will strike preemptively if he judges the
situation to be going south (usually casting Mage
Armor or
Conjure
Elemental
first). Rupprecht carries 37gp on him, as well as a
Ice and Fire Brooch.
Services:
Intrepid adventurers, especially arcane-inclined ones, might turn
this into a Stronghold.
12a.
Dungeon – The Arcane Treasury
Approach:
Via the arcane-sealed trapdoor to the basement in the ruined tower.
Overview
of Inhabitants and Behaviour:
Amongst the various protections for the wizard's hoard are arcane
constructs and fumblebugs. The constructs actively seek to bar
progress; the fumblebugs do so by their nature.
Locations:
Trapdoor
/\
Entry Room – Chasm of Clumsiness
– The Guard Room – Trapped Treasure Room
A. Trapdoor and Entry Room
Environment:
A ladder leading down to a 10-foot diameter circular stone-built
room. Dark when the Trapdoor is closed, natural light when it is
open.
Inhabitants
and Behaviour:
None.
Exits:
The Trapdoor is a Knock
Knock Mimic, left here by the wizard to guard his hoard. It
closes again after visitors leave the room below. An open stone
doorway leads to the Chasm of Clumsiness.
B. The Chasm of Clumsiness
Environment:
A 30-foot long, 2.5-foot wide, unwalled stone bridge crosses a
practically-bottomless chasm. The room is dark. The flagstones are
irregularly eroded in a way inconsistent with heavy footfall. A lone
pickaxe is jammed into side of the bridge about halfway across. Any
adventurer in the area of effect of a Fumblebug
(see
Inhabitants and Behaviour) must make DC11 Acrobatics or Athletics
check to walk across the bridge upright, with Disadvantage if they
run, but the bridge may be crossed at a crawl without a test. A
failure in the former case leaves them hanging on by their
fingernails, requiring a DC13 Acrobatics or Athletics test to climb
back up by themselves (though of course their friends may come up
with some clever way of helping them up).
Inhabitants
and Behaviour:
There are 8 x Fumblebugs
(Morale 5) buzzing around. They apparently do not need
sustenance, but they find any visitors fascinating, and will
investigate them. Any adventurer trying to cross the bridge will have
1d4+1 bugs buzz within range. The bugs leave them if they make it
across. The bugs eat ground stone, if they need luring (the
flagstones may hint at this).
Exits:
Stone portals at either end of the room give access to the Entry Room
and the Guard Room.
C. The Guard Room
Environment:
A 50x50ft room with a great paired series of pillars progressing from
the Chasm room to the Treasure room.
Inhabitants
and Behaviour:
2 x Animated
Armors
and 1 x Flying
Sword
(Morale 12) seek to prevent progress. The Armors stand in the
middle of the room and repeat, in a monotone, orders for interlopers
to leave. The Sword lurks round the sides. They will seek to stop
thieves getting any further at all costs. The Armors will, ifthere
are good targets, smash a trapped pair of pillars (the central pair
in the room) – the deadfall causes 1d10 damage to anyone within
20ft, requiring a DC15 Dexterity Saving Throw to halve.
Exits:
Open stone doorways lead to the Chasm and the Treasure Room. There is
a tripwire across the doorway leading to the Treasure Room (DC13
Investigation), which if tripped triggers a Poison
Spray
spell. It can only be tripped once.
D. Trapped Treasure Room
Environment:
A 15x10ft room with a glass-fronted display case, a small chest, a
bookshelf, and tired-but-comfortable furnishings (armchairs, rug,
etc). The display case is charmed with Acid
Splash
(DC14), which activates if someone seeks to open or break the glass.
It contains Figgle's
Amusing Grease Wand,
the Axe
of Plant Slaying,
a Colourthief's
Brush,
the Amulet
of Hope,
and the Book
of Epic Boredom. The chest has a Poison
Needle
Trap.
It contains a bolt of valuable silk (worth 10gp), a pouch of Flash
Powder, and 2 x Healing
Potions.
The bookshelf is untrapped and has a variety of historical and
scientific books on it, which may be of value to the right buyer and
will contain useful information.
Inhabitants
and Behaviour:
There is apparently a Lion
guarding the treasure, but it is an illusion. It roars menacingly at
interlopers.
Exits:
An open stone portal back to the Guard Room (with a tripwire across
it; see under Guard Room).
MAGIC ITEMS:
*Healing Potions - WotC 5e DMG
*Amulet of Hope, Book of Epic Boredom, Colourhief Brush - Arnold K at Goblin Punch, here: http://goblinpunch.blogspot.com/2015/01/d100-minor-magical-items.html. The Book has a DC of 16.
*The others are by me:
Ice and Fire Brooch (Conjuration)
Magic Item
LOCATION: Rupprecht the Golden
If
a spellcaster expends a Level 4 Spell Slot at the beginning of a day,
they may charge the brooch. If activated, it summons a Magmin
and an Ice
Mephit
under the owner's command for the next 24 hours.
Axe of Plant Slaying (Transmutation)
Magic Weapon
LOCATION: The Shattered Tower, Brightwood
A large forester's axe (counts as battleaxe), but causes
+2d4 additional damage against plants (including Plant monsters).
Figgle's Amusing Grease Wand
(Conjuration)
Magic Item
LOCATION: The Shattered Tower, Brightwood
Designed by a really aggravating Forest Gnome, this wand
is charged with the Grease spell (maximum 3 charges). The
Spell DC is 14. As an additional effect, any who fail their Save lose
their next Action (whether this round or next), as they desperately
flail and run on the spot as they slip, making exaggerated squeaking
noises as they go. The wand does not regenerate charges on its own,
but if a spellcaster expends spell slots (of any level), that many
charges of Grease are added to the wand, to its maximum.
MONSTERS:
*Conjurer, Ice Mephit, Magmin, Animated Armor, Flying Sword, Lion - WotC 5e products.
*Fumblebugs - Originally by Skerples, found here: https://coinsandscrolls.blogspot.com/2017/11/osr-attack-sheet.html. My 5e entry, very closely based on that, as follows:
Fumblebugs
–
Unaligned Beast
Tiny, AC14, 3hp, 20ft fly, +4
Dexterity Saves, -2 Wisdom & Intelligence & Charisma Saves
A
gold beetle the size of a thumb. Drones like a buzz saw in flight. It
looks slow and harmless, and it is... mostly. The fumblebug produces
an (as-yet-unexplained) anti-coordination field. It does not display
as magical to Detect Magic,
however. Whatever it does, it
works.
You can't swat the fumblebug. Your swing goes wide. Bite it, and bite your own cheek. Anyone and anything in a 15' radius becomes clumsy, uncoordinated, or out of sync. It's a bit like being drunk. Creatures take a -1 penalty to Dexterity-based checks (you do not have to tell the players this beforehand). The range for critical failure increases by 1 (so on a natural 1 or 2). These effects are cumulative. Any attack rolls made in range of 20 fumblebugs are automatically critical failures. The cumulative Dexterity penalty cannot kill a character, but they should move very, very carefully away from the area.
The fumblebug is immune to most attacks a bug-eating predator could use (melee attacks, stomping on it, etc). It can't be caught either. Its defences didn't evolve to deal with distant or esoteric threats, so arrows, poison gas, and so forth might work. You could probably lure it with food, if you could figure out what it likes to eat.
*Knock Knock Mimic - Originally by CaryBogart, found here: https://www.reddit.com/r/DnD/comments/4xwq6f/knock_knock_mimic/. My short version:
You can't swat the fumblebug. Your swing goes wide. Bite it, and bite your own cheek. Anyone and anything in a 15' radius becomes clumsy, uncoordinated, or out of sync. It's a bit like being drunk. Creatures take a -1 penalty to Dexterity-based checks (you do not have to tell the players this beforehand). The range for critical failure increases by 1 (so on a natural 1 or 2). These effects are cumulative. Any attack rolls made in range of 20 fumblebugs are automatically critical failures. The cumulative Dexterity penalty cannot kill a character, but they should move very, very carefully away from the area.
The fumblebug is immune to most attacks a bug-eating predator could use (melee attacks, stomping on it, etc). It can't be caught either. Its defences didn't evolve to deal with distant or esoteric threats, so arrows, poison gas, and so forth might work. You could probably lure it with food, if you could figure out what it likes to eat.
*Knock Knock Mimic - Originally by CaryBogart, found here: https://www.reddit.com/r/DnD/comments/4xwq6f/knock_knock_mimic/. My short version:
Knock
Knock Mimic
– Neutral Monstrosity
A rare type of Mimic which morphs into a door, trapdoor,
etc. It doesn't try to attack anyone. If knocked twice in succession, a mouth replaces
the handle and asks “Who's there?”. Its objective is to hear a
Knock-Knock joke; if it does, it will laugh, and then swing up and
open.
#SPOILER: Rupprecht tells visitors who stop to talk that he met sentient giant beavers near the High Lake whilst travelling here.
#SPOILER: Rupprecht tells visitors who stop to talk that he met sentient giant beavers near the High Lake whilst travelling here.