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Turrim's Tower

This structure is some 55ft high, a smaller tower rising from inside the greater at about 35ft above the ground. It's entrance is accessible only by going up a curving flight of stone stairs which terminate in a landing about 10ft above the ground. The outer door of the tower lowers to form a bridge to the stone landing. There are numbers of arrow slits around the tower, and it has a splay around the base to about 6ft height. Turrim the Wizard has been missing for months. He locked and warded his tower before he went missing. No one has been inside since his disappearance.     A. Secret Entrance: A flat stone sits along in the open area behind the Stonemason's house. If the stone is moved and stone lined hole is revealed, with hand holds going into the dark below.   B. Secret Tunnel: A 6ft tall tunnel stretches out before, leading into darkness. The tunnel is roughly 130ft long and takes a straight path to the foundation of the Tower. There is a trap every 20ft:
  1. Scything Blade (XGtE 115)
  2. Crossbow Trap  (XGtE 114)
  3. Pit Trade (XGtE 115)
  4. Falling Portcullis (XGtE 114)
  5. Fiery Blast (XGtE 114)
  6. Net Trap (XGtE 114)
  C. Natural Cave: The built tunnel opens into a small natural cave. There is a small pool that is filled by an natural spring. The cave forms another tunnel and twists around a corner. This spring has natural healing properties and a drink directly from the pool will heal 1d4+CON on the first drink each day. The effect of the water dissipates after 1 minute if the water is removed from the spring.     1. Main Hall: A small entryway is closed off by a stonewall and inner door of iron. Beyond the iron door, a great double fireplace fills the room. Tables and chairs fill the alcoves where the meals prepared at the fireplaces would be consumed. There are tapestries depicting arcane runes and rituals hanging on the walls. There is also two ramps, one leading up, the other down.     2. Lower Level: This is the ground level where the outer splay thickens the walls. This level is full of supplies (food, ale, win, and etc). Two ramps lead to the level above and the level below.     3. Dungeon/Cellar Level: Evidence of Horses, straw, hay & oats, litter the ground. There are four cells along one wall, with heavy oak doors, bars and locks. A secret door can be found that leads to the Natural spring and a secret tunnel. DC15 to find.     4. Hall and Ladderway: Smaller room with a wooden ladder leading up into the next section of the tower. There are also two doors along the wall.     5. Drogyn's Chamber: A spartan room with a simple bed, table, chair and limited storage. There are no rugs or tapersties, just a simple lantern for extra light. A weapon's rack in the corner is empty as it sits near the fireplace. This room was Drogyn's room when he wasn't out in the world. He had known Turrim a long time and left with the search party as soon as he returned from his last quest. DC20 finds a loose stone in the fireplace, revealing a 250gp Ruby.     6. Turrim's Chamber: This is a well-furnished room with large bed, chest, chest of drawers, armoire, and wardrobe. A large chair, table, desk, and stool complete the furniture. There is also a peculiar lantern apparatus, paired with some glass lenses at the desk. A large shelf is full of books, tomes, scrolls, and jars filled with strange herbs and specimens. A workbench sits next to the desk, with a half worked staff laying across it. A thorough search of the room finds only two items that are easily identifiable, a scroll of Dispel Magic, and a Wand of Magic Missile with 3 charges. A scroll in common is also found, from Devic. Note: "Turrim, My friend, I am sorry that I bring you sad news. Our sweet friend, Pinna, has gone missing. I do not know for how long, as the townsfolk of Gravesford thought she was traveling. Her residence was warded shut. I have heard rumors of many missing folk in the realms, very curious. I do not know if he is involved, but I am also hunting Kalarel the Vile. I have been finding his red gold in the south of Kurt, be on alert. Banish the gold away if you can. Be weary in these dark times, my friend. I feel that many dark plots circle us in this age. -Devic" There are several books, but it would take much studying to begin to understand them. There are two chests in the room; 1= Lock DC15 [1000gp, 5x diamonds 50gp], 2 = Mimic!

Mimic

Medium monstrosity (shapechanger), neutral
Armor Class 12 (natural armour)
Hit Points 58 ([roll:9d8+18)
Speed 15ft

STR
17 +3
DEX
12 +1
CON
15 +2
INT
5 -3
WIS
13 +1
CHA
8 -1

Skills darkvision 60 ft., passive Perception 11
Damage Immunities acid
Condition Immunities prone
Senses Stealth +5
Languages -
Challenge 2 (450xp)


Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage plus 4 ( 1d8 ) acid damage.


 
    7. Hall: The ladderway from below exits here, where an iron door leads to the parapet surmounting the lower tower. Another ladderway extends to the upper level of the turret. A barrel of 20 javelins is beside the door. Out on tha parapet are two catapults in disrepair and archer cutouts line the entire wall. A few stones for ammunition lay about.     8. Empty Room: A single bed and chair furnish this room. There are a few scatters crossbow bolts on the floor.     9. Empty Room: A single bed and chair furnish this room. There is an old rusty short sword under the bed and a few loose arrows on the floor.     10. Top Level Turret: Double stacked bunk beds fill this space, old and dusty. There is a ladder leading to the roof.     11. Turret Roof: Reached by ladder below. The walls have archer cutouts around the entire turret and there are two scorpions in disrepair. One large, but broken scorpion bolt lays on the ground between them. A metal chest is slightly jar, it contains several empty jars, and 2 jars of Alchemist Fire.

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