A2: Side Entrance. A sleeping bandit (MM 343)
is slumped against the wall here. If roused, he will alert the bandits in A6
to join him. They will be unarmored and hurried (AC 10).
A3: Garrison 1. There are six bandits (MM 343) here.
If half are killed, the remainders will retreat to A4. A closet to the
south holds 20 GP and a large mummified wing. This is a wing of the
wyvern (1 weight, 18 GP, as an action, can be used to teleport to this
room).
A4: Garrison 2. There are five bandits (MM 343) here.
A5: Garrison 3. There is a thug (MM 350) and five bandits
(MM 343) here. If alerted, the thug will sound an alarm for the bandits in A6
to arm themselves. They will spend one round going to A7 to gather
their armor, and then join combat on the following round. Stairs lead to B1.
A6: Barracks. There are beds lining the wall here, and eight bandits
(MM 343). Unless otherwise alerted, they will be unarmored (AC 10) and
flat-footed (Disadvantage on all attack rolls). Lockers at the foot of each bed
hold personal wealth; one has a necklace worth 100 GP.
A7: Armory. There are racks of weapons and armor stands here.
A8: Storeroom. Cluttered with crates and barrels. One chest is trapped with poisonous gas – as poison darts (DMG 123) but affects all creatures in the room. Contains 440 GP.
Level BB1. Archery Range. Three targets lined up on the wall.
B2. Parapets. There are eight bandits (MM 343) with crossbows
stationed here. When half are killed, one will attempt to flee toward B4 and
up the stairs, crying “Marrak won’t like this!”
B3. Kandar’s Office. Two chests here – one contains 300 GP, one is locked
(Kandar and Marrak both carry keys, or can be picked with DC 15) and
contains a sentinel shield (DMG 199). A desk contains notes,
including a scrawled map of the tower detailing getaway routes and a journal
entry complaining about a man named Lysander being a coward and three men going
missing, which Kandar believes is related to “the thing in the north turret.”
B4. Storeroom. More crates and barrels clutter the room. There is a
bell hanging from a rope in the corner – the fleeing bandit from B2 will
pull this, alerting the bandits on the next level. Stairs lead to C1.
Level C
C1. Parapets. There are two thugs (MM 350) and four bandits
(MM 343) assigned to guard this level. If alerted by the bell in B4, they
will fall back to C4.
C2. Shrine of Estark. A bronze statue of a warrior with horns, three eyes,
and a sword in each hand stands here. DC 10 Religion check determines
this is Estark, the god of war and battle. A bowl at his feet is rimmed with
silver engravings reading “My champions will be anointed in the blood of their
enemies.” Any weapons bearing the fresh blood of an enemy placed in the bowl
will be transformed into +1 weapons until the next long rest. A chest to the south contains 230 GP.
C3. Closet. A bandit named Lysander is hiding here. He is
a coward and wants to get out of guard duty, and will tell the PCs about Marrak
(see C4) and the Man-Bat (see D2) if they agree to spare his
life.
C4. Chokepoint. Kandar’s right-hand man, a beastman named Marrak, holds guard here. He has the stats of a gnoll pack lord (MM 163) but can use Incite Rampage on any creature. He is loyal only to money and will step down for a sufficient bribe, but won’t do that in front of his men if they’ve rejoined him. Stairs lead to D1.
Level D
D1. Balcony. Two turrets rise above this open level. The door
leading to the one to the north (D2) is barred from the outside. Anyone
with a 13+ Passive Perception will notice the veterans in E1 overlooking
the door to the south turret (D3) with a cauldron of hot oil, which they
will dump on anyone below. First person attempting to open the door must make a
DC 15 DEX save or take 4d10 fire damage and suffer the effects of a grease
spell if failed, taking half damage on a success.
D2. South Turret. This turret is one story tall and pitch black inside.
The floor is littered with bones (Nature DC 12: mostly sheep, but three
human skeletons are present), and the walls are lined by rotting wooden
supports for now-collapsed floors. The Man-Bat dwells at the top, an
unnaturally large, gaunt humanoid with elongated limbs, pointed ears, and a
membrane connecting its arms to its sides to create wings. It will attempt to
swoop down and grapple anyone carrying light sources, then fly back up to its
perch. Stealth DC 15 to enter without stepping on a bone, alerting the
Man-Bat (Advantage if done with a light source, but this also alerts the
Man-Bat).
D3. Banquet Hall. Empty when entered, but the captains in D4 and D5
will rush out and attack if anyone drops through the trap door in E1.
Stairs lead to E1.
D4. Side Room. There are two bandit captains (MM 344) hiding here.
D5. Side Room. There are two bandit captains (MM 344) hiding
here.
| Click to enlarge |
Level E
E1. North Turret. Kandar and his elite guard of three veterans (MM 350) are waiting here. There is a mosaic of the sun in his splendor on the floor, with ropes connecting to a pulley overhead. When the party enters the room, Kandar will cut the ropes, causing a trap door to open over the mosaic. Everyone standing there must make a DC 15 DEX save or drop to the table in D3, where the captains will attack from D4 and D5. Kandar has the stats of an orc war chief (MM 246). He will fight until he hits 0 HP, at which he will drop and beg for mercy, agreeing to give the party the Golden Laurel if they spare his life.
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