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Unintended Magics

Explore an out-of-sorts wizard's tower in this adventure scenario


for the worlds greatest role-playing game.

For 4-6 Characters: Levels 5-7


Unintended Magics

Explore an out-of-sorts wizard's tower in this

adventure scenario for the worlds greatest role-

playing game.

Introduction: Five years ago, the wizard Rammesu disappeared. No one knows what

happened, only that one day he entered his tower and was never seen again. While,

initially, there were many inquiries into the disappearance, the lack of answers lead to a

lack of interest and eventually Rammesu and his tower were largely forgotten. That is

until several weeks ago, when strange things started happening in and around the tower.

A stand-alone adventure for 5th-7th level characters

BY A Collaboration Of Content Creators

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,

all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive

likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the

material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The

Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.


Contents
21
Introduction
4 Appendix B: Items

....................................................21
................................................................................ 4
Random Item Table

..................................................................22
Overview

...................................................................................4
New Item List
Synopsis
Arteres' Feather ....................................................................22
Running the Adventure ......................................... 4 Cauldron of Cooking ......................................................... 22
5 Chef Rammesu's Hat ........................................................ 22
The Adventure Begins
Dinner Plate ............................................................................22
6 My First Spatula ..................................................................22
Encounters

23
1 - Approaching the tower .................................... 6 Appendix C: Misc Creatures

Magical Vines ........................................................................... 6 Cake Ooze (creature) ......................................................... 23


Magical Vine (creature) ...................................................... 6
2 - Inside the tower ..................................................... 7
Traveling between floors .................................................... 7
3 - The kitchen ..................................................................8
Navigating the kitchen ........................................................8
Treasure .......................................................................................8
Living Cauldron (creature) ...............................................9 A Collaborative Product
Swarm of Cookware (creature) ......................................9 Contributors

4 - Confronting Arteres ...................................... 10 Find Us Online

Interacting with Arteres .................................................. 10


Interaction Outcomes .......................................................10 Raznag Maps, Items, Encounters

Treasure .................................................................................... 10
................................................................ 11
v4lst0ys Misc

Arteres (creature)

Agan (creature) ..................................................................... 11 J.I.N.X.G Items, Encounters

5 - Escaping the Tower ........................................... 12 aripockily Items, Encounters

Optaining the key ................................................................12


Finding the exit .................................................................... 13 Bethany Golden Maps

Swarm of Owls (creature) ...............................................14 The Second Watch Editing, Encounters

Owl (creature) ........................................................................ 14


Zombie (creature) ................................................................ 14

Mimic (creature) ...................................................................15 Published: June 7, 2021

Scenario End
16 Document Styling/Theming Assets: Thanks to
Homebrewery

Where to next... ............................................................ 16 All artwork used in this document is with permission
Appendix A: Maps
17 and credit of the artist. Any uncredited artwork was
acquired as a royalty-free, public domain asset and the
Maps ..........................................................................................17 artists name was unable to be found for attribution of
Regional map ......................................................................... 17
credit.

Approaching the tower .....................................................18


The kitchen ............................................................................. 19
Confronting Arteres ........................................................... 20

Not For Resale. Permission Granted To Print Or


Photocopy This Document For Personal Use Only. CONTENTS 3
Introduction

F
  ive years ago, the wizard Rammesu The scenario begins with player-characters

disappeared. No one knows what having already agreed to look into the strange

happened, only that one day he goings-on in Rammesu's tower and approaching

entered his tower and was never seen it from somewhere in the surrounding

again. While, initially, there were neighborhood. To enter, they will need to fend off

many inquiries into the overgrown, sentient plants and find a way

disappearance, the lack of answers through the locked front door.

lead to a lack of interest and eventually Once inside of the tower, characters will need

Rammesu and his tower were largely forgotten. to travel through different, seemingly random,

That is until several weeks ago, when strange levels of the residence, rescue some unfortunate

things started happening in and around the children who thought that exploring the

tower. abandoned tower might be fun, come face-to-face

The characters will be hired by the village to with the new lord of the tower, and finally capture

enter Rammesu's tower and stop whatever is the key that will let them find the exit. Along the

causing the recent strange happenings. If they way, there are opportunities to discover and

are additionally able to unravel the mystery of interact with new curiosities, as well as to

Rammesu's disappearance, all the better, but the discover clues about what really may have

villagers really just want the tower to go back to happened to Rammesu.

being nice and quiet in the way any properly-

behaving abandoned building should be.


Running the Adventure
Unintended Magics is a short, setting-agnostic,
Synopsis stand-alone adventure scenario comprised of five

The story of Rammesu's disappearance is independent encounters built by a collaboration

actually quite simple. Five years ago, he was of content-creators. Within these encounters, the

preparing dinner for himself and desired a scenario includes unique creatures, items, and

certain special herb that is not normally available maps that showcase a small taste of each

on the prime material plane. He hopped to creator's talents. You are encouraged to visit each

another plane to grab the herb and intended to creator's links (offered above on the Contents

hop right back to finish cooking dinner. In fact, page) for access to more of their creations.

he still intends to do so. In this alternate plane, While the five included encounters are enough

time progresses differently. For Rammesu, only a to comprise an entire short scenario and fill the

few minutes have passed. time of a single gaming session, there are

During the wizard's absence, the tower has lain certainly more rooms and more levels in the

largely undisturbed. However, at some point an wizard's tower than those included in the

overgrowing exotic plant knocked several potions encounters. To assist DMs who may wish to

off their shelf, causing them to fall and break. expand upon the tower, short appendices of

The result was an effect that caused anything additional curious items and creatures have been

ingesting the mixed potion to both gain in included at the end of this document. Feel free to

intellect and grow exponentially larger than they make use of them as you wish.

already were. Several plants have become semi-

sentient, as well as massively large. Rammesu's

familiar - an owl named Arteres - has gained both

human size and intellect. Arteres has taken it

upon himself to watch over and govern the tower

until Rammesu's return.

The governance of Arteres over the tower has

not gone entirely well. Several magics and

denizens within the tower have cascaded out-of-

control. Further, the owl himself has started to

enjoy his lordly position a bit too much in his

master's absence. These are the causes of the

strange happenings in the neighborhood.

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Photocopy This Document For Personal Use Only. INTRODUCTION 4
The Adventure Begins

T
While they don't have much in the way of

he dirt path you travel down is well-worn reward to offer, the people of the town are more
and lined by family farms on either side. than happy to allow the characters to keep
Spring planting has already transitioned
into summer growth, with farmers out anything they find within the tower. It is highly

among the fields pulling out weeds and unlikely that Rammesu is going to come back
tending to what they hope will be a after being gone for so long. They just need
healthy fall harvest. It is near mid-day,
someone who can stop these unintended magics
with a warm sun high in an almost cloudless sky, and
you are passing through yet another small, idyllic, from escaping and harassing the village.
village on your way to the more important tasks of

seasoned adventurers.
If the characters decide that they don't want to
As you reach the center of this one-road town, a mob
help out, the villagers will reluctantly step off the
of nearly thirty villagers - most of them women and road and let them proceed. You may simply skip

children - step out into the road, blocking further the scenario, or perhaps have an owl or critter

passage. An older, heavy-set man with short white hair run off with something that the characters own

when they camp for the night. This animal


ringing the large bald spot atop his head steps forward
retreats to Rammesu's Tower and gives the object
authoritatively and clears his throat. "I, Hitch Scullyson,
to Arteres, who has been collecting items for his
request - on behalf of the entire village - your own comfort. In such a case, the characters will
assistance in an urgent matter of great importance." be drawn to resolve the issues with the tower in

order to get their own possessions returned to

them.
Hitch is widely regarded as the village leader,

though there has been no official election to

place him in the position, nor has any nobleman

given him any title. It started with Hitch simply

preferring to spend time sitting on a bench and

having an ale than work his fields. Then he

started to get to know all about the goings on of

every household in the area by virtue of sitting

and speaking with everyone. And then, he started

offering advice and solutions to anyone who had

troubles or disputes. Eventually, everyone simply

started coming to him as the de facto town

leader. But really, he'd just like to sit on his

bench and have a few drinks.

The other villagers that accompany Hitch are

present for two reasons. First, they are

presenting a physical barrier against the

characters continuing through town without

listening to their plea for help. Secondly, they are

there to ensure Hitch doesn't back down from

confronting and addressing the characters. He

isn't exactly known for courage or reliability.

In any case, the unofficial town leader will

explain to the characters that they once had a

village wizard - named Rammesu - who was a

nice enough guy, but disappeared some years

back. His tower stands near the edge of town and

has really never been much of a problem ... until

now. Now, some strange things are going on

within that tower and the village doesn't know

what to do about it.

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Photocopy This Document For Personal Use Only. THE ADVENTURE BEGINS 5
As a note, these magical vines are not

1 - Approaching the tower inherently evil - only hungry. Further, they are

somewhat sentient and capable of telepathic


The townspeople have recently given Rammesu's tower communication. If, for example, a character were

a wide berth, and for good reason. As you approach the to throw a rabbit into the tangle the vines would

circular, gray stone, building, it becomes obvious that immediate react and consume it -- and then

something has gone wrong. Several massive, thick, vine possibly even say "thank you" to the character

telepathically.
stalks have broken through the windows from inside
The telepathic nature of the vines offers an
the tower and now cover the ground, stretching nearly
opportunity to pass through the grounds after
30 feet in every direction. The front door of the negotiation and agreement between the

building is a modest, arched wooden door painted in a characters and the plants. Should you be looking

bright red color. Aside from the broken windows on the for an opportunity to turn this encounter into

something other than combat, this telepathy


ground level, there are several windows on what might
presents you with that opportunity.
be a third level approximately 20 feet above and again
on a higher level nearly 40 feet above. The tower, in its
Magical Vine
entirety, stands somewhere between 50 and 60 feet
Large plant, true neutral
tall, capped with a bright-red-tiled, conical roof.
Armor Class 15 (natural armor)

The door into Rammesu's tower is locked, Hit Points 85 (10d10 + 30)

requiring a DC 15 Thieves Tools proficiency check Speed 8ft.

to open or a DC 18 Athletics check to bash

through. The door, however, is not the primary


STR DEX CON INT WIS CHA
issue. The primary issue is the vines that are
18 (+4) 10 (+0) 16 (+3) 10 (+0) 8 (-1) 1 (-5)
growing out through the windows, as they are

both sentient and carnivorous.


Damage Resistances cold, fire

Condition Immunities blinded, deafened,


Magical Vines
exhaustion, prone

The tangle surrounding the tower consists Senses blindsight 40 ft., Passive Perception 10

entirely of the endlessly branching vine stalks of


Languages understands spoken languages and
three plants. They lie in wait, perfectly still, until telepathy, speaks through telepathy

a living creature has moved at least 10 feet into Challenge 4 (1,100 XP)

their territory. At that point, all three will greedily

lash out with thorny limbs, wrapping them False Appearance. While the magical vine remains

around the arms, legs, and waist of the victim motionless, it is indistinguishable from a normal

plant.
and trying to suck out as much blood as they

can.
Sentient nature. The vine understands other
The nature of the vines might be discovered creatures due to its magical nature.

beforehand through:
Actions

A DC 16 Survival skill check that notes several Constrict. Melee Weapon Attack: +6 to hit, reach 25ft.,
dead animals among the vines, all of which
one target. Hit 11 (2d6 + 4) piercing damage, and it
is grappled (escape DC 15). Until its grapple ends,
seem to have been sucked dry, leaving them
the target is restrained and it takes 17 (7d4)
mummified.
damage at the start of each of its turns as the
A DC 16 Nature skill check that notes the blood is sucked from their body. The vine can

thorns on the vines have holes in their tips constrict up to two targets at the same time.

and sacks near the stalk that are empty,


Restricting Vines. as a reaction, the magical vine
indicating that they are for sucking liquid in
can create a 10 ft. long wall of normal vines,
rather than injecting poison out. restricting access to a certain area or shielding

A DC 18 Perception skill check (passive or itself from an attack. After doing this five times,

the vine needs to rest at least one hour before it is


active) that catches hints of small vines
able to do this again. These walls of vines can be
writhing subtly (very, very subtly) along the
destroyed if at least 15 damage is dealt to them.
ground, as if feeling for something. They are vulnerable against fire damage.

Not For Resale. Permission Granted To Print Or


Photocopy This Document For Personal Use Only. APPROACHING THE TOWER 6
1d6 Result
2 - Inside the tower
1 Rammesu's bedroom is spacious and luxurious.

The first floor of Rammesu's tower is one large, circular A massive, soft-cushioned poster bed with
abundant pillows sits near large bay windows
room lined with vast bookshelves. To your left, three looking out onto a magical coastal landscape,
despite there being no ocean nearby. A large
spacious, comfortable-looking chairs sit facing each tub sits in one corner, the water in it heated by

other around a small coffee table. To your right, several an everburning flame below. Unfortunately for
the characters, Rammesu has placed
tables covered in books, scrolls, and various alchemy protections upon this room and a magical
barrier keeps them from actually entering.
equipment poke out from the overgrown mass of vines They must close the door and open it again in

that have spread from here to the outside. One can order to find a path somewhere else.

only assume that it was some spilled concoction from 2 The door opens to an expansive desert with

one of these tables that caused the plants to grow so large sand dunes and a single, lonely, cactus in
the distance. A door can be seen floating
large. Straight ahead of you, a stone stairway flanked by roughly 20 feet in the air, approximately 100
feet directly in front of the characters. another
bookshelves winds its way up along the back wall to door lays on the slope of a sand dune, several

the floor above. grains of sand being blown over its surface by
a soft breeze.

3 An expansive warehouse, filled with crates,


The contents of the room on the ground level of
large sacks, hanging bunches of various herbs
the tower (and on most other levels of the tower) and other plants, amphorae, and more lies

are left to DM discretion, though assistance is before the characters. The storeroom is kept
on the Astral Plane, so nothing ages or goes
offered within Appendix B of this document. In
bad, but all contents of it are rather mundane
Appendix B, you will find a table for randomly and of low value (grains, fruits, meats, herbs,
etc)
rolling the curious contents of a room should you

so chooose. You may also simply select items


4 In front of the characters is a large, plain stone
from the list (such as a potion when a character room. It has no windows and no furnishings,
only a globe of light in the middle of the ceiling
searches the alchemy tables) as desired.
that provides illumination. A series of scorch
marks, cracked and indented wall stones, and

Traveling between floors arcane symbols are scattered about the room.
It is Rammesu's spell-testing and practice
The interior of Rammesu's tower, like the interior room. Eight doors lead out of this room, all
equidistant from each other around the outer
of many wizard's towers, does not correctly obey
circular wall of the space.
the laws of either space or time. Anyone who is

not in possession of a key to the tower (acquired 5 Through this door there is a small, windowless,

through encounter 5 - Escaping the tower) will room of hexagonal shape. On each of the walls
except the one with the door there is a large,
quickly find that neither stairs nor doors always
ornate mirror. In each of them, the life of a

lead to where one would expect. In fact, once the different individual plays out. One shows an
aging warrior sitting on his throne. Another, a
characters have left the main entry on the first
grandmotherly woman tending to the wounds
floor, they will not be able to leave the tower again of a young deer in the forest. A third shows a
slight man, sitting at a gambling table. A fourth
until they acquire a key. All doors and windows
simply shows a small mound of grass with
will instead lead to random locations and pocket- flowers lain on top of it, and the fifth has been

dimensions within the tower. purposely broken, shards of glass scattered on


the floor.
In order to determine where characters end up

when they open a door to a new floor or try to


6 The door opens into a great forest, so thick

crawl through a window to the outside, roll on with trees that light only barely penetrates the
canopy. Birds sing, and the shadow of a deer
the table at right. At any point in time, you may
can be seen not far off. Doors can be seen in
choose to have the characters travel to the the trunks of several large trees scattered
about the edges of the forest.
encounter in the kitchen (encounter 3, below),

followed sometime after by the encounter with

Arteres (encounter 4, below). Both of these The DM should feel empowered to add more

encounters are not included in the table of possibilities for rooms and floors to this list if

random rooms, as they are each important to the they wish to do so.

completion of the storyline and should not be left

to chance.

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Photocopy This Document For Personal Use Only. INSIDE THE TOWER 7
Navigating the kitchen
3 - The Kitchen
There are 3 Living Cauldrons and 4 Swarms of

Cookware in this kitchen place a representation


You find yourself looking through the door into an
of each in a random location on the kitchen map,
expansive and well-equipped kitchen. Several tables and
spread out somewhat across the entire room.
shelves are strategically oriented around a large stove. Each Swarm of Cookware will move 1d6+3 5 ft
Herbs hang, long-since dried, from the ceiling. Most squares in a random orthogonal direction each

curious of all, however, is that the variety of pots, pans, round. Each Living Cauldron will move 1d6+3 5

cutting boards, stirring spoons, and even knives, all ft squares in a random diagonal direction each

round. Any time the path of a Living Cauldron or


seem to be animated and flying around the room of
a Swarm of Cookware passes through the space
their own volition. They appear to be involved in the
of a character (or a character chooses to pass
creation of some curious food concoction that through the space of a construct), that character

includes both fish and, if you're not mistaken, rat.


suffers an attack from the construct. These


attacks are random and simply the result of

Suddenly, one of the butcher knives accelerates, cookware rushing around the kitchen doing its

envisioned job.
speeding through the air into a back corner of the
Once the characters are with the children, the
room where you see a small, dark-haired, head duck out
movement of the Living Cauldrons and Swarms
of the way. As the knife circles and returns to its duties, of Cookware change. Instead of moving randomly,

the child that it nearly skewered - a boy of about 8 they move purposely to the squares occupied by

years old - calls out to you "Help! Help us! We're the characters and the children and engage in

their attacks as hostile creatures.


trapped here!"
If a character decides to take some food from

the kitchen, all constructs in the room


There are three children from the village cowering
immediately start viewing the party as hostile
in the far corner of the kitchen, doing their best
and attack. Strangely, if a character attacks one
to avoid the flying pots and cutlery that appear to
of the constructs, the others do not react in a
have it out for them. The children are Yani (the 8
hostile fashion, but instead continue with their
year old calling out to the characters), his best
tasks as if all is well.
friend Rorik, and Rorik's older sister - the 10
Both the Living Cauldron and the Swarm of
year old Marigold. They have earned the ire of the
Cookware are detailed below. For DMs who want
animated cookware by stealing food from the
to add a further twist to the encounter, a Cake
kitchen and eating it. The constructs therefore
Ooze creature is available in Appendix C.
view them as thieves and will attack whenever

they poke their heads up to try and escape.


Treasure
Should they wish to have the good graces of the
In the kitchen, there are several normal/inactive
village, the characters will need to rescue these
cooking knives (dagger - 7), cleavers (hatchet - 5),
children. To do so, they will need to navigate
and frying pans (mace - 3). Further, there is a
through the kitchen to the children's corner and
soup broth being cooked in a pot on one of the
then help Yani, Rorik, and Marigold back to the
stoves that acts as if it is a healing potion. The
door. While the animated cookware does not (yet)
pot holds enough soup for 5 servings.
have it out for the characters, it also does not give

much attention to where living beings may or

may not be and it is entirely possible to have an

unfortunate random collision with a knife, fork,

or skillet.

Not For Resale. Permission Granted To Print Or


Photocopy This Document For Personal Use Only. The Kitchen 8
Living Cauldron Swarm of Cookware

Small construct, unaligned Large swarm of Tiny constructs, unaligned

Armor Class 16 (natural armor) Armor Class 16 (natural armor)

Hit Points 39 (6d6 + 18) Hit Points 55 (10d10)

Speed 25ft. Speed 0 ft, fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

10 (+0) 10 (+0) 16 (+3) 1 (-5) 3 (-4) 1 (-5) 10 (+0) 16 (+3) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Saving Throws Con +5 Damage Resistances bludgeoning, piercing,

slashing
Damage Resistances piercing
Condition Immunities blinded, charmed, frightened,
Damage Immunities poison, psychic
grappled, paralyzed, petrified, prone, restrained,
Condition Immunities blinded, charmed, deafened,
stunned
exhaustion, frightened, paralyzed, petrified,
Senses Passive Perception 6
poisoned, prone
Languages --
Senses blindsight 60 ft., tremorsense 60ft., Passive

Perception 6 Challenge 2 (450 XP)

Languages --

Swarm. The swarm can occupy another creature's


Challenge 1 (200 XP)
space and vice versa, and the swarm can move

through any opening large enough for a Tiny


Antimagic Susceptibility. The living cauldron is
cookware (utensils, skillet, etc). The swarm cannot
incapacitated while in the area of an antimagic
regain hit points or gain temporary hit points.
field. If targeted by dispel magic, the living

cauldron must succeed on a Constitution saving Antimagic Susceptibility. The Swarm of Cookware is
throw against the caster's spell save DC or fall incapacitated while in the area of an antimagic
unconscious for 1 minute. field. If targeted by dispel magic, the Swarm of

Cookware must succeed on a Constitution saving


False Appearance. While the living cauldron
throw against the caster's spell save DC or fall
remains motionless, it is indistinguishable from a
unconscious for 1 minute.
normal cauldron.
Utensil Tornado. The swarm of Cookware can enter
Actions a hostile creature's space and stop there. The first

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one time it enters a creature's space on a turn, that

target. Hit: 5 (1d6 + 2) bludgeoning damage. creature takes 5 (1d10) slashing damage. If a

creature starts its turn in a space occupied by the

Stew Splash. Ranged Weapon Attack: +4 to hit, range Swarm of Cookware, that creature immediately

20/60 ft., one target. Hit: 5 (1d6 + 2) fire damage. takes 5 (1d10) slashing damage.

Actions

Multiattack. The swarm makes two attacks, using

any two of the available three attacks listed.

Skillet Volley. Melee Weapon Attack: +5 to hit, reach


0ft., one target. Hit: 9 (2d8) bludgeoning damage.
One-half damage if the swarm has 50% or less HP

remaining.

Cucumber Slice. Melee Weapon Attack: +5 to hit,


reach 0ft., one target. Hit: 7 (2d6) slashing damage.
One-half damage if the swarm has 50% or less HP

remaining.

Throw Forks. Ranged Weapon Attack: +5 to hit, range


10/30 ft., one target. Hit: 5 (2d4) piercing damage.
One-half damage if the swarm has 50% or less HP

remaining.

Not For Resale. Permission Granted To Print Or


Photocopy This Document For Personal Use Only. The Kitchen 9
In negotiations, Arteres' only demand is that a

4 - Confronting Arteres bushel of apples (or equivalent) and two pounds

of uncooked meat be left outside the tower every


The door opens into what appears to be a large art day so that he and his minions may eat. He is

gallery. Intricate paintings with expensive frames hang unable to promise that pantries will not be raided

on gray stone walls; sculptures are arranged within the and cats will not go missing unless this

empty floor space between; and a giant nest made out concession is made.

Agan stands by Arteres throughout any


of tree branches sits in the very center of the room.
discussion (and will join in any fight), listening to
Standing atop the raised edge of the nest is a giant owl,
everything that is said and doing his best to look
somewhere between 6 and 7 feet tall. It's head turns intimidating to the characters. He is, after all, the

slightly, eyes staring at you with a kind of intelligence chief military officer of the tower and second in

that you would not expect from any common beast. command only to Arteres (or, at least, that is how

he styles himself).
At that moment, another owl swoops in to the room
through an open balcony archway at your left. Though
Interaction outcomes
this owl is of normal size, it carries on its back what
Should Arteres and the characters come to an
appears to be a white/brown speckled rat wearing
agreement, the owl will step aside and point one
bright blue pants, a flashy purple tunic, and a large wing toward a door at the back of the room,

feathered hat. The owl lands and the rat calls out saying "That is the way out. Relay our agreement

"Master Arteres! The intruders are here! They have to the villagers. I will keep my end of the bargain,

so long as they keep theirs." Should the


found your gallery!"
characters go through the door at the back of the
The giant owl fluffs its feathers slightly in annoyance,
room, proceed to Encounter 5 - Escaping the
and responds with a deep, clear voice, "Yes Agan, I Tower.
know. I see them." He then turns toward you once If no agreement is reached and combat is

more and speaks further, "Welcome to my domain. For imminent, Arteres will begin combat with a wing

what reason do you spend so much time and energy buffet to knock as many characters as possible

off their feet and then engage in combat with a


coming to bother me in my gallery?"
mix of spells and beak or claw attacks. Agan will

re-mount his owl and call a Swarm of Owls to


As mentioned previously, Arteres is Rammesu's fight along side him (they will take one round to
owl familiar. He has, however, partaken of the arrive and calling the swarm takes up his action
same concoction that caused the vines in for the round).
Encounter 1 to grow so large and gain a sentient Stats for both Arteres and Agan follow on the
intellect. As Arteres was already somewhat next page.
intelligent, he has become exceptionally

intelligent after taking this potion. However, his Treasure


management skills leave something to be desired.
Should the characters successfully negotiate with
Hence the unintended magics that have been
Arteres, he will reiterate that nothing belonging
escaping from the tower.
to Rammesu should be taken from the tower, but
Arteres is neither bloodthirsty, nor thuggish.
does not want the characters to leave empty-
However, he is also intent on protecting all of
handed. The owl will pluck one of his own
Rammesu's possessions and will demand the
feathers from a wing and give it to the party. This
return of any visible items that the characters
feather has magical properties, as detailed in
have looted from the tower. If the characters
Appendix B (Arteres' Feather).
refuse, he is willing to fight in order to get the
Should the characters battle Arteres and kill
items back.
him, they may take a feather from the body, but

it will be the cursed version of Arteres' Feather.


Interacting with Arteres

Should the characters bring up the fact that

recent goings-on in the tower have been

disturbing the townsfolk, they may persuade or

negotiate with him to get his minions to stop

going into town to steal trinkets and foodstuffs.

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Arteres Agan

Medium Beast, Lawful Neutral Tiny Beast, Lawful Good

Armor Class 13 Armor Class 15

Hit Points 127 (19d8+36) Hit Points 35 (10d4+10)

Speed 15 ft., fly 70 ft. Speed 30 ft., fly 60 ft. (on his owl)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

16 (+3) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 6 (-2) 20 (+5) 12 (+1) 12 (+1) 10 (+0) 15 (+2)

Skills Insight +6, Perception +5, Persuasion, +5, Skills Stealth +7

Stealth +7 Senses Darkvision 30ft., Passive Perception 10

Senses Darkvision 120 ft., Passive Perception 15 Challenge 1 (200 XP)

Challenge 7 (2900 XP)

Keen Smell. Agan has advantage on Wisdom

Flyby. The owl doesn't provoke opportunity attacks (Perception) checks that rely on smell.

when it flies out of an enemy's reach.


Actions

Keen Hearing and Sight. The owl has advantage on


Multiattack. Agan attacks twice with his rapier.
Wisdom (Perception) checks that rely on hearing

or sight. Tiny Rapier. Melee Weapon Attack: +8 to hit, reach 5


Spellcasting. Arteres is a 7th level spellcaster. His
ft., one target. Hit: 7 (1d4+5) piercing damage.
spellcasting ability is Intelligence (spell save DC 16,

+8 to hit with spell attacks). Arteres has the

following spells prepared:

Cantrips (at will): Blade Ward, Friends, Minor

Illusion, Thunder Clap

1st level (4 slots): Color Spray, Magic Missile, Shield,

Unseen Servant

2nd level (3 slots): Cloud of Daggers, Misty Step,

See Invisibility

3rd level (3 slots): Counterspell, Fear, Summon Fey

4th level (1 slot): Polymorph

Actions

Multiattack. Arteres attacks twice with his talons

and once with his beak.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 11 (3d6 +3) slashing damage.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (3d8 +3) piercing damage.
Wing Buffet(5-6). Arteres may flap his massive,

powerful, wings to knock back enemies and create

separation between himself and danger. This

buffet affects all creatures within a 30 foot cone in

front of Arteres. Each affect creature takes 9 (3d6)

damage from the attack, is pushed backwards 10

feet, and must make a DC 14 Strength Saving

Throw or be knocked prone.

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Rafters. The beams are constructed as a
5 - Escaping the Tower network of wooden supports between 30 to 40

feet above the floor reinforced by wooden


You've entered what appears to be the attic of columns. Creatures can climb up the columns to
Rammesu's tower, with exposed rafters and the interior the rafters by succeeding on a DC 15 Strength

of the sloped roof above you. In addition to the door (Athletics) check. On a failure, the creature falls

through which you have entered, eight doors line the and takes 1d6 bludgeoning damage.

A creature can walk across beams by


walls of this circular room, roughly equidistant from
succeeding on a DC 10 Dexterity (Acrobatics)
each other. Each door is identical to the other seven
check. On a failure, the creature falls. When a
and has a single keyhole in its center.
creature on a rafter takes damage, it must


succeed on a DC 10 Dexterity saving throw or fall

As if in answer to the question of where a key to one of off.

the doors might be, a soft 'hoot' echoes from the Waking the Owls. A character can sneak up

on an owl and grab the key from its neck without


rafters above. You look up to see a plethora of owls
waking it by succeeding on a DC 16 Stealth
perched among the solid, wooden planks. Each of them
check. If a creature fails this check, every owl
wears a thin necklace from which hangs a key. There wakes and gathers into a swarm of owls.

are far more than eight owls, and there is no guarantee


that any of the keys will fit in the locks of the doors, but Active Owls

If the owls have awakened, creatures can attempt


there aren't any other leads to go on.
to physically capture an owl to get the key.

Catching an Owl. An owl can be caught by a

The eight doors around the room are each creature within 5 feet of it that succeeds on a

representative of the eight different schools of grapple check.

magic. One of them (conjuration) exits the tower If the owls have gathered as a swarm of owls, a

safely. The other seven lead to danger. There are creature can attempt to grab one owl from the

fifty owls in the rafters above. One of them holds swarm by making a grapple check. On a

the key that will open the door that allows the successful check, the creature rolls a d100. If the

characters to exit the tower. roll is greater or equal to 50 + the swarm’s

remaining hit points, the creature grabs the owl

Obtaining the Key with the correct key.

While each metal key around the necks of all fifty Swarm of Owls. The swarm of owls will

owls looks almost identical, the correct key may attack an intruder. When the swarm has less

be discovered through three methods: than half its health, it will cease being hostile

and retreat to the rafters, hovering. A creature


A DC 23 Perception skill check will note that
that fails a grapple check to catch an owl must
there is a skillfully hidden owl-carving within
repeat the Dexterity saving throw to remain on
the design of the correct key.
the rafters.
Any spell or ability that reveals magical auras

(such as Detect Magic) will detect that the

correct key radiates with a faint glow of

conjuration magic.

The characters can simply capture all of the

keys and try them one by one until one of

them works.

Sleeping Owls

In the tower’s rafters live fifty owls, each very

deeply sleeping in its own nest of twigs. Around

the neck of each owl is a chain with a small key.

Only one of the keys open the tower’s main doors.

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Abjuration Door. This door is warded with
Finding the Exit
abjuration magic. When this door is opened,
As previously mentioned, this attic has eight
thorny vines appear. Each creature within 10 feet
identical doors. Due to the tower’s magical
of the door must make a DC 16 Dexterity saving
nature, the same door a creature used to enter is
throw or be restrained. A restrained creature
not the same as the exit.
takes 3d4 piercing damage at the start of its
Identifying a Door. Each magically-locked
turns and repeats the save, ending the condition
door is physically identical and has a keyhole. A
on a success.
detect magic spell reveals each door emits an
Divination Door. This door leads to a glass
aura with a different school of magic. The correct
orb swirling with colored smoke. A creature can
door emits conjuration magic, which matches the
use an action to touch the ball and cast
magic of the correct key.
divination without expending a spell slot or
When the correct key is inserted into the door’s
providing material components. Then, the orb
lock, a symbol appears on the door. A character
fades to dust.
can succeed on a DC 10 Intelligence (Arcana) or
Enchantment Door. This door leads to a
DC 15 Intelligence (History) check to determine
beautiful mirror. A creature that can see its
each symbol represents one school of magic.
reflection in the mirror must succeed on a DC 15
Those proficient in Arcana automatically know
Wisdom saving throw or be charmed. While
this information.
charmed, the creature must use its action to
Finding the Exit. A character that succeeds
attempt to stay in the pocket dimension and close
on another DC 25 Intelligence (Arcana) check
the door. At the end of its turns, the creature
also knows that teleportation spells are part of
repeats the saving throw, ending the effect on a
the conjuration school, and the conjuration door
success.
would have the exit.
Evocation Door. This door leads to a

mechanical trap. A character can detect this trap


Door Destinations
with a successful DC 15 Intelligence
Seven of the eight identical doors lead to a
(Investigation) check and disarm it with a
different pocket dimension and the eighth leads
successful DC 15 Dexterity check. Those
to the exit. When a character approaches or
proficient with Thieves Tools can add their
attempts to identify the door, choose from the
proficiency bonus to checks made to disarm the
options below or roll to randomly determine the
trap.
door’s destination.
If a character fails to disarm the trap or opens
A creature can determine what may be behind
the door without disarming the trap, a magical
the door by succeeding on a DC 15 Wisdom
device behind the door belches fire in a 15-foot
(Perception) check or another appropriate check.
cone. Each creature in this cone must make a DC
Exit Doors
15 Dexterity saving throw, taking 3d8 fire

d8 Door's School of Magic damage on a failed save or half as much on a

successful one.
1 Abjuration
Necromancy Door. When opened, four

2 Conjuration zombies immediately shamble out of the pocket

dimension and attack any creatures they can see.


3 Divination
Illusion Door. This door leads to a demon’s

pocket dimension that looks similar to where the


4 Enchantment
characters come from, but is missing many

5 Evocation minute details. Characters that succeed on a DC

16 Wisdom (Perception) check can determine this


6 Necromancy
world is not real.

For each minute spent in this pocket


7 Illusion
dimension, a creature must succeed on a DC 17

8 Transmutation Constitution saving throw or take 1d8 psychic

damage.

Transmutation Door. This door leads to a


Conjuration Door. This door is the exit and

returns the characters to exterior of the tower small closet with two mimics that have taken

where they entered. the shape of a broom. Upon touching either

broom, both mimics attack.

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Swarm of Owls Owl

Huge swarm of tiny beasts, unaligned Tiny beast, unaligned

Armor Class 15 (natural armor) Armor Class 11

Hit Points 52 (8d12) Hit Points 1 (1d4 -1)

Speed 5 ft., fly 60 ft. Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

6 (-2) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2) 3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Damage Resistances bludgeoning, piercing, Skills Perception +3, Stealth +3

slashing Senses darkvision 120 ft., passive Perception 13

Condition Immunities charmed, frightened, Challenge 0 (10 XP)


grappled, paralyzed, petrified, prone, restrained,

stunned
Flyby. The owl doesn't provoke opportunity attacks
Senses darkvision 60 ft., passive Perception 11
when it flies out of an enemy's reach.

Challenge 4 (1,100 XP)


Keen Hearing and Sight. The owl has advantage on

Wisdom (Perception) checks that rely on hearing


Flyby. The swarm doesn't provoke opportunity
or sight.
attacks when it flies out of an enemy's reach.

Actions
Keen Hearing and Sight. The swarm has advantage

on Wisdom (Perception) checks that rely on


Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.,
hearing or sight.
one target. Hit: (1d1) slashing damage.
Swarm. The swarm can occupy another creature's

space and vice versa, and the swarm can move

through any opening large enough for a Tiny owl. Zombie

The swarm can't regain hit points or gain


Medium undead, neutral evil
temporary hit points.

Actions Armor Class 8

Talons.Melee Weapon Attack: +5 to hit, reach 0 ft., Hit Points 22 (3d8 + 9)

one target in the swarm's space. Hit: 14 (4d6) Speed 20 ft.


piercing damage, or 7 (2d6) piercing damage if the

swarm has half of its hit points or fewer.

STR DEX CON INT WIS CHA

13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands the languages it knew in

life but can't speak

Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to

0 hit points, it must make a Constitution saving

throw with a DC of 5 + the damage taken, unless

the damage is radiant or from a critical hit. On a

success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 4 (1d6 + 1) bludgeoning damage.

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Mimic

Medium monstrosity (shapechanger) , neutral

Armor Class 12

Hit Points 58 (9d8 + 18)

Speed 15 ft.

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

Skills Stealth +5

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 11

Challenge 2 (450 XP)

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.

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.

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.

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Scenario End

O
nce the characters have exited

Rammesu's Tower, the scenario is

complete. Whether or not they

managed to stop the strange

happenings at the tower depends

entirely on the success or failure of

their interaction with Arteres.

If the characters have managed to defeat or

calm the living vines that guard the front door of

the tower and to stop strange magics from

escaping the tower in the future, the village is

grateful and celebrates their victory. Failure,

however, is met with an opposite reaction and a

worry that the characters may have only made

things worse.

In any case, Rammesu will return to continue

cooking his dinner sometime within the next

month and any lingering problems will disappear.

Well, except that his dinner is completely ruined

because of his long absence.

Where to next ...


If you found any portion of this short adventure

to be enjoyable, we encourage you to take a look

at the variety of high quality items, creatures,

maps, encounters, and scenarios offered by the

various collaborators listed on the Table of

Contents page of this document. At minimum,

you will find some new and interesting things to

include in your own campaign and ideas to

inspire you forward in more of your own

creations. We look forward to seeing you!

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Appendix A: Maps

The Surrounding Area

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Approaching the tower

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The kitchen

The children are initially hiding in area "B" of the kitchen. Player characters enter the kitchen from area

"A". Initial placement of Living Cauldrons and Swarms of Cookware is by DM discretion.

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Confronting Arteres

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Appendix B: Items
If you wish to randomly determine what items might be found within the tower, roll 1d20 and consult the

table below. Any items created specifically for this scenario are marked with an asterisk and described

below.

Random Item Table

1d20 Result

1 Potion of Healing

2 Boots of Striding and Springing

3 Chef Rammesu's Hat *

4 An ornate, gold-framed, mirror worth 50gp

5 A fancy comb, worth 10gp

6 Potion of Growth

7 Decanter of Endless Water

8 My First Spatula *

9 A small pouch of gold and silver: 37gp, 15 sp.

10 An aggressive, but harmless, Venus Fly Trap

11 Spell Scroll: Charm Person

12 Cloak of Billowing

13 Cauldron of Cooking *

14 Eyes of Minute Seeing

15 Potion of Gaseous Form

16 An illustrated book of fairy tales (10gp)

17 Spell Scroll: Stinking Cloud

18 Everbright Lantern

19 Alchemy Jug

20 Dinner Plate *

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New Items

Arteres' Feather Chef Rammesu's Hat

Wonderous Item, Very Rare, Requires Attunement Wonderous Item, Very Rare, Requires Attunement

Normal Feather The hat has 7 charges. While you wear this hat
This owl's feather has 7 charges. While you wear
you can use an action and expend 1, 3, or 5
the feather you may use an action to expend 1, 2,
charges to:
or 4 charges and do the following:

1 charge: Cast Purify Food and Drink


1 charge: Cast Feather Fall
3 charges: Cast Create Food and Water
2 charges: Cast Levitate
5 charges: Cast Heroes Feast
The hat regains
4 charges: Cast Fly (5th level)
1d6+1 charges daily at dawn. If you expend

the hat's last charge, roll a D20. On a 1, the


The feather regains 1d6+1 charges daily, at
hat is destroyed.

dusk. If you expend the feather's last charge, roll

1d20. On a 1, the feather is destroyed.


weight 2 lbs.

Cursed Feather
Dinner Plate
This owl's feather has 7 charges. While you wear
A piece of heavy armor with a large porcelain
the feather you may use an action to expend 1, 2,
dinner plate sewn over the chest.
or 4 charges and do the following:
You have a +1 bonus to your AC. When you are

2 charge: Cast Feather Fall attacked by food or are hit with a food-based

3 charges: Cast Levitate attack, you can reduce the damage taken by 1d6.

5 charges: Cast Fly (5th level)

My First Spatula
The feather regains 1d4+1 charges daily, at

dusk. If you expend the feather's last charge, roll

1d20. On a 1-3, the feather is destroyed. A

Remove Curse spell, cast on the feather, will

cleanse it and transform it into the normal

version of the feather as listed above.

weight negligible

Cauldron of Cooking

Wonderous Item, Rare

This cauldron looks much like any worn, well-

used, household cauldron.

The Cauldron of Cooking can hold around 4 liters

(1 gallon) of food or liquid. If you have the proper

ingredients and place them within the cauldron it

will cook any meal without the need for fire. Any

recipe attempted in this cauldron will be both


No matter what kind of egg dish you try to cook
successful and delicious. The cauldron can be
using this spatula, you always end up with
used to cook a meal only once per day.

scrambled eggs.

weight 20 lbs.

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Appendix C: Misc Creatures

Cake Ooze

Medium ooze, unaligned

Armor Class 10

Hit Points 37 (5d8 + 15)

Speed 10 ft, climb 10 ft.

STR DEX CON INT WIS CHA

10 (+0) 10 (+0) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

Damage Vulnerabilities fire

Damage Resistances acid, cold

Condition Immunities blinded, charmed, deafened,

exhaustion, frightened, prone

Senses blindsight 60 ft., Passive Perception 8

Languages --

Challenge 1 (200 XP)

Amorphous. The ooze can move through a space as

narrow as 1 inch wide without squeezing.

False Appearance. While the ooze remains

motionless, it is indistinguishable from a cake or

pie.

Ambusher. The Cake Ooze has advantage on attack

rolls against any creature it has surprised.

Actions

Whipped Cream Pseudopod. Melee Weapon Attack: +2


to hit, reach 5ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage plus 7 (2d6) cold damage.

Add Flour. The Cake Ooze moves up to its speed.

While doing so, it can enter medium or smaller

creature's spaces. Whenever the Cake Ooze enters

a creature's space, the creature must make a DC 12

Dexterity saving throw.

     On a successful save, the creature can choose to

be pushed 5 feet back or to the side of the Cake

Ooze. A creature that chooses not to be pushed

suffers the consequences of a failed saving throw.

     On a failed save, the Cake Ooze enters the

creature's space and the creature takes 10 (3d6)

cold damage and is engulfed. The engulfed

creature cannot breathe, is restrained, and takes 7

(2d6) cold damage at the start of each of the Cake

Ooze's turns. When the Cake Ooze moves, the

engulfed crature moves with it. If the engulfed

creature dies inside the Cake Ooze, the Cake Ooze

automatically heals 9 (2d8) HP and grows one size

category, to Large (if the Cake Ooze is already

Large, it remains Large sized).

     An engulfed creature can try to escape by

taking an action and making a DC 12 Strength

check. On a success, the creature escapes and

enters a space of its choice within 5 feet of the

Cake Ooze.

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